Patch 1.3.294 Is Live!
#321
Posted 20 May 2014 - 03:08 PM
#322
Posted 20 May 2014 - 03:09 PM
Kay Wolf, on 20 May 2014 - 11:58 AM, said:
Actually, normal Battletech lore doesn't call for anything of the sort. Lances tend to be more organized along being able to keep up with each other than anything resembling arbitrary L/M/H/A. Otherwise, you're restricted to the mobility of your slowest lancemate. Recon lances don't field Awesomes. but parking a mix of 20-55 tonners in it is not only likely but common.
#323
Posted 20 May 2014 - 03:09 PM
#324
Posted 20 May 2014 - 03:11 PM
#325
Posted 20 May 2014 - 03:18 PM
Nikolai Lubkiewicz, on 20 May 2014 - 09:06 AM, said:
O Fortuna! Every battle is a chance to win or face demise.
Lady Luck is watching over us and we are warming the dice today with a new Firestarter Champion: Scorching through the battlefield with five medium lasers, shredding past enemy fire with twin-AMS, jump-jet and a swift 295 XL engine. Upping the ante at over 100 kph and named for the largest trebuchet of medieval Earth; The Loup de Guerre will do more than level a stone wall: It will leap over them with its Jump-Jets and stack the cards against defenders with its SSRMs, SRMs, Medium Pulse Lasers, BAP and AMS. Destiny is truly with Trebuchet owners, who will also get to enjoy our first art revision of icons and visual weapon customization on these Mechs.
The original 'War Wolf' may have surprised enemies into surrender, but such good fortune might not happen again today. With fate in mind, we also have five new hanging charms to decorate your cockpit. Unverified claims suggest they originate from mystical wildlife of five worlds far off in the periphery and provide magical benefits to their wearers. While no pixels were harmed in the creation of these accessories, such baubles may still seem exotic to those who take more inspiration from their roots. Many MechWarriors trace their lineage back to that place called Earth, and we have something for those who really feel proud of the place they call home: Thirty-five standing flags representing some of the top homes of our fans, with more to come down the line.
Serendipity moves us from International to Interface. The UI 2.X system has had several auspicious tweaks. Aside from a series of bug fixes, we have the addition of notes on Owned Mechs and the removal of the Shopping Cart Window until changes are made in the Mechlab. We're also taking some of the chance out of matchmaking wait-times with the introduction of a visual Launch indicator for the best weight class to pick.
With another stroke of luck, we have successfully enabled 3/3/3/3 with this patch. We will continue to monitor it as needed, but we are very hopeful for this iteration.
Whether you are a new recruit or simply looking to fill in your collection, we are fortunate to offer sale bundles highlighting each weight class with the Firestarter, Centurion, Cataphract and Stalker: 3 variants each, including a champion AND hero, their 'Mech Bays, 30 days of Premium Time, and more each for 50% off the normal price.
In the weeks to come, we hope to further your luck with ongoing work in improving matchmaking, gameplay, performance, information on Clans and more. In the meantime, please see the patch notes for more details on these packages and other changes.
May the stars smile on you,
Nikolai Lubkiewicz
No south east Asia country flags?
I was right.. This game is dead in Asia prime time.
#326
Posted 20 May 2014 - 03:18 PM
Claviger, on 20 May 2014 - 01:48 PM, said:
FAIL and more fail. Welcome to Failwarrior online, where we fail at failing. We put the Fail in failure. Failing isn't just an option for us, it's the only option.
Also since I forgot
3/3/3/3 I S A F A I L E D C O N C E P T
Harathan, on 20 May 2014 - 01:50 PM, said:
The amount of negativity in the post could power a small car.
Nonono This is a POSITIVE review! It states only the facts You should see the negative one's
Edited by Strongpaw, 20 May 2014 - 03:59 PM.
#327
Posted 20 May 2014 - 03:20 PM
#328
Posted 20 May 2014 - 03:33 PM
Try#1 - lights least populated, choosing a light, waiting 6 minutes, cancel search.
Try#2 - lights least populated, choosing a light, waiting 4 minutes, cancel search (started to think that my client hangs or something).
Try#3 - lights least populated, choosing a light, waiting 5 minutes, played a match, died, crashed thereafter.
Try#4 - client restart, assaults least populated (how is that even possible?), choosing an assault, waiting 10+ minutes, cancel search.
Try#5 - lights second least populated (well it was fluctuating between lights and mediums), choosing a light, waiting 8 minutes, played a match.
Try#6 - lights least populated, choosing a light, waiting 7 minutes, played a match. In this match I was the only light on my team (enemy team had two).
Before this patch my waiting times were about 30 seconds to maybe 2 minutes (waiting time longer than 90 seconds was really unusual)
I do not like to complain about stuff, as I prefer to adapt. I did not like some additions/modifications in this game; ghost heat, SRMs nerfs, projectile speed increase in early beta as response to poor hit registration, terrain climbing, coolant module,ECM implementation and spotting mechanism (I do like UAV and Strikes and other modules, mech customization and well just mech combat in generall).
Yes I rarelly complain but in this case, waiting times of about 6-8 minutes (with weight class that is LEAST represented in the queue) to play match with max duration of 15 minutes (my matches on average run 8 minutes) doesn't seem acceptable.
As a side note, in one of the matches I played, someone reported a 30+ minutes waiting
time.
Edited by EvilCatEars, 20 May 2014 - 03:38 PM.
#329
Posted 20 May 2014 - 03:41 PM
#330
Posted 20 May 2014 - 04:00 PM
Clans get no love
#332
Posted 20 May 2014 - 04:07 PM
cSand, on 20 May 2014 - 04:05 PM, said:
Ghostbusters 2!!!
Explain!
http://mwomercs.com/...totally-bugged/
#333
Posted 20 May 2014 - 04:10 PM
1st 16 Min 10 sec to connect
2nd 14 Min 15 sec to connect
3rd 12 Min 45 sec to connect
1 drop in a 40 ton Mech just under 13 min.
Do you really think people are going to stare at a screen saying searching for over 16 min and 10 sec or longer to play a 15 min match if they are lucky?
It was hard enough to drag new players into our Mech Warrior Universe to give it a try and now we have this aspect to contend with. You people in the PGI think Tank honestly have no clue,
#334
Posted 20 May 2014 - 04:11 PM
#335
Posted 20 May 2014 - 04:13 PM
Nikolai Lubkiewicz, on 20 May 2014 - 11:36 AM, said:
3/3/3/3
4/3/3/2
4/4/3/1
4/4/2/2
4/4/4/0
etc..
We are going to see how this works out, there remains a strong possibility we will have to further increase this maximum or altogether shut off the class limits and revert back to group limits in the interim, so please stay tuned here. We are playing by ear on this one as we build the data. Thanks again for standing by.
#336
Posted 20 May 2014 - 04:13 PM
Since this isn't the case, there's most likely a problem with the matchmaker sorting/recognizing players in the queue. If you're going 20 minutes without a match (which I am often doing), the matchmaker is getting hung up somewhere it shouldn't. 3/3/3/3 should only marginally increase wait times, assuming the mech class % is properly displayed, which is probably another can of worms.
#337
Posted 20 May 2014 - 04:13 PM
That being said, this is the stupidest idea yet. It's ******* horrible. I thought the idea was stupid before it was implemented, now I know it was stupid. This is the kind of stupid that borderlines on irrational insanity. Like, how ******* stupid do you have to be to think that this would be okay with the player base? How stupid do you have to be to think that this would balance it? How stupid do you have to be to think that your code was good enough to handle it? ******* moronic.
Sorry guys, I usually have your back, but this is ******* ridiculous.
#338
Posted 20 May 2014 - 04:21 PM
Edited by JimEvolved, 20 May 2014 - 04:21 PM.
#339
Posted 20 May 2014 - 04:21 PM
6 full volleys of SSRM into the retreating back of a Firestarter and the back armor only outline yellow on ragdoll.
You broke the game (AGAIN). and you stealth changed missles (AGAIN) and they don't work (AGAIN).
If I didn't love this Intellectual Property so much - your incompetence and the unfulfilled promises and the money grubbing would chase me off.
As it is - I have a suggestion for all unsatisfied FOUNDERS out there: Let's all subscribe for $0.01 per month to PGI. It would show them how many of us are unhappy with their direction and their duplicity. In addition, it would cost them more to process the payment than they would get - and this could be tracked by them to see our protest (since they claim to be so focused on what we the players want).
#340
Posted 20 May 2014 - 04:29 PM
Red Madman, on 20 May 2014 - 04:13 PM, said:
Sorry guys, I usually have your back, but this is ******* ridiculous.
I think you pretty much sum up my thoughts perfectly
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