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Patch Day - November 19Th - LIVE!


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#261 Tannhauser Gate

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Posted 19 November 2013 - 11:16 PM

Yerp, no love here for spider pilots who suddenly had their op fun crushed out like a cheap smoke. This nerf was over due and welcome on all counts exspecially from those who've had direct hits on spiders bounce off like scotch guard (which would be everyone). Thanks for the awesome patch.

Edited by LakeDaemon, 19 November 2013 - 11:17 PM.


#262 refrigeraptor

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Posted 19 November 2013 - 11:29 PM

Oh no, i sold my awesome three days ago D:

It's nice to see they finaly fixed the spider, can't wait to play.

#263 Wrenchfarm

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Posted 20 November 2013 - 12:07 AM

View PostGrothaus, on 19 November 2013 - 04:02 PM, said:


This is EXACTLY, what im talking about....

No offense or anything, but your story is baloney, utter make believe fantasy QQ...
that scenario... never happened, even against the worst possible pilots in MWO, a spider cant do that....

but hey, keep making up stories like that, perspective is reality right?, and if enough QQers agree then its a fact right? or at least it might aswell be, truth doesnt matter anyway, might makes right when it comes to the nerf bat...

thank PGI for giving into your fabricated/exaggerated QQ


Yeah, no probs with hit reg at all.

http://www.twitch.tv...erxii/c/3167851

#264 ImagineDwagons

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Posted 20 November 2013 - 01:37 AM

Short version of patch notes:
Another transit patch which delivers practically nothing new

#265 stjobe

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Posted 20 November 2013 - 02:21 AM

View Postaniviron, on 19 November 2013 - 07:42 PM, said:


Not sure quite what's going on with the forums, but the post of "mine" that was quoted links back to a post I actually made that has none of that text in it. Weird.

Wow, that's weird... I was responding to this post by Parazaine, don't know how your name and post even got in there, although I did reply to that post of yours earlier, so it may have been a clipboard error...

Either way, sorry for the confusion :)

#266 ROJ

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Posted 20 November 2013 - 02:46 AM

The game seems to run much smoother than ever for me with exception to the fact my mechbay crashed twice when I was loading out my shadow hawk, which never happened before.

#267 Catalina Steiner

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Posted 20 November 2013 - 03:08 AM

Maybe wrong thread, wrong time but I'm disappointed by all this copycats who tell us that it was the best idea ever to nerf the spider. Maybe 5% of them who posted like this have an idea what it's all about. It's not a shame to be killed by a good light pilot and light pilots have a hard life... really.

For all the haters: lights should not be advantaged (spider hitbox fix) but they shouldn't disadvantaged as well by bullying them.

This brings me to the subject of rewards for those who take the bullet for the team: lights and their reward for capturing points. Even ECM usage is rewarded now. Nice patch, I own two ECM lights and the third is in the works but it should not happen that I have capped three or four points, then we lose and I got 100 (!!!) XP points and 25,000 C-Bills because I have sacrificed myself for my team while they made damage. I have done more for my team than any other mech and I get nothing for it.

Please fix it! It's serious business driving a light and if lights should be teamplayers, please reward them. It's much harder to cap four points instead of buying ECM and counter one mech.

Edited by Catalina Steiner, 20 November 2013 - 03:15 AM.


#268 Namerof

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Posted 20 November 2013 - 03:15 AM

View PostDrunk Canuck, on 19 November 2013 - 10:02 AM, said:

Dear PGI:

You have drawn the last straw. You won't see anymore money from me. Why? Because rather then just getting rid of or actually reducing the annoying cancer that is screen shake from missiles and ballistic weapons, you choose to force us to waste a module slot for a mere convenience. Not to mention your failure to fix the overpowered Air Strike and Artillery Strike modules that can headshot certain Mech's instantly. Your failure to also correct how bad the Ultra AC/5 is with it's asinine jam rate, is another reason why I won't be buying anything, because you fail to fix what is wrong with this game on a consistent basis. You have failed to deliver Community Warfare and UI 2.0 in over a year since announcing both features and you have failed to even be honest with the fans and give us a time frame as to when the content will be out. Right now the Phoenix Project was a waste of a purchase for the medallions because you have yet to deliver the content to support them, so there is no point in having a loyalty medallion when there is nothing to buy or collect. That system should have been in place when the Phoenix Project came out, but it isn't.

G.G PGI, you continue to disappoint your fanbase on a daily basis.

Sincerely

One annoyed customer


They've lowered missile and ballistic shake significantly from all the lower sized classes of them (streaks within one month of me posting that they cause as much screen shake as AC20's even). 40 points of damage is 40 points of damage--how about not just standing there when you see red smoke? The UAC5 almost *NEVER* jams if you know how to use it correctly, which is the only thing broken about it (and no, I will not tell you because I hate 3 UAC5 Jaegers with a passion). As for the content, they've shown progress in all the areas you've mentioned, shown working examples of each, which means it will likely be just in time for christmas or the new year. Further, content that takes long to develop is usually better as a result of the time spent on it.

If that's not fast enough for you, they're hiring.

#269 NextGame

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Posted 20 November 2013 - 05:21 AM

View PostNamerof, on 20 November 2013 - 03:15 AM, said:


They've lowered missile and ballistic shake significantly from all the lower sized classes of them (streaks within one month of me posting that they cause as much screen shake as AC20's even). 40 points of damage is 40 points of damage--how about not just standing there when you see red smoke? The UAC5 almost *NEVER* jams if you know how to use it correctly, which is the only thing broken about it (and no, I will not tell you because I hate 3 UAC5 Jaegers with a passion). As for the content, they've shown progress in all the areas you've mentioned, shown working examples of each, which means it will likely be just in time for christmas or the new year. Further, content that takes long to develop is usually better as a result of the time spent on it.

If that's not fast enough for you, they're hiring.


2 years. No community warfare. How slow can you go?

#270 Solkar

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Posted 20 November 2013 - 05:28 AM

View PostDrunk Canuck, on 19 November 2013 - 10:02 AM, said:

Dear PGI:

You have drawn the last straw. You won't see anymore money from me. Why? Because rather then just getting rid of or actually reducing the annoying cancer that is screen shake from missiles and ballistic weapons, you choose to force us to waste a module slot for a mere convenience. Not to mention your failure to fix the overpowered Air Strike and Artillery Strike modules that can headshot certain Mech's instantly. Your failure to also correct how bad the Ultra AC/5 is with it's asinine jam rate, is another reason why I won't be buying anything, because you fail to fix what is wrong with this game on a consistent basis. You have failed to deliver Community Warfare and UI 2.0 in over a year since announcing both features and you have failed to even be honest with the fans and give us a time frame as to when the content will be out. Right now the Phoenix Project was a waste of a purchase for the medallions because you have yet to deliver the content to support them, so there is no point in having a loyalty medallion when there is nothing to buy or collect. That system should have been in place when the Phoenix Project came out, but it isn't.

G.G PGI, you continue to disappoint your fanbase on a daily basis.

Sincerely

One annoyed customer


Calling screen shake bad almost made me laugh and choke on my breakfast.

Go ask a real life military driver or pilot who has seen combat if they feel any shaking when their vehicle gets hit with anything. Screen shake is immersive. Heck, in reality it should be worse for smaller mechs, but it is probably ok that it isn't because they are half dead once they take a big hit like that anyhow.

#271 Commissar Aku

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Posted 20 November 2013 - 06:09 AM

View PostHAS UncleClint, on 19 November 2013 - 09:07 PM, said:

No it shouldn´t. As far as i can remember, a hit with PPC/ER-PPC will cancel the ECM for four seconds while the bonus is given for minimum of five seconds.

What you can't keep an ecm down for more than 4 seconds with a ppc? I know I sure can, I mean I'm not talking about shooting one mech once but a few mechs a couple time in a row keeping it down for 40 or 50 seconds.

#272 Wrenchfarm

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Posted 20 November 2013 - 06:10 AM

View PostSolkar, on 20 November 2013 - 05:28 AM, said:


Calling screen shake bad almost made me laugh and choke on my breakfast.

Go ask a real life military driver or pilot who has seen combat if they feel any shaking when their vehicle gets hit with anything. Screen shake is immersive. Heck, in reality it should be worse for smaller mechs, but it is probably ok that it isn't because they are half dead once they take a big hit like that anyhow.


"Realistic" or "immersive" qualities don't necessarily make for gameplay and I wish people would stop invoking that line of reasoning.

Not that I totally agree with the poster you are quoting, but there comes a point when you have to decide what you want - a simulation, or a fun game. Considering this is a GAME about GIANT ROBOTS (not to mention 3rd person shattering any illusion that this is intended as a sim), I think we should lean towards whats fun, not whats "realistic".

Some screen shake is good. It's exciting, it lets the player know he's receiving damage and, intuitively, what kind. Tons of screen shake with added plums of smoke and fire that completely obscure your view and make it impossible to fight back? Less good. It's something that requires a delicate balance and a real guiding hand from the design team - not a flippin' module.

Sometimes when I hear or read people's suggestions on the basis of immersion - "I want PPCs to shut down the HUD", "cockpit hits should crack the glass or cause smoke inside the cockpit", "crit hits to gyros or engine should prohibited twist, aim, or movement, ect" "AC20s should knock a mech down!" "flamers should be able to perma-overheat a mech" - I shutter. Sure those might be immersive features and realistic in the sense that a damaged machine won't perform perfectly, but GOD AWFUL GAME PLAY! Think of how terrible PPCs were for months on end, how much worse would it have been if they shut off the hud and ability to lock too? Think of all the times some dingbat from across the map pings you with AC2s, should that crack your glass and make it difficult to aim for the rest of the match?

You need to draw a line somewhere, and I think far too many people get caught up with what seem like cool immersive features in their head without thinking about what a pain they would be to play with.

#273 G4M3R

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Posted 20 November 2013 - 06:43 AM

Dunno, not much as changed for me as a Spider pilot. Last mech alive and top damage in my first game in (a brawl nonetheless). Only thing I notice is that the damage I take is more spread out... isn't that a good thing? More experiments needed.

#274 M4NTiC0R3X

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Posted 20 November 2013 - 07:13 AM

I have come to the conclusion that we may not have lobbies because there would only be a few people in them :)

#275 DyDrimer

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Posted 20 November 2013 - 07:28 AM

I'm with G4M3R, I haven't seen a issue with the spider, mine runs as before, as long as i move I am ok, still one of the last to die, still getting decent damage. Did over 10 drops in it can't complain.

#276 StonedDead

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Posted 20 November 2013 - 07:58 AM

View PostKay Wolf, on 19 November 2013 - 02:08 PM, said:

Nice patch; thank you.

I can't wait to see what you do with the Catapult's boxes, since 95% of kills on me, unfortunately, have been Center Torso only. Oh, there's damage to the other torso's, but almost every one of my deaths have been because of Center Torso.


Please don't listen to this PGI, the Catapault hit boxes are fine they way they are. Making the side torso's easier to hit would make this mech even more fragile since it is one of the better mechs to get away with running an XL. The CT being such a bullet sponge specifically makes the Catapault one of the best mechs ever for an XL engine,

Edited by Zekester81, 20 November 2013 - 08:01 AM.


#277 Fut

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Posted 20 November 2013 - 08:46 AM

This thread is pretty long, so I haven't read the entire thing - but this seems like a pretty good patch to me.

One question though; Does anybody know if the Pelvis split into L/R Legs is a change that will come to all Mechs eventually?

Edited by Fut, 20 November 2013 - 08:51 AM.


#278 stjobe

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Posted 20 November 2013 - 08:52 AM

View PostFut, on 20 November 2013 - 08:46 AM, said:

One question though; Does anybody know if the Pelvis split into L/R Legs is a change that will come to all Mechs eventually?

As I've understood it, yes. Or as Paul put it, "no one is safe from the thong!".

Edited by stjobe, 20 November 2013 - 08:54 AM.


#279 Gorgo7

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Posted 20 November 2013 - 09:17 AM

Ran my Awesome 9M last night for the first time in weeks (months?).
After three drops I can definitely say that the hit boxes have been fixed!
Thank you!

I ground out three Awesomes before the fix and it was a tough slog let me tell you. Hopefully it will pay dividends in the future.

Nice fix!

#280 Threat Doc

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Posted 20 November 2013 - 11:20 AM

View PostZekester81, on 20 November 2013 - 07:58 AM, said:

Please don't listen to this PGI, the Catapault hit boxes are fine they way they are. Making the side torso's easier to hit would make this mech even more fragile since it is one of the better mechs to get away with running an XL. The CT being such a bullet sponge specifically makes the Catapault one of the best mechs ever for an XL engine,
Why do they have to make the side torso's easier to hit? It's pretty obvious the center torso box is about five times the size of either of the torso's. You don't have to size up the side torso's, just reduce the center torso. I'm tired of getting cored all the time, no matter what precautions I take. I was in three drops, yesterday, and I was using that torso side-to-side damage avoidance method, which is stupid and shouldn't need to be used for any reason, and I still got cored from weapons hitting the side torso's. EDIT: Oh, and the side torso's were barely touched. Really, guys, you don't know what you're talking about. Don't put down my idea just because you're SCARED about your side torso's being a potential target to be hit. Why would those hit boxes need to be increased at all, to reduce the center torso box? (shakes head and shrugs) You guys need help.

Edited by Kay Wolf, 20 November 2013 - 11:28 AM.






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