Edited by Almighty Cico, 20 May 2014 - 10:46 AM.
Patch 1.3.294 Is Live!
#41
Posted 20 May 2014 - 09:56 AM
#43
Posted 20 May 2014 - 09:56 AM
zhajin, on 20 May 2014 - 09:46 AM, said:
except srm fixes were suppose to be in the first patch of the month, but instead we got, well nothing...
oh and the last major game change was the last patch of last month. which of course failed miserably but we are still waiting on 3/3/3/3...
so Ill keep my SERIOUSLY for now and then go to [terra] in June...
Well they don't do game mechanic patches in the 2nd patch of the month, since they missed the deadline for the May 6th patch for SRMs, the next available place for them is in the June 3rd patch. Get worked up all you want about SRMs, just don't fool yourself into thinking they were ever going to be in this patch. There was zero evidence they would be in. That's my only point.
Edited by Marvyn Dodgers, 22 May 2014 - 07:43 PM.
Cleaning up quote
#44
Posted 20 May 2014 - 09:56 AM
#45
Posted 20 May 2014 - 09:57 AM
#46
Posted 20 May 2014 - 09:57 AM
StaggerCheck, on 20 May 2014 - 09:55 AM, said:
12 mans dropping against pugs was already fixed a week or two ago. However this one group per team folly is a recipe for disaster. Especially in higher Elo ranges players simply do not drop alone. They drop in groups. How is the MM supposed to work?
#47
Posted 20 May 2014 - 09:58 AM
P.S. Nice cammo on hero-trenchbucket, I even have felt an impulse to buy it, but... no. Give me instead information about Clan OmniMechs: variants, ClanTech design details and something extra.
Edited by Marvyn Dodgers, 22 May 2014 - 07:46 PM.
Unconstructive
#48
Posted 20 May 2014 - 09:59 AM
but hey,buy more stuff!
#49
Posted 20 May 2014 - 09:59 AM
arghmace, on 20 May 2014 - 09:50 AM, said:
That's right, players don't get games.
I don't understand this one group per team restriction. What's wrong with having 3 groups of 4 on both teams? That's balanced, right?
You are being sarcastic. Right? I cant remember ever seeing both sides have the same amount of premades.
#50
Posted 20 May 2014 - 10:01 AM
I give up, this is getting ridiculous, no balance changes, no updates, very few bug fixes, certainly no expansion, what the hell is going on?
And for the last time: NEW MECHS ARE NOT CONTENT!
#51
Posted 20 May 2014 - 10:04 AM
Jammerben87, on 20 May 2014 - 10:01 AM, said:
I give up, this is getting ridiculous, no balance changes, no updates, very few bug fixes, certainly no expansion, what the hell is going on?
And for the last time: NEW MECHS ARE NOT CONTENT!
I guess that bottleneck is back.
#52
Posted 20 May 2014 - 10:05 AM
- Fixed an issue in matchmaking logic which provided more than one group per team.
At least I think that was the intent of the fix and the statement. We shall see.
Edited by Hellen Wheels, 20 May 2014 - 10:06 AM.
#53
Posted 20 May 2014 - 10:06 AM
Thanks for the update, looking forward to the next one.
#54
Posted 20 May 2014 - 10:06 AM
DjPush, on 20 May 2014 - 09:59 AM, said:
You are being sarcastic. Right? I cant remember ever seeing both sides have the same amount of premades.
Really, most of the top level games mostly consist of premades, on both sides. 2x 3-4 mans per each side is normal. If this change goes in and works, I don't see any other way for it to function but to broaden the elo ranges a lot, meaning that the premades you get in low elo PUGs in your team will be much higher caliber than you're used to. GLHF.
#55
Posted 20 May 2014 - 10:07 AM
Jammerben87, on 20 May 2014 - 10:01 AM, said:
I give up, this is getting ridiculous, no balance changes, no updates, very few bug fixes, certainly no expansion, what the hell is going on?
And for the last time: NEW MECHS ARE NOT CONTENT!
What new mechs? All I see are rehashes of old mechs. That's all I've seen for the last two months.
Edited by ThomasMarik, 20 May 2014 - 10:08 AM.
#56
Posted 20 May 2014 - 10:07 AM
In short this patch is meaningless to me.
Edited by M0rpHeu5, 20 May 2014 - 10:09 AM.
#57
Posted 20 May 2014 - 10:08 AM
DjPush, on 20 May 2014 - 09:59 AM, said:
Yes, teams having different amount of premades is a problem. But why cannot PGI just make the MM so that it matches a correspondent amount of premades to both sides instead of implementing hard limits that are bound to cause problems?
#58
Posted 20 May 2014 - 10:09 AM
Bront, on 20 May 2014 - 09:12 AM, said:
3/3/3/3 *is* enabled with this patch, although we may disable the feature depending on player behaviour. We have detailed analytics built into the matchmaker for this patch that gives us realtime feedback on each wait queue for each weight class; as well as new analytics that tell us exact matchmaking queue composition. The success of this feature depends on maintaining balanced queue sizes, which is why we've provided the new queue display functionality in the frontend of the game client.
#59
Posted 20 May 2014 - 10:10 AM
Kyynele, on 20 May 2014 - 10:06 AM, said:
Really, most of the top level games mostly consist of premades, on both sides. 2x 3-4 mans per each side is normal. If this change goes in and works, I don't see any other way for it to function but to broaden the elo ranges a lot, meaning that the premades you get in low elo PUGs in your team will be much higher caliber than you're used to. GLHF.
Know what this tells me? The LRMQQpocalyse is going to raaaaaaaaaaaage.
#60
Posted 20 May 2014 - 10:11 AM
Light Pack
Ember + 30 PT + 3 MB = 6025 (Light Pack costs 4350, a 1675 MC Savings)
Medium Pack
YLW + 30 PT + 3 MB = 7150 (Medium Pack costs 6500, a 650 MC Savings)
Heavy Pack
Ilya+ 30 PT + 3 MB = 8650 (Heavy Pack costs 8220, a 430 MC Savings)
Assault Pack
Misery + 30 PT + 3 MB = 9775 (Assault Pack costs 8785, and 990 MC Savings)
End result, they all save you money if you were looking to buy all these things, though only 2 save you the equivalent cost of the Mech Bays.
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users