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Patch 1.3.307 Is Live!


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#101 The Central Scrutinizer

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Posted 29 July 2014 - 11:35 AM

View PostDino Might, on 29 July 2014 - 11:29 AM, said:

I'm more angry that the server sync issues are still ubiquitous. Halfway through many of my matches, right in the middle of an engagement - all stop, mechs walking in place and mgs/missles streaming indefinitely. Resync 10 seconds later dead. I seem to be playing the game as a tactical simulator up until contact, then I might as well go hands off as I can't do anything beyond that.




But hey man, "The Store" is still working flawlessly! Too bad they won't make a new Mech to buy there....

Edited by The Central Scrutinizer, 29 July 2014 - 11:35 AM.


#102 Frozen Spirit Jac

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Posted 29 July 2014 - 11:38 AM

Just a heads up on the recent patch and still known issues
under the new clan weapon modules. The title of each Laser Module will say for either L M S laser but the description for both ER & Pulse for Large and Medium still says Small.

Also there is now shadow for the Adder, It is annoying.

Not sure if others have mention this already. If i get killed early in the battle and want to quit the match rather than wait till everyone else has finished. I get the connection screen non-stop. Nothing else shows. The only way to resolve this is ALT + F4 and restart. Seriously!!! Fix it (Top Priority)

Still looking for other bugs for you guys to fix. enjoy and I will

Edited by Frozen Spirit Jac, 29 July 2014 - 11:52 AM.


#103 Bhelogan

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Posted 29 July 2014 - 11:40 AM

I wish the patch notes included the notice that the key bindings for air/arty ect. have changed. You note that the bindings for slots 1 and 2 can be set in the menu, but didn't mention that they changed the old ones.

Edited by Bhelogan, 29 July 2014 - 11:45 AM.


#104 Hungry Hungry Hobo

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Posted 29 July 2014 - 11:40 AM

Finally some beta mech love.

#105 evilC

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Posted 29 July 2014 - 11:41 AM

View PostInnerSphereNews, on 29 July 2014 - 08:44 AM, said:

  • All Hunchbacks:
    • +10 internal structure in the Right Torso

Should the SP not be different in this regard?
Maybe +5 to each side?

#106 Semper Fi

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Posted 29 July 2014 - 11:42 AM

Hey I am not able to get a mech in game because of modules. Which I cannot remove because they are not there, and that means I am out two modules, and cant use a mech.

Please fix.

#107 HighTest

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Posted 29 July 2014 - 11:43 AM

View PostHighTest, on 29 July 2014 - 11:29 AM, said:


.... ooooooor any real content in general. Just more 'balancing'.

I can hear all of the players running back to the game in droves! Oh wait, the footsteps are getting quieter, not louder... never mind.


Wait -- I lied. My apologies. There were indeed some graphical improvements.

More importantly, I missed the new-player ELO reduction. Now THAT is a fine step forward in new player retention. Although I'm not sure that 25 matches is quite enough -- that remains to be seen. But a step in the right direction.

Now if they could only work on some stuff to bring some of the old and disenfranchised back...

#108 Candun

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Posted 29 July 2014 - 11:44 AM

View PostSemper Fi, on 29 July 2014 - 11:42 AM, said:

Hey I am not able to get a mech in game because of modules. Which I cannot remove because they are not there, and that means I am out two modules, and cant use a mech.

Please fix.

strip the mech then save and rebuild it

#109 Ultimax

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Posted 29 July 2014 - 11:44 AM

I also have to agree with others that the DDC nerf was a bit unnecessary.

Yes it's used all of the time, because ECM is good and the other Atlas variants are generally bad - it lacked weapon hardpoints compared to most Atlas variants but it made up for it with ECM and extra Module slots and functioned more like a Support unit than any light mech I've played with has ever bothered to do.

#110 PappySmurf

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Posted 29 July 2014 - 11:45 AM

I think PGI your server is shot because there is lagggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg
every battle now.
Posted Image

#111 Felix Jongleur

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Posted 29 July 2014 - 11:47 AM

1 freaking Mech Mod slot on Direwolf!? WTF Why to destroy a perfectly good balance there, the same on the Nova as well.


And like I called this over a week ago dear effin god the artillery and air strike spam is just ********.

GG disconnected game devs you took a system that could have been good and botched it up royally.

I'm impressed, I honestly thought this was some poor attempt at trolling the community but wow...

#112 Rhialto

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Posted 29 July 2014 - 11:50 AM

Crosshair depth is GREAT! As usual, I keep playing this in 3D and love it.

#113 Nacho Cat

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Posted 29 July 2014 - 11:51 AM

I'm interested to see these new changes. However, I'd like to request that - if we're expected to use weapon module slots - can you please create weapon modules for all weapon types? I'm thinking that for LRM support mechs, having an LRM weapon module would be nice. Using a weapon module for small or medium lasers as backup weapons isn't that much of a boon. Even a module for tag would be more beneficial.

Edited by SereneChaos, 29 July 2014 - 11:55 AM.


#114 chaas

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Posted 29 July 2014 - 11:54 AM

The number of negative knee-jerk reactions to the module system makes me wonder if those posting think the module changes are actually set in stone. Other than the PPC, when has that ever been the case? Can we just relax and, for once, enjoy a patch? Thank you.

#115 Grendel408

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Posted 29 July 2014 - 12:00 PM

View PostNavid A1, on 29 July 2014 - 11:35 AM, said:

mechs in the table are the ones that have a different number of slots from the base 2 con / 1 mech / 2 weap combination. (i think)

I get that... but why not list all the Mechs so we know the differences... I'm stuck at work so it's not like I can just load up MWO and see the changes for myself :(

#116 Morgana

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Posted 29 July 2014 - 12:00 PM

Sad day.....Haven't Light mechs taken enough punishment these past few patches? Non-ecm lights are pointless now, and now you've stripped the one viable light mech of it's once possible mech slots? Yea.....even I'm getting dismayed now. The fun has been zapped right out of the Lights. :(

#117 Evil Ed

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Posted 29 July 2014 - 12:03 PM

Jester needs the same treatment as the Awesome had, all-energy as it is.

Edited by Evil Ed, 29 July 2014 - 12:04 PM.


#118 damonwolf

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Posted 29 July 2014 - 12:04 PM

View PostNikolai Lubkiewicz, on 29 July 2014 - 11:39 AM, said:

If you appear to be missing modules after the patch, please save the mech and reload the loadout tab. They should re-appear!

We should be missing ALL modules. You guys should do a complete reset of Modules since this is a such a huge overhaul. That was people can choose the modules they want/need and not be screwed out of Millions of CBills for modules they won't use...like I was this past weekend. And now I'm going to have to spend many millions more on weapon modules on top of that?!
Seriously PGI...do you guys even care about how much you piss people off? Again, I don't agree with your changes, butt, I could live with them if you would have (and still could/should) perform a complete reset.
P.S. I notice you guys did this AFTER most people bought their Clan Mech packages...smart financial move.

Edited by Marvyn Dodgers, 29 July 2014 - 04:04 PM.
Language


#119 B L O O D W I T C H

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Posted 29 July 2014 - 12:04 PM

View PostBilbo, on 29 July 2014 - 10:05 AM, said:

My 3 D-DC's alone just lost the use of 2 modules apiece. I am not at all happy.


Did like to hear most of the patchnotes (falldamage reduction for non-JJ-lights :3) but here i also thought.. ughh.. D-DC nerf incomming. Effectively lost 2 valuable modules. Weapon modules aren't even a choice 'cuz my D-DC is running hot enough without them. (gimme modules for heat reduction instead pl0x)

#120 Jon Gotham

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Posted 29 July 2014 - 12:05 PM

Converted all the existing Inner Sphere 'Mech quirks into the new quirks system, so they’ll appear in the 'MechLab when you mouse over a 'Mech.
All Centurions:
+10 armor in the Left Arm.
All Hunchbacks:
+10 internal structure in the Right Torso
All Awesomes:
-12.5% heat generated by energy weapons
+10% faster heat loss
+17% Center Torso (front) armor
All Dragons:
-5% ballistic cool-down rate (re-fire rate)
-5% heat generated by ballistic weapons
+10% torso twist yaw speed

100% WIN.





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