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Patch Day - November 19Th - LIVE!


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#61 Flying Judgement

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Posted 19 November 2013 - 11:14 AM

is this a nerf to the XL capable awesome? ^_^ no more 9M sniping ? i got to try it but i almost never died form side torso explosion before in an awesome the problem wasnt with the hit boxes but with the actual mech design its simply way to wide
the big CT wasn't a bad thing but lets see lets see. but the news worries me greatly.

#62 anonymous161

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Posted 19 November 2013 - 11:14 AM

Oh dont worry I'm sure we will find a major **** up in this patch that will farther break the game and make it even more frustrating to play like every other patch ever released but maybe they took more time on it this time. That or they are still surfing lolcats.com

#63 kuangmk11

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Posted 19 November 2013 - 11:15 AM

View PostHuskerUK, on 19 November 2013 - 10:51 AM, said:


I don't play Atlas but surely you'd want a bigger CT and smaller Side Torsos as they get ripped off all the time, its pretty much what I aim for on an atlas, you can take 3/4 of its firepower most of the time. Is the CT that much of a problem? Like I said I don't play Atlas so if its a simple 'yes' then fair doos.

I don't think they should have messed with it but we will see. Prepare for zombie as7-d and k's

#64 Jonathan Paine

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Posted 19 November 2013 - 11:16 AM

Splitting up the nether regions of mechs to decrease torso hits, great!
Making it easier to take out side torsos for the Awesome and the Atlas, bad idea! Increase the arm hit boxes, ie wider shoulders as arms!

I, for one, will be leaving my Awesomes in the garage while taking out side torsos.

#65 Roadbeer

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Posted 19 November 2013 - 11:16 AM

View PostDarth Bane001, on 19 November 2013 - 11:14 AM, said:

Oh dont worry I'm sure we will find a major **** up in this patch that will farther break the game and make it even more frustrating to play like every other patch ever released but maybe they took more time on it this time. That or they are still surfing lolcats.com


Didn't you uninstall 3 weeks ago?

#66 Drunk Canuck

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Posted 19 November 2013 - 11:18 AM

View PostWhatzituyah, on 19 November 2013 - 10:48 AM, said:

We should really be lucky we have something to reduce screen shake. Enjoy what you got as a module "its better off that way because less screen shake=better aim its an advantage"


No, they should have just reduced screen shake all around rather then putting in a stupid module that no one wants to waste a slot on.

#67 mekabuser

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Posted 19 November 2013 - 11:19 AM

i find most of the goodies lately are not listed in the notes ever.
Like EOR robot disco music.

LOVE that!

#68 kuangmk11

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Posted 19 November 2013 - 11:20 AM

View PostHighlet, on 19 November 2013 - 11:11 AM, said:


Wasn't the issue with Ravens the streaks center torso seeking?

That + ECM + Hit reg. The put fatter hitboxes on the legs.

#69 TercieI

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Posted 19 November 2013 - 11:20 AM

View PostLynx7725, on 19 November 2013 - 11:11 AM, said:

If you honestly like to run the Spider for what it is, I really have no issue with that. It's really the feeling that a certain segment of the crowd is in a certain sense exploiting the Spider's issues previously.


Sadly, by even running it, I felt like I was part of that crowd. How can you run a mech that is far too survivable and not start taking advantage of that? I plan to run my 5D tonight. I hope it feels more like the Commando/Jenner hybrid it should be. If it still feels bulletproof, it'll go back in the barn. I have no qualms about playing the best available mechs, but when it feels like exploiting something not working right, I don't want to do it. Just how I feel about it.

#70 Lynx7725

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Posted 19 November 2013 - 11:23 AM

View PostHighlet, on 19 November 2013 - 10:49 AM, said:

Doubt it. I predict this thread later on tonight: Spiders Are Still Too Good


Oh we'll see. I think it'll bring Spiders to within reasonable limits. It's not just CT box increase, they tweaked the entire hitbox setup to fit more to model if I read it correctly, and they also made rear side torsos more easily hit, and legging easier with the pelvic adjustments. Yes, it'll still be hard to hit a fast moving Spiders, but I think now the overall set up will see Spiders that are significantly more fragile than current.

View PostHuskerUK, on 19 November 2013 - 10:51 AM, said:

I don't play Atlas but surely you'd want a bigger CT and smaller Side Torsos as they get ripped off all the time, its pretty much what I aim for on an atlas, you can take 3/4 of its firepower most of the time. Is the CT that much of a problem? Like I said I don't play Atlas so if its a simple 'yes' then fair doos.

On paper, my thoughts are along these lines. It'll encourage me more to simply take the side torsos off and then wander off leaving the Stick Atlas to wander around aimlessly... I'm not sure whether I want to leave a Mechwarrior that way, to be honest. At the least, it makes taking out the ECM on the DDC much easier than it already is now.

#71 Modo44

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Posted 19 November 2013 - 11:23 AM

New modules and free Shadowhawks, yay. ^_^

On the hitboxes, lots of it sounds weird. In my experience, Spiders are easy enough to hit, provided you actually aim. No amount of hitbox juggling will make the Awesome any smaller -- rework the ******* model already. Resizing the Atlas CT panders to the noobies (and simply bad players) who do not know about/refuse to do torso twisting. Why not make it a 1-pixel line to be sure?

#72 Bilbo

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Posted 19 November 2013 - 11:24 AM

View Postkuangmk11, on 19 November 2013 - 11:15 AM, said:


I don't think they should have messed with it but we will see. Prepare for zombie as7-d and k's

The CT/ST change won't have much of an effect. The crotch change will. They will probably be more survivable, but in a more general way. I don't think you will have any real trouble hitting the CT itself.

#73 Levon K

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Posted 19 November 2013 - 11:27 AM

More praise than whining on patch day = good patch day.

#74 kuangmk11

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Posted 19 November 2013 - 11:27 AM

View PostDrunk Canuck, on 19 November 2013 - 11:18 AM, said:


No, they should have just reduced screen shake all around rather then putting in a stupid module that no one wants to waste a slot on.

They will probably work on that after you and everybody else buy the new module! The shake and smoke needs to be proportionate to damage. Some people like to say "but velocity!" and other things but that is already a function of the damage a weapon deals. I would like to see the AC2 shake lowered considerably and then ghost heat removed from it.

#75 Flying Judgement

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Posted 19 November 2013 - 11:30 AM

View PostRoland, on 19 November 2013 - 10:59 AM, said:

This seems disheartening.

The head hitbox wasn't a problem in the Awesome any more. It really didn't need to be modified.

The problem with the Awesome is (as has been shown multiple times, to the extent that I'm not even going to bother digging up the images) that the hitboxes don't match what is seen in the mechlab.. and the hitboxes in the mechlab would immediately make the mech FAR more durable.

For those who haven't seen the images, in the mechlab, when you select an arm, it highlights the "shoulder pad" area as part of the arm.

This, if it were implemented as the hitboxes, would dramatically improve the Awesome's durability, and make it a much more survivable mech.

Simply moving hits from the CT to the side torsos doesn't really address the real issue. The issue isn't simply that the CT is too big. The issue is that the entire torso is too large. And one of the few things that the awesome can do well is that certain variants (it used to be ALL variants) can mount a large engine and move quickly for an assault mech. But if you just push the hits from the CT to the side, rather than from the side to the arm, you fail to actually make awesomes running XL's any more durable. Indeed, since the side torsos have less armor and internal structure than the CT, this change actually makes variants like the 9m running XL's less durable.

Perhaps they actually did make the appropriate change, and made the hitboxes match what is seen in the mechlab, but if they really just made the CT smaller and the sides larger, then I don't see this having any significant long term impact on the awesome's viability.

What's worse, I fear that the devs may see an initial spike in the awesome usage, due entirely to folks testing it, and then say "mission accomplished!"

Oh well.


Im scared my favorite mech and most effective in 12 man drops may got nerffed lets see when the pach finishes but this dosnt looks good at all

#76 Auggie Barrenechea

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Posted 19 November 2013 - 11:30 AM

View PostDrunk Canuck, on 19 November 2013 - 11:18 AM, said:


No, they should have just reduced screen shake all around rather then putting in a stupid module that no one wants to waste a slot on.


Or add in the option from the tabletop game where you take a lot of damage and you fight to keep your mech on it's feet. Since I doubt that will ever happen, I have no issue with screen shake. Reminds me to not stick my head up over a hill like Whack a Mole.

#77 EoRaptor

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Posted 19 November 2013 - 11:30 AM

View PostModo44, on 19 November 2013 - 11:23 AM, said:

New modules and free Shadowhawks, yay. ^_^

On the hitboxes, lots of it sounds weird. In my experience, Spiders are easy enough to hit, provided you actually aim. No amount of hitbox juggling will make the Awesome any smaller -- rework the ******* model already. Resizing the Atlas CT panders to the noobies (and simply bad players) who do not know about/refuse to do torso twisting. Why not make it a 1-pixel line to be sure?


I think they are going more for an alignment between all mechs in a weight class. The Stalker CT, for instance, is a tiny little stripe, and that gives it a good durability advantage. Moving other assault class mechs into the same configuration may be the idea, though I think the awesome will still suffer a lot with such a revision.

#78 CMClueless

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Posted 19 November 2013 - 11:32 AM

Okay, I really hate to be 'that guy' but I am kind of put off by the Shadow Hawk being the mech of the month. Of course the Shadow Hawk needs to be released to everyone, and yes it should happen this month, because we got the locust last month.

However, I raise a bit of issue with the fact that, if this trend continues, people who bought the Phoenix package, are going to have a very bland time until February-ish time, even longer if you bought the Saber reinforcement pack. Now don't get me wrong, I love my phoenix mechs (though finding builds I like is a pain in the rear end), however I would also like to see new mechs each month as usual. You have to understand that if they just release Phoenix mechs month after month, that no new work is going into game content for them, since the assets for these mechs already exist. Heck players may get bored of it, even if they do not have the Phoenix package, since these mechs are pretty darn prolific as it is right now.

I feel that, if they do nothing but release the Phoenix mechs for the next few months they may end up harming the community and causing a lot of boredom for the players. Release the Phoenix mechs, sure. Do so each month and give access to them for the wider community, but do not cease production of new mechs. We shouldn't have to endure through months of no new content in the community simply because we bought the Phoenix Package, that is not what we wanted when we bought it.

I hope by the end of November that we will see a brand new mech, or at least before the release of the Saber Reinforcements next month.

#79 C E Dwyer

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Posted 19 November 2013 - 11:35 AM

View PostLynx7725, on 19 November 2013 - 09:57 AM, said:

I predict a lot of wailing by soon to be ex-Spider pilots later today and this week.

I thank the PGI team in advance.


I don't..rev's up my spider engine..what does concern me is that they made side torso even bigger on the atlas...face palms...I rarely play my atlas now but I never lost ct before at least one of my side torsi (never played it xl)

I'm rather glad I tend to load my leg armour where I can..those that shave off alot from legs with their builds are going to get hurt this patch

#80 Mechteric

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Posted 19 November 2013 - 11:37 AM

View PostJoshytclegg, on 19 November 2013 - 11:32 AM, said:

Okay, I really hate to be 'that guy' but I am kind of put off by the Shadow Hawk being the mech of the month. Of course the Shadow Hawk needs to be released to everyone, and yes it should happen this month, because we got the locust last month.

However, I raise a bit of issue with the fact that, if this trend continues, people who bought the Phoenix package, are going to have a very bland time until February-ish time, even longer if you bought the Saber reinforcement pack. Now don't get me wrong, I love my phoenix mechs (though finding builds I like is a pain in the rear end), however I would also like to see new mechs each month as usual. You have to understand that if they just release Phoenix mechs month after month, that no new work is going into game content for them, since the assets for these mechs already exist. Heck players may get bored of it, even if they do not have the Phoenix package, since these mechs are pretty darn prolific as it is right now.

I feel that, if they do nothing but release the Phoenix mechs for the next few months they may end up harming the community and causing a lot of boredom for the players. Release the Phoenix mechs, sure. Do so each month and give access to them for the wider community, but do not cease production of new mechs. We shouldn't have to endure through months of no new content in the community simply because we bought the Phoenix Package, that is not what we wanted when we bought it.

I hope by the end of November that we will see a brand new mech, or at least before the release of the Saber Reinforcements next month.



I think you fail to understand they're still working on new mechs and are continuing to put out one new mech EVERY month, they even hinted at another light mech that hasn't been announced yet. I'm hoping for the Panther personally.

Edited by CapperDeluxe, 19 November 2013 - 11:38 AM.






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