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Patch 1.3.302 Is Live!


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#221 Avenger762

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Posted 02 July 2014 - 07:46 PM

Canada day is one of the special days each year that reminds us Mohawks of the giant mistake we made saving those British troops.

#222 Jacobei

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Posted 02 July 2014 - 07:57 PM

Happy Canada Day - Lets remember the war of 1812 together

The one we kicked Americas ass on their own land and burnt down their parliament building. They rebuilt it and called it "white house". FACT.

#223 slimenator

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Posted 02 July 2014 - 08:27 PM

Good Patch!

But MM does not seem working as intended. We tried droping as 5-7 Man Group. Everything ok, we got premades in 5+ as opponents. (ok, some other thing is you can´t level a Mech anymore in 5+ Teams; you have to play like 12prem)

Then our Group went smaller, and it doesn´t change when we reached 2-4 premade. We still dropped against 5+premades mostly 11 plus one PUG.

Very frustrating...

Anyone else checked this out?

Edited by slimenator, 02 July 2014 - 08:28 PM.


#224 MischiefSC

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Posted 02 July 2014 - 08:52 PM

Greatest patch ever in the history of forever.

4x3 is awesome.

Group queue is awesome.

Falling damage is amazing (if you are smart about it) and makes playing a light even easier - Survive to late match, everyone is half-legged already on most maps. COMEDY GOLD.

Having trouble piloting my mech around this enormous erection the improvements to the matchmaker has given me.

Please, love of god, let us sort Trial Mechs out with the next UI update.

All is well, patch is excellent, due props all around.

#225 Chimerahawk

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Posted 02 July 2014 - 09:08 PM

View Postslimenator, on 02 July 2014 - 08:27 PM, said:

Good Patch!

But MM does not seem working as intended. We tried droping as 5-7 Man Group. Everything ok, we got premades in 5+ as opponents. (ok, some other thing is you can´t level a Mech anymore in 5+ Teams; you have to play like 12prem)

Then our Group went smaller, and it doesn´t change when we reached 2-4 premade. We still dropped against 5+premades mostly 11 plus one PUG.

Very frustrating...

Anyone else checked this out?

I was in a 2 man group. We dropped against nothing but 10 mans with all PUGs. It was incredibly frustrating for us, and the pugs. We always had at least 2-4 guys that would rush and die, or sit at base and do nothing.

#226 BLOOD WOLF

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Posted 02 July 2014 - 09:12 PM

View PostChimerahawk, on 02 July 2014 - 09:08 PM, said:

I was in a 2 man group. We dropped against nothing but 10 mans with all PUGs. It was incredibly frustrating for us, and the pugs. We always had at least 2-4 guys that would rush and die, or sit at base and do nothing.

that's more like a player problem.

anyways, I WAS RIGHT!!! MM did not fail, nor did 4x3's ruin the game. hehe, cant wait for the next big release and I get to argue another soundless point all over again.

#227 LiGhtningFF13

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Posted 02 July 2014 - 09:44 PM

Please?! Do you really can affort holidays? Continue working!!! :unsure:

#228 Karl Streiger

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Posted 03 July 2014 - 01:35 AM

Review the fall damage
  • if you want to add 5% more resistance to the legs of a light mech - don't use those 5% to calculate the damage
  • consider to use tonnage rather than internals (internals doesn't scale very good)
  • if you use tonnage - use one value for all Classes (0.04;0.03;0.035;0.04) (take 0.035 for all classes) causes problems
    • raven vs cicada - cicada is tougher
    • timberwolf vs victor - > timberwolf (in all terms the better mech)
  • 5-8m falling height - until first damage is applied is to few - when you look at the maps -there are cliffs and ramps every where - falling >10m is on most maps very simple.
  • if falling such small heights becomes a problem - battles will become more stalemate again


#229 Foxhound 73

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Posted 03 July 2014 - 01:41 AM

Ok, this is horrible. I did 10-12 matches solo dropping today and could not win a single one. And the matches werent even close. They were all total stomps. The MM finds matches faster, yes, but the teammates I get have serious problems reaching triple digit damage scores. Most of them cant even pilot their mech. What is going wrong here ? I mean I had bad matches before the patch but now it is hilarious. And why am I stacked against an 8 men team when I am solo dropping ?

Oh, forgot to mention 3/3/3/3 isnt working at all.

Edited by Foxhound 73, 03 July 2014 - 02:10 AM.


#230 sabujo

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Posted 03 July 2014 - 02:25 AM

After more than 10 games, I have the sensation that Elo is a bit messed up. I encountered situations I don't remember from a long time, such as the type of newbie questions on chat and player scattering and individual behaviour.

Most of the games were stomps (12-0), (12-1), (12-2)... Even though the 4x3 rule was applied in a flawless way.
Maybe the high speed of match finding is related to any unexpected Elo relaxing valve or something?

#231 IceCase88

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Posted 03 July 2014 - 05:17 AM

View PostJacobei, on 02 July 2014 - 07:57 PM, said:

Happy Canada Day - Lets remember the war of 1812 together

The one we kicked Americas ass on their own land and burnt down their parliament building. They rebuilt it and called it "white house". FACT.


lol... The British did get a little better of the fighting. Kicked the US @ss is a bit of a stretch. The US did not get to annex Canada but it opened up the Midwest and West to the US. A repeat of the War of 1812 today would not go well for either of you. ;)

On topic I cannot wait to try out the patch.

#232 Cimarb

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Posted 03 July 2014 - 06:02 AM

View Postslimenator, on 02 July 2014 - 08:27 PM, said:

Good Patch!

But MM does not seem working as intended. We tried droping as 5-7 Man Group. Everything ok, we got premades in 5+ as opponents. (ok, some other thing is you can´t level a Mech anymore in 5+ Teams; you have to play like 12prem)

Then our Group went smaller, and it doesn´t change when we reached 2-4 premade. We still dropped against 5+premades mostly 11 plus one PUG.

Very frustrating...

Anyone else checked this out?

I don't think you have a very good understanding of how MM works. You may want to go look over the patch notes for full clarification, but solo players do not drop in the group queue (unfortunately). 11-man groups are also not possible. What you are seeing is your 2-4 man group, which has a chance to drop as the only group on your otherwise solo team OR drop in the group queue, which has groups of 2-10 in it. If you have a group of 10, that means you also have a group of 2 on that team. It also means the other team has a very close group layout, as it matches the size of groups between teams (10 for 10 and 2 for 2, or 10 for 9 and 2 for 3 if a valve has been released due to a lack of the proper group sizes, but the 11-man and solo situation you describe is not one of those valves).

View PostChimerahawk, on 02 July 2014 - 09:08 PM, said:

I was in a 2 man group. We dropped against nothing but 10 mans with all PUGs. It was incredibly frustrating for us, and the pugs. We always had at least 2-4 guys that would rush and die, or sit at base and do nothing.

2-10 has a chance of being in either solo or group queue, and since this was the first day for 5+ player groups, there was a huge number of larger groups playing last night. It is working as intended, and the vast majority of us are VERY happy about it.

#233 MechHeffa

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Posted 03 July 2014 - 06:19 AM

Very good patch so far! The 2-10 group and group builder UI is great. Keep the good work :-)

#234 Cimarb

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Posted 03 July 2014 - 06:52 AM

View PostLobotomite, on 03 July 2014 - 06:35 AM, said:

The 1sec prerequisite for applying falldamage doesnt seem to kick in. Tested more than one time.

How did you test it? By your phrasing, "doesn't seem to kick in", it sounds like you are taking no damage? It has to kick in before you take any fall damage, in other words.

#235 Cimarb

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Posted 03 July 2014 - 08:24 AM

View PostLobotomite, on 03 July 2014 - 07:01 AM, said:

It doesn't kick in as a prerequisite means: it is always applying falldamage.

I have played in several different mechs and never suffered fall damage. Again, how are you testing it? Do you have video of it, as that would be the best way to see it.

#236 Desintegrator

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Posted 03 July 2014 - 08:28 AM

Wow - what a fantastic patch !

We got a SAVE button finally. Fantastic !
How do you do that. I'm so excited, i can' tell you...

Great work !

And additionally you increased the size of the SAVE button. If waited for months for this...

BEST PATCH EVER. Thank you.

#237 Bront

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Posted 03 July 2014 - 08:44 AM

With falling damage, can you unnerf the Highlander's JJs a bit? Right now 2 2 ton JJs on the Highlander barely make 1 JJ on most other mechs.. They should have a little more thrust than they do.

#238 Der Hesse

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Posted 03 July 2014 - 09:31 AM

Please undo most of that patch.
Lights get falling damage from a change of angle in the environment, from running over small stones or cars, from crashes into other mechs and from many other sources, leading to possible death without even reachign the enemy (Tested with Ember).
Heavies and Assaults dont have and problems with falling damage as far as i tested. The dont get those damage events i noted above. And they dotn get falling damage from poptarting if they dont do it in a very dumb way (tested with Cata 3D).
I hardly see more then 4% beeing used atm..

Group launch with small groups is pointless now. I used to drop solo or from time to time with the only guy out of my friends that didnt leave the game (most already left the game long ago even though they invested a lot of money due to missing CW and mostly because of a bad MM). Now we agreed after some testing that it is more fun to run solo then to be crushed by bigger teams in the group queque. Thats how far this game got. Better run solo to have fun and dont get frustrated,

Thats a shame.

#239 Bigbacon

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Posted 03 July 2014 - 10:42 AM

View PostDer Hesse, on 03 July 2014 - 09:31 AM, said:

Please undo most of that patch.
Lights get falling damage from a change of angle in the environment, from running over small stones or cars, from crashes into other mechs and from many other sources, leading to possible death without even reachign the enemy (Tested with Ember).
Heavies and Assaults dont have and problems with falling damage as far as i tested. The dont get those damage events i noted above. And they dotn get falling damage from poptarting if they dont do it in a very dumb way (tested with Cata 3D).
I hardly see more then 4% beeing used atm..



Yes, just put the fall damage back to what it was or change the scaling method A WHOLE lot.

rest of the patch is pretty good though so far.

#240 Cimarb

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Posted 03 July 2014 - 11:20 AM

Two fixes for these complaints:

1. JJ damage: learn to use your jump jets appropriately, instead of abusively.
2. MM groups: you are being matched against people of the same group sizes. If you dislike that, there is really nothing that can be done to fix it. You just liked it before because you could drop in a "small group" and be the most dominant size of group (2-4). Now that larger groups can be made, it is like you went from top dog 8th grader to freshie 9th grader. As happened in high school, you will grow and get used to it, so get to practicing!





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