Jump to content

Patch 1.3.307 Is Live!


299 replies to this topic

#181 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,205 posts
  • LocationBrazil

Posted 29 July 2014 - 02:27 PM

2 Consumable modules for every mech: really? Do you want obligatory 48 artillery/air strikes each match?

Suggestion:

small (up to 50 tons) IS mechs: 2 consumables
large IS mechs: 1 consumable

small Clan mechs: 1 consumable
large Clan mechs: no consumables

EDIT:

PGI is also losing the opportunity to improve some inferior chassis/variants by giving them significantly more modules.

We know the Weapon modules not worthless. Since the bonuses are ridiculous, why not REMOVING the heat penalty?

And PGI should add more options for them like:

- minimal damage increase;
- minimal rate of fire improvement;
- reduced spread (for missiles);
- faster lock-on (LRMs and SSRMs);
- shorter laser bust;
- faster projectiles;
- and so on...

TBH, I think the weapon modules should not be separated by each weapon type, but category (lasers, missiles, autocannons..)

Edited by Odanan, 29 July 2014 - 03:33 PM.


#182 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 29 July 2014 - 02:40 PM

View Postchaas, on 29 July 2014 - 11:54 AM, said:

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.


The problem with the module change is it hits a lot of people

1) Long time players may have module setups they like that are no longer possible

2) Players who don't have a lot of CBills suddently seeing the cost of completing a mech setup go up by several million C-Bills.

3) Folks who dislike consumables are having them thrust in their face even more than before.

4) Folks who dislike weapon modules have them forced on them where they could be ignored earlier.

The only people this really doesn't effect are very new players and long time players who are swimming in C-Bills (part of what this is supposed to target).

#183 Merit Lef

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 132 posts

Posted 29 July 2014 - 02:47 PM

Cant wait to try out the quirks for the mechs. And from an Awesome driver from closed beta, thank you!

#184 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 29 July 2014 - 02:47 PM

View PostLazor Sharp, on 29 July 2014 - 02:24 PM, said:

Thanks PGI, for ruining my carefully crafted combination of mech modules on 25 of my mech's..... that's 25 modules that are now useless uninstalled equipment.......

...

I feel slightly better now. It only invalidated 20 of mine.

#185 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 29 July 2014 - 02:51 PM

Yeah, looking at the weapon modules again, the range buffs should be doubled. really pathetic for what you need to invest.

#186 Azar Javed

    Member

  • PipPip
  • Bridesmaid
  • 26 posts
  • LocationAustria

Posted 29 July 2014 - 02:55 PM

View PostFlying Judgement, on 29 July 2014 - 02:25 PM, said:

SLI supported at least -- I I --

Maybe... maybe not. I am still not getting any scaling out of it, it seems to be the same as before, minus the visual glitches when trying to activate SLI.

I have tried with forced AFR (still crap due to massive fps drop) and AFR2 (works, but doesn't wanna scale, both cards equally loaded, but overall load 50-60%). Also, I tried to apply standard Cryengine compatibility bits in nVidia Inspector (that'd be 0x02506405). It doesn't crash or glitch, but it's not faster than before either. Very noticable with lots of smoke, can be reproduced by walking up close to it on Frozen City.

Any different results out there?

#187 stjobe

    Member

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

Posted 29 July 2014 - 02:59 PM

View PostMerit Lef, on 29 July 2014 - 02:47 PM, said:

Cant wait to try out the quirks for the mechs. And from an Awesome driver from closed beta, thank you!

I'd save my thanks until I'd actually tested them out if I were you. 17 more CT armour doesn't make the AWS any less of a barn-door, and it'll still overheat with 3 PPCs; just not as instantly as it used to.

Don't get me wrong, the AWS got the best improvements of the lot, but that's not really saying much.

#188 Mister Blastman

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 8,444 posts
  • LocationIn my Mech (Atlanta, GA)

Posted 29 July 2014 - 03:08 PM

> : (

Module changes...



#189 stjobe

    Member

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

Posted 29 July 2014 - 03:09 PM

View PostNikolai Lubkiewicz, on 29 July 2014 - 03:00 PM, said:

Hey all!

Unfortunately there was some confusion within the internal changelog notes over the presence of SLI. Please refer to Matt Craig's post here: http://mwomercs.com/...ost__p__3593904



That's some epic-level trolling of the SLI community there, PGI ;)

Thanks for the heads-up though, Niko.

#190 ScarecrowES

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 2,812 posts
  • LocationDefending the Cordon, Arc-Royal

Posted 29 July 2014 - 03:21 PM

So... take away my ability to actually equip the few modules I feel were worth wasting c-bills on, while forcing module slots into my mechs that I will never use (consumables and weapons). Sounds awesome. What moron asked for this crap? Last I checked, there were no calls to be able to equip MORE weapon and consumables modules. In fact, I'm pretty sure that the community finds weapon modules especially to actually make your mech builds WORSE and not BETTER, and I didn't see anywhere in the patch notes that weapon modules don't suck now so... again... what was the point of this?

And for that matter, didn't PGI just get done nerfing the hell out of strike consumables because people were complaining of them being overused and doing too much damage? So then they actually let you carry 2 of them in addition to your crappy weapon modules and one useful module? Wow, that's smart.

Seriously PGI... WTF?!

#191 Jon Gotham

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 2,652 posts

Posted 29 July 2014 - 03:21 PM

If it is true what many are saying, about the increased use of noobstrikes-my lord PGI what have you done?
There was already WAY TOO many of them, now there is EVEN MORE?

Sorry guys, but you are way, WAY off target with this idea. The senseless, skill less strike spam needs to be LESS not MORE!

#192 Mycrus

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,160 posts
  • Google+: Link
  • Twitter: Link
  • LocationFilipino @ Singapore

Posted 29 July 2014 - 03:23 PM

sli does not work... no surprise...

#193 Creovex

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood Bound
  • The Blood Bound
  • 1,466 posts
  • LocationLegendary Founder, Masakari Collector, Man-O-War Collector, Wrath Collector, Gladiator Collector, Mauler Collector

Posted 29 July 2014 - 03:25 PM

Wtf PGI? ??? You keep pulling **** like this and this playerbase is going to get bigger and bigger!!!!


My 6 Hunchbacks thank you!

#194 Dan Nashe

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 606 posts

Posted 29 July 2014 - 03:29 PM

When did they add "A Battletech Game" to the Mechwarrior logo? Has that always been there.

I love the changes. This is an improvement to the game , but it exacerbates one problem I have. Maybe a couple.

TL;DR:
1. Give me consumables that cost 40 million, but automatically refill for no cost. I can stand 40 million. But I have played over 2000 games and would LIKE to play 2000 more. That's 80,000,000 c-bills more. Too much.
(That's fair, isn't it?)(yes, price points are subjective).

In addition, buying 200 Modules is too much. They cost too much for that to ever happen.
Either
2(a) Once you buy a module, it should be able to be effectively equipped on all mechs simultaneously.
OR
2(;) After you buy a specific module, additional modules of that specific type should cost 10% of the price of the first one. Make it PRACTICAL (read: remotely sane) to put modules on all my mechs for lest than 3 times the cost of the mech in the first place.

That's fair, right?

RANT AND REASONING FOLLOWS:

Okay, so I kind of hate the new system, because it used to be that if the enemy took consumables, I had more non-consumables than them. Yes, arty/air/and coolshot are 2-4 times as good as any other module, but at least I had something!

Now that arty-strike I refuse to take is just an empty slot.

Of course, I never ACTUALLY equipped most of the modules I've spent 50 million on (that's a nova and 2 variants!!!) because switching them between mechs is a gigantic chore, and I change mechs every game or every other game.

So I never really use any consumables.

Now, stepping outside my hatred of consumables (I would have spent over 200 million on consumables by now if I only played my best. Instead of afking for soda during the loading screen and sometimes forgetting to come back. Yeah, yeah, there's a middle ground).

So, okay, I hate consumables because they are the best modules in the game, and ridiculously expensive in the long run. Hundreds of millions of cbills for the best modules. I know it's not pay to win, but given that I spent 20 million on my timberwolves alone, that's a lot of content I'm forgoing (7 chassis) to run 1 consumable per match . .

Where was I going.

The slot method is the best way to do modules - I actually like it. That way if say air/arty/coolshot are the 3 best modules, at least someone has to choose - you only HAVE to balance modules against the same category - that is WAY easier to do.

However, I hate consumables SO MUCH, that I now have to always run an empty module slot, which makes me even feel like MORE of a slacker. (Yes, I gem and enchant all of my gear. Even when I'm running random dungeons. I am that kind of person). So as much as I enjoy the game and happen to be sitting on 7800 MC, I just can't bring myself to load up the game because the cost of consumables is too daunting, and the need to wilfully cripple myself and put myself at a disadvantage bugs me.

[I don't mind playing BAD MECHS. Or FUN BUILDS. But if I make a "fun build" I make it the best it can possibly be! Mastered!]

#195 Triordinant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,495 posts
  • LocationThe Dark Side of the Moon

Posted 29 July 2014 - 03:29 PM

View Postdamonwolf, on 29 July 2014 - 02:16 PM, said:

This just feels like they are trying to force people to use weapon modules, and justify the man-hours spent developing something no one really finds worth a crap.

This hits the nail on the head. Weapon modules are totally crap so give all 'mechs 2 module slots that can ONLY accept weapon modules? Shouldn't they have made weapon modules better instead so people would actually WANT them?

#196 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 29 July 2014 - 03:32 PM

clan er large laser needs the text updated it says "small laser" in the description

#197 100 Tonne

    Member

  • PipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 172 posts

Posted 29 July 2014 - 03:35 PM

I would like to say over all, very good. It is awesome what you have done for the awesome. However I will not be using any weapon modules as long as they add heat to my builds, my builds already run hot!...
I will mourn the loss of a mech module for a lot of builds, but will get used to it.

But unless the cool down time on arty/air strikes is bumped up to 2 mins or something, it is going to be arty/air wars online. Especially in the pre-made cues.

#198 CHH Badkarma

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 831 posts

Posted 29 July 2014 - 03:39 PM

View PostNikolai Lubkiewicz, on 29 July 2014 - 03:20 PM, said:


Trolling definitely not intended. Somebody is going to take a swing from my nerf sword before the end of the day!


SLI really does deserve proper implementation. More now than ever after getting our hopes up with that SNAFU. Carry harder! (Could not resist )

#199 Primetimex

    Member

  • PipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 353 posts

Posted 29 July 2014 - 03:43 PM

So I log in this morning and discover that all my modules that got forcibly stripped after the patch DID NOT come back to my inventory - where are they?

This is the support ticket I sent:

Hi there


I've just patched this game this morning - only to discover that ALL the mechs that I have fitted with 3 modules now all have MODULE SLOT VIOLATION.




I know because I have fully outfitted my clan mechs with 3 modules so that I don't bother swapping modules between mechs - Warhawk, Timberwolf and Direwolves.




In addition, when I go to the Mechlab to check the modules - and of course they all got stripped due to module violation - ALL my modules disappeared - they didn't even get put back into my inventory.




When the changes were made so that Mechs now only have 2 Mech Module - where did you put the 3rd module?? Certainly not back in inventory.




Thus the following issues:




1. Module Slot Violation


2. Every 3rd module I equipped on my Mech is permanently gone


3. The remaining 2 modules that was forcibly stripped is also permanently gone




Can I please get these fixed and/or get a full C-Bill refund and GXP refund of ALL the modules I have purchased?


#200 stjobe

    Member

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

Posted 29 July 2014 - 03:45 PM

View PostGetterRobo, on 29 July 2014 - 03:43 PM, said:

So I log in this morning and discover that all my modules that got forcibly stripped after the patch DID NOT come back to my inventory - where are they?

This is the support ticket I sent:

[snipped for brevity]

Please click on this link and read the first few posts: http://mwomercs.com/...-invalid-mechs/

It's just a bug in the MechLab, your modules are not really gone.

Edited by stjobe, 29 July 2014 - 03:45 PM.






6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users