Patch 1.3.302 Is Live!
#221
Posted 02 July 2014 - 07:46 PM
#222
Posted 02 July 2014 - 07:57 PM
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
Posted 02 July 2014 - 08:27 PM
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
Posted 02 July 2014 - 08:52 PM
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
Posted 02 July 2014 - 09:08 PM
slimenator, on 02 July 2014 - 08:27 PM, said:
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
Posted 02 July 2014 - 09:12 PM
Chimerahawk, on 02 July 2014 - 09:08 PM, said:
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
Posted 02 July 2014 - 09:44 PM
#228
Posted 03 July 2014 - 01:35 AM
- 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)
- raven vs cicada - cicada is tougher
- 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
Posted 03 July 2014 - 01:41 AM
Oh, forgot to mention 3/3/3/3 isnt working at all.
Edited by Foxhound 73, 03 July 2014 - 02:10 AM.
#230
Posted 03 July 2014 - 02:25 AM
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
Posted 03 July 2014 - 05:17 AM
Jacobei, on 02 July 2014 - 07:57 PM, said:
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
Posted 03 July 2014 - 06:02 AM
slimenator, on 02 July 2014 - 08:27 PM, said:
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).
Chimerahawk, on 02 July 2014 - 09:08 PM, said:
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
Posted 03 July 2014 - 06:19 AM
#234
Posted 03 July 2014 - 06:52 AM
Lobotomite, on 03 July 2014 - 06:35 AM, said:
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
Posted 03 July 2014 - 08:24 AM
Lobotomite, on 03 July 2014 - 07:01 AM, said:
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
Posted 03 July 2014 - 08:28 AM
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
Posted 03 July 2014 - 08:44 AM
#238
Posted 03 July 2014 - 09:31 AM
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
Posted 03 July 2014 - 10:42 AM
Der Hesse, on 03 July 2014 - 09:31 AM, said:
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
Posted 03 July 2014 - 11:20 AM
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!
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users