Jump to content

Patch 1.3.307 Is Live!


302 replies to this topic

#61 Hayato1983

    Member

  • PipPipPipPipPip
  • The Moon
  • The Moon
  • 159 posts

Posted 29 July 2014 - 10:36 AM

  • Like the quirks and the sli implementation. Just about time! :lol: :( ;) :( :D


#62 Bazni

    Member

  • PipPip
  • Bridesmaid
  • Bridesmaid
  • 31 posts

Posted 29 July 2014 - 10:42 AM

As previously mentioned in this thread, simply changing ft/s to m/s without converting is ... disconcerting. This wouldn't be a problem if each map's splash screen didn't show each planet's relative g. As we all know, Earth g is roughly -10 m/s/s. So for an assault to not take damage until its vertical velocity is -30 m/s means it can fall for three seconds before taking damage. In the game it's about one second, which is reasonable, and corresponds to about -10 m/s vertical velocity. Please just convert the fall vallues by dividing the damage limit by three. E.g., assaults take damage at -10 m/s, not -30 m/s. Or call it feet. I don't care. Just make it somewhat relatable in terms of physics. I get that it's a game, and the units and rules are whatever you want, but if you are going to go the route of pseudoscience (by presenting temps and accelerations and distances in current metric values), please be consistent and make the pseudoscience plausible.

Edited by Bazni, 29 July 2014 - 03:09 PM.


#63 Crotch RockIt

    Member

  • PipPipPipPipPipPipPip
  • The Money Maker
  • The Money Maker
  • 583 posts
  • Locationchewing his lower lip

Posted 29 July 2014 - 10:43 AM

View Poststjobe, on 29 July 2014 - 10:16 AM, said:

Lazy, lazy, lazy :(

"The players want the fall speed in m/s instead of ft/s"
"Sure, easy. Hang on"
*changes "ft/s" to "m/s"*
"There, done."

;)


Not lazy. Incompetent, perhaps. The fall rate has been in m/s all along, but someone in the graphics department accidentally used ft/s in the HUD.

#64 Crotch RockIt

    Member

  • PipPipPipPipPipPipPip
  • The Money Maker
  • The Money Maker
  • 583 posts
  • Locationchewing his lower lip

Posted 29 July 2014 - 10:44 AM

Btw, this patch officially makes the JR7-K just as pointless as the STK-5N. I don't own either of them, so I don't really care, but it's worth pointing out.

#65 Alexandrix

    Member

  • PipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 910 posts

Posted 29 July 2014 - 10:46 AM

Inner Sphere battlemechs weren't designed to be modular......not even close.....

Just sayin' :(

#66 Raggedyman

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,278 posts
  • LocationFreedonia Institute of Mech Husbandry

Posted 29 July 2014 - 10:49 AM

So I'm down a useful slot, every match is going to be crammed with magical area attacks, and in return you are going to let us spend a fortune on minorly useful & massively expensive range-mods?

Wow. I can hardly contain my inertia

#67 Mike McSullivan

    Member

  • PipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 556 posts
  • LocationHannover, Germany

Posted 29 July 2014 - 10:49 AM

i would like to know what that +17% front armor for Awesomes CT means! I checked my AWS and they have all the same 100 max Armor - Like the other 80t mechs...is it meant to be damage reduction, or somenthing?

- Why, with raising the number of max modues, havent their prices been reduced? I mean, really, i wouldnt even buy a weaponmodule for 500k cbills...

Edited by Mike McSullivan, 29 July 2014 - 10:55 AM.


#68 Azzgaroth

    Member

  • PipPipPip
  • The Infernal
  • The Infernal
  • 95 posts
  • LocationCanada

Posted 29 July 2014 - 10:49 AM

Since clan weapon have a very good range and overheating probleme why for the sake of god i should use weapon module on clan mech? Imo reduce range for reduced heat would have been more logical. By the way i wont use weapon module on my clan mech.

#69 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,148 posts
  • LocationThe Far Country

Posted 29 July 2014 - 10:49 AM

"Modify Consumables" is now accurately named, so you have to go to mechlab to manage any other modules? Wow, that's a big step back. :(

#70 Hypocrisy

    Member

  • Pip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 12 posts
  • Twitter: Link
  • Twitch: Link
  • LocationArizona

Posted 29 July 2014 - 10:54 AM

I would love to have some AMD love here. Really.

#71 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 29 July 2014 - 11:00 AM

View PostAlexandrix, on 29 July 2014 - 10:46 AM, said:

Inner Sphere battlemechs weren't designed to be modular......not even close.....

Just sayin' :(

At this point it hardly matters any more. "A BattleTech game" my sweet lower rear center torso...

#72 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 29 July 2014 - 11:02 AM

I'm beginning to think PGI might need a wholesale break from the game... these decisions are... off, if you know what I mean?

#73 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 29 July 2014 - 11:04 AM

Seems strange that Centurion armor is +10, Awesome armor is a + percentage, and HBKs get internal structure. Three IS mechs get an HP buff in three different ways, and the HBK gets it in a fashion that's weightless?

#74 Jaroth Corbett

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 2,252 posts
  • LocationSmoke Jaguar OZ

Posted 29 July 2014 - 11:05 AM

Well this is annoying. I was able to have Advanced Zoom & Advanced Seismic Sensor in all my mechs now I have to only use one until I master the mech, at which time I will then get the extra mech module slot? Thanks for the inconvenience PGI. :(

#75 SmartmuhahaXD

    Member

  • Pip
  • 14 posts

Posted 29 July 2014 - 11:08 AM

Yeah great with the patch I lost some of my modules because of an error xD !!!

#76 Ren Kurogane

    Member

  • PipPipPipPipPip
  • The Defiant
  • The Defiant
  • 175 posts
  • Location10.4.2 401

Posted 29 July 2014 - 11:10 AM

is it time for me to sell my Atlas DDC? although i feel happy with other changes, the module slots' change hit me really hard...

#77 Candun

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 124 posts
  • Locationpotland oilgon

Posted 29 July 2014 - 11:10 AM

why did the ddc get nerfed? it was one of the few IS mechs that could hang with clan mechs. what was the point in nerfing it?it should have more slots than other mechs right?i cant even use mine it says modual slot violation.WTF stalkers have more modual slots than a ddc now??? really??

Edited by Candun, 29 July 2014 - 11:24 AM.


#78 Werewolf486 ScorpS

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,271 posts
  • LocationSinsinnati Ohio

Posted 29 July 2014 - 11:10 AM

It's here and it lost the modules in my DDC and my 3M Cicada. I want those back!! 7 in total so far!!

#79 Xeno Phalcon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 2,461 posts
  • LocationEvening Ladies

Posted 29 July 2014 - 11:10 AM

Here is your new module setup ladies.

Posted Image

#80 AlmightyAeng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,905 posts

Posted 29 July 2014 - 11:11 AM

View PostXeno Phalcon, on 29 July 2014 - 11:10 AM, said:

Here is your new module setup ladies.

Posted Image


If you felt like wasting c-bills and GXP...put the AMS range and rate-of-fire modules in that last section, lol.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users