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Patch Day - November 19Th - LIVE!


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#241 HeftyJo

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Posted 19 November 2013 - 05:45 PM

Quote

Grothaus said:

You know what im afraid of GOOD pilots, this "fix" is for all the bad pilots out there who just aim for the CT on every mech, its like a subtle ELO/handicap fix in disguise......


Oh Boohoo! Now the Spider pilots gotta even worry about the low ELO players coring them in a few hits like the rest of the light mech pilots out there. My mastered Commando cries big ole' buckets of coolant for you.

#242 Toffa

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Posted 19 November 2013 - 06:03 PM

View PostOmniJackal, on 19 November 2013 - 05:14 PM, said:

What modules?


Really?! :)

Maybe have another read through the Patch Notes....

Anyhow. Great patch PGI. Ignore the naysayers. Loving me some "Stompy 'Mech Action"!

Could do with a new map or game mode when you get a chance! :)

Toffs ( '-')7

#243 Shard38

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Posted 19 November 2013 - 06:13 PM

Hmm, someone said no more spiders standing between the legs of an atlas firing straight up at the ct, but now that same spider can stand between the legs of that same atlas and leg him. So, no big change there, either way same result, dead atlas.

Edited by Shard38, 19 November 2013 - 06:18 PM.


#244 RobinSage

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Posted 19 November 2013 - 06:15 PM

Excellent patch notes Garth. TY.

I do however think you guys should consider rolling back to any sized groups....say

5-12's with fill-in spots for random joining players.

After over 10 attempts at a 12 man drop, we couldn't find a match this week.

During closed Beta there was an outcry about overpowered units, and that the "PUG" was isolated and the competition was too hard....well....the competition is almost non-exisitant now.

Any one of the merc corps on NA Comstar can tell you, unless you personally organize 12 man drops against other teams, the game mechanics do not allow for the ONLY other mode besides 4 man groups to work.

You're killing your hardcore user base, and people are tired of not being able to play in groups of more than 4 but less than 12. Not sure why this has not been rolled back, fixed or rarely mentioned as a serious issue.

Thanks for the update. Keep up the good work PGI.

#245 HUNTEDONE

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Posted 19 November 2013 - 06:24 PM

All I have to say is cry cry cry. Honestly learn how to pilot a non broken mech then talk trash about people that are good shots that dont do damage to said spider. I mean come on Ive hit a spider that was standing still at 800m with a gauss in the back for 0 dmg. That **** has happened more then once too. So if you are a spider pilot and your crying about the changes, then CHANGE mechs.

#246 Shard38

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Posted 19 November 2013 - 06:56 PM

View PostHUNTEDONE, on 19 November 2013 - 06:24 PM, said:

All I have to say is cry cry cry. Honestly learn how to pilot a non broken mech then talk trash about people that are good shots that dont do damage to said spider. I mean come on Ive hit a spider that was standing still at 800m with a gauss in the back for 0 dmg. That **** has happened more then once too. So if you are a spider pilot and your crying about the changes, then CHANGE mechs.


My guess is this was a HSR, or lag issue that all mechs were having and not the spider or its pilot. you probably hit where he was when you saw him, and not where he actually was, I had a similar issue with a raven two days ago. I saw him in front of me unleashed a few hundred rounds of machine gun ammo and my large laser at him, and no damage registered, both he and I were lagging and I was hitting where he was a few seconds ago, and not where he really was.

Edited by Shard38, 19 November 2013 - 07:01 PM.


#247 xMintaka

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Posted 19 November 2013 - 06:59 PM

Just ran a test.

Took my Spider out of retirement and tried to play it like I used to. Three games ended very abruptly.



I can use my favourite mech without feeling like I'm cheating!

Absolutely, positively over the moon with this. Even if it will require me to effectively re-learn it.


Thanks PGI :)

#248 Thunder Child

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Posted 19 November 2013 - 07:01 PM

To anyone complaining about Lag Armor, there have been multiple threads about it. This one is the most relevent I believe. http://mwomercs.com/...treg-high-ping/ The issue with the Spider has always been one of the Hitbox not actually registering the "Hit", and that was a faulty spot on the Spider CT that PGI owned up to. I can't find the thread for that at the moment, unfortunately. The fact of the matter is that the Spider itself is a very Spindly design. This inherently makes it hard to accurately hit one location. To those of you complaining about Gauss or AC20 rounds "bouncing", this was a known issue. Hopefully the Hitbox changes will remedy that somewhat. Personally, I'm glad for the changes. Maybe we will see less 60ms Spiders tanking entire teams.

#249 Council13

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Posted 19 November 2013 - 07:20 PM

Anyone experiencing extremely long download times and/or timeouts? I've been downloading for 20 minutes, I've had 3 timeouts and I'm at a whole 1.68mb.....

Edited by Council13, 19 November 2013 - 07:20 PM.


#250 aniviron

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Posted 19 November 2013 - 07:42 PM

View Poststjobe, on 19 November 2013 - 12:20 PM, said:

Legging a light is, always has been, and now even more than ever will be the easiest way to take them out, especially if they're good.

And when hit registration is finally fixed, a lot of people will still complain that it's broken - because they're just that poor shots.


Yes.


That only happens in forum posts.


Stop trying to diminish the role of the lights; there are both strikers and snipers as well as scouts and recon 'mechs in the light weight class. Trying to shoehorn them into your narrow-minded view of what a light 'mech is capable of is doing the game a disservice.

And if that's not enough, this is a PvP game where every 'mech needs to have a viable and workable role or it won't be used at all, so even if you had been right from a TT perspective (which you're not, just ask the Panther or Hollander if they're "fast recon"), you're wrong from a MWO perspective.


Yes they were. Well, perhaps not exactly like they can currently; HSR and hit detection needs to be fixed - but one of a light's primary defenses is exactly to be able to avoid taking damage; in case you missed it, they're not exactly thick-skinned.


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.

#251 Basilisk222

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Posted 19 November 2013 - 07:47 PM

My main problem was very evident with the spiders and the spiders only.

As a locust, its very difficult to survive in general, but I usually only had issues damaging spiders, whether it be my 3s or my 3M

Often times i'd land a salvo of missiles directly to the legs to see no damage at all register. This never happened against commandos or Jenners.

Lasering is more reliable though, though it does force me to shoot at the core for maximum damage.

It wasn't like these shots were missing, they'd hit (explosion on the mech) but the damage just wouldn't register.

I've shot a locust in my cataphract with a a/c20. It died. a spider should be crippled by that weapon at the very least. It often isn't, no matter where you hit it.

The hitboxes are messed up, and I'm happy the patch has at least attempted a fix for this.

#252 Blacke

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Posted 19 November 2013 - 07:57 PM

Awesomes are just Awesome!!!

#253 IntX

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Posted 19 November 2013 - 08:11 PM

View PostCouncil13, on 19 November 2013 - 07:20 PM, said:

Anyone experiencing extremely long download times and/or timeouts? I've been downloading for 20 minutes, I've had 3 timeouts and I'm at a whole 1.68mb.....

I was able to solve my slow patch download speed by following the manual DNS change suggested in this link:
http://mwomercs.com/...54/page__st__20

Edited by IntX, 19 November 2013 - 08:26 PM.


#254 Commissar Aku

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Posted 19 November 2013 - 08:43 PM

Question, shouldn't using a ppc or erppc to cancel out ecm get you a bonus too?

#255 Uncleclint

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Posted 19 November 2013 - 09:05 PM

Can´t believe it but the patch finished in under half an hour and that with my old and slow internet connection... wow.

Some improvements/fixes, like the hitboxes being reworked are very nice and maybe should´ve been done half a year ago when i was playing AWS and AS... - i don´t want to sound to negative, cause it´s actually a great improvement - so, all´s well that ends well, i guess.

Unfortunately there´s not much content (again). I dunno but, i can´t loose the feeling that PGI is going nowhere with this game, maybe it´s lack of patience but i´ve been reading about so many planned features in the last 10 months, and somehow all of them are still waiting to be realised. To me this feels like chasing the gold pot at the end of a rainbow, you can keep going for it but will never get there.

Please prove me wrong, please. Put in some real game content, like some long announced game modes, like the first stage of CW with the next ones coming soon (= less than 3 months). MWO has such a huge potential to become one of the best games, it´s almost a shame that at the current state of the game there´s as much depth as in an average arcade shooter.

#256 Talrich

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Posted 19 November 2013 - 09:07 PM

While I generally appreciate the patch, I find the "Improved Gyro" module ill conceived. I believe that screen shake should be thought of as an immersive element rather than a competitive element. Why? Because being overly shaken isn't fun or interesting to the person it's being inflicted upon. A little shake is great to make the player feel like they're there, but too much shake and you have loss of control, or even worse the appearance that the software is buggy.

Please consider the game design concept of counter-play, described succinctly by Extra Credits here: http://www.penny-arc...de/counter-play
By introducing a gameplay element that affects immersion, I think you're on the wrong path.

#257 Uncleclint

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Posted 19 November 2013 - 09:07 PM

View PostXPH Aku, on 19 November 2013 - 08:43 PM, said:

Question, shouldn't using a ppc or erppc to cancel out ecm get you a bonus too?
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.

#258 Fuerchtegott

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Posted 19 November 2013 - 09:09 PM

View PostThunder Child, on 19 November 2013 - 07:01 PM, said:

Maybe we will see less 60ms Spiders tanking entire teams.


Played this night from europe. It was like playing another game. :-)
Great patch so far.

The complains about the spider, besides the broken hitboxes, are just a lack in understanding of trigonometry and how weapon convergence in mwo works.

So for some players the spider will forever be broken. I decided to lean back and just enjoy the qq.
I'm glad that at night I can hit enemy mechs again, if their ping is below 75ms.

And my awesome is really fun to play now, I believe they are on the right direction.

#259 Appogee

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Posted 19 November 2013 - 10:06 PM

View Postverybad, on 19 November 2013 - 10:47 AM, said:

Looks like the Atlas might be even tougher. Though that won't help XL Atlases.

Anyone driving an XL Atlas doesn't deserve any help :).

I'm still downloading the patch. How much do the new modules cost, and how much does the Gyro module reduce shake?

#260 JudgeDeathCZ

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Posted 19 November 2013 - 10:56 PM

View PostAppogee, on 19 November 2013 - 10:06 PM, said:

Anyone driving an XL Atlas doesn't deserve any help :).

I'm still downloading the patch. How much do the new modules cost, and how much does the Gyro module reduce shake?

5k for gyro and 15k for hill climb.
I bought them instantly and still have 60k+ of GXP and I never convert Xp to GXP heh.





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