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Patch 1.3.307 Is Live!


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#201 Creovex

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Posted 29 July 2014 - 03:56 PM

View PostTriordinant, on 29 July 2014 - 03:29 PM, said:

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?


Maybe we will NOW see them revisit the weapon modules. Either up the range for the current heat / dump the heat all together on the current ones or make heat reducing modules for each weapon type.

Edited by Creovex, 29 July 2014 - 03:58 PM.


#202 Tezcatli

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Posted 29 July 2014 - 04:15 PM

Really no Trenchbucket quirks? ;)

Also where's that new IS mech we were promised!? Nothing but damn clanner mechs that we can't buy for C-bills! ::Kicks over trashcan::

Edited by Tezcatli, 29 July 2014 - 04:18 PM.


#203 Xeno Phalcon

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Posted 29 July 2014 - 04:17 PM

Seems the desync also can effect weapon hits; had a splatcat crawl up my ass last match and his hits werent registering via rocking or hit indicators. Only reason I figured out he was behind me was because I checked my paper doll when a twolf attacked me from the front and noticed my entire back armor was gone but by then it was too late to even turn around.


Keep up the good work pgi!

(by the way im not giving the thumbs up, but one of my digits are definitely raised up.)

#204 Spike Brave

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Posted 29 July 2014 - 04:20 PM

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

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

Just sayin' ;)



Look up the Mercury and O Bakemono.

#205 Daehoth

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Posted 29 July 2014 - 04:25 PM

NEW MODULE SYSTEM ...... SUCKS TO THE HIGH HEAVENS...........

Edited by Daehoth, 29 July 2014 - 04:25 PM.


#206 Wildstreak

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Posted 29 July 2014 - 04:26 PM

Things I like about this patch:

- Spending time updating the game without new Mechs & maps, seems more work gets done in prep for eventual CW.
- Having more module slots especially on those that previously had only 1.
- New Mech quirks though the Hunchback one seems to have no effect. 10 points, that's just a PPC or 2 MLs.
- Dropped LRM shake.
- Had some of the best Locust games ever.

Some stuff is no biggie because it does not affect what I drive.

Things I dislike about this patch:

- The match I had first, around 5:21 the last one of a team died and the game was stuck for about a minute before registering it was over. Sent to Support.
- The match where you could see a Kit Fox fall over dead but you could still target it every 5 seconds and it showed to be alive with 1 leg. Sent to Support.
- 2 Consumable slots for every Mech. I guess all the Strike spamming in the team game taught nothing.
- Why the heck would a Locust need 3 Weapon Modules even counting AMS as 1? Locust-3M, OK but the other 4, no.
- Why only 1 Weapon Module for the dual AMS Thunderbolt-9S? Or even other dual AMS Mechs that seem to have been limited?
- Without AutoRefill, how does someone replace a Consumables that were used? I have used them and have to choose AutoRefill & Save then uncheck AutoRefill and Save.
- No ability to bind a key for changing between Throttle types.

NOTE: I discovered with 'missing modules' all I had to do was remove one then the other showed up.

EDIT - Here is a picture of the Kit Fox that would not register dead. Score shows it dead, visually dead but the paper doll....
Posted Image

Edited by Merchant, 29 July 2014 - 04:42 PM.


#207 Daehoth

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Posted 29 July 2014 - 04:35 PM

I LOVE this game, I've been with this game for 2 years now, it's an awesome game.... But this new module change....it's leaving a bitter taste in my mouth, just thinking about it gives me a bad bad feeling (48 potential Arty & Air strikes in EVERY game, useless weapon modules so far - for both IS and Clans).....it makes me NOT want to play.....and I think I'm going to cut down.....hmm...perhaps star citizen could be better....

Congrats PGI...you've done it. You've come up with a sure way to REDUCING your player base.... 1 less player for ya.

Fantastic..........................

Edited by Daehoth, 30 July 2014 - 12:37 AM.


#208 Peiper

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Posted 29 July 2014 - 05:30 PM

Need more Air and Arty strikes. This is horsecrap.

Also, I thought modules represented how SKILLED the mechwarrior and/or techs are. Consumables should take tonnage and/or equipment to justify their existence. At least use TAG to designate Arty/Air Strike targets. Coolant shouldn't materialize out of the aether when you throw C-bills into the sky. UAV's don't magically appear in the sky when you swipe your credit card during combat.

Air, arty, and UAV's should be COMPANY assets, distributed before the battle by the company commander.

You're going about consumables all wrong, and have since the beginning.

Edited by Peiper, 29 July 2014 - 06:19 PM.


#209 Daehoth

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Posted 29 July 2014 - 05:41 PM

I was just in a game where there was red smoke practically throughout the whole 15mins!!
Couldn't stand still long enough before getting bombarded by arty or air strikes...

This module system change is truly bloody ridiculous....I've had enough of this new patch for the day....it's horse-sh*t is what it is

I'm done..

Edited by Daehoth, 29 July 2014 - 05:42 PM.


#210 Grayblue

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Posted 29 July 2014 - 05:59 PM

It's not enough that they make double jump jets useless on my
NON-Meta heavies, now they take away the 3rd module slot I worked to get, and shove some other module that is neither useful nor encourage me to take a defined role down my throat.

#211 VictoryRoad

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Posted 29 July 2014 - 06:21 PM

HAHAHAH.. Really? The devs did this but did not post anything about scratching out 'Added SLI
Performance
  • Recompiled Scaleform Libraries for better performance
  • Added SLI Support
  • Enabled 3D Vision support
    • Implemented working support for Crosshair, Weapon Group Indicators and Target Boxes in Stereo Mode

Edited by VictoryRoad, 29 July 2014 - 06:21 PM.


#212 doodlemander

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Posted 29 July 2014 - 06:27 PM

View PostBBP, on 29 July 2014 - 01:55 PM, said:

Seismic sensor (must) , radar deprivation , hill climb (must on an assault or your legs will stumble in every tiny rock) , and now i have to renounce on one of the above . Instead i get things that i never use , airstrike/coolshot and + 5/10/20M range (additional heat) on a 300/400M rage weapon . I lost 2 slots on my DDC and 1 on my Banshee , again from my point of view the slots remake is idiotic.

The hill climb module (the way you require it for assaults anyway) seems to be a necessity because of terrain problems pgi should fix, but I understand where you're coming from.
My thoughts on this whole change, and keep in mind that I have bought exactly 1 module so far, is that it's a good idea...
...IF they will tweak the number of slots, make weapon modules worth using, and limit/adjust consumables to prevent the 'artygeddon' we are already seeing. They should have done that first and then implemented this change.
I'm guessing their idea was to encourage combat roles by giving us a limited roster of modules to carry into battle. Sound in theory, but the module variation just isn't there. Not to mention most of the mech modules people seem to use to make up for game mechanics (shock absorber: mechs with no JJ; hill climb: bumps in the road)

tl;dr
IMHO: Buff and add variety to Weapon Modules, increase default Mech Modules by 1 slot, and decrease default Consumable Modules by 1 slot.
Edit: Oh, and allow selling of all modules for full price for a limited time so people can move their **** around. It's only right after an overhaul like this.

Edited by doodlemander, 29 July 2014 - 06:30 PM.


#213 Mad Pig

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Posted 29 July 2014 - 07:29 PM

The added quirks and the changes to fall damage were needed. Also nice to get the weapon modules on the Clan side of the house. Graphics are also more :huh: now.

The new module system is like golden slop. I'm wallowing in it.

Good stuff.

#214 Ragnar Bashmek

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Posted 29 July 2014 - 08:03 PM

This ill-conceived module system change has just totally bummed me out on MWO, Pretty much all of my favorite mechs have been screwed over by losing a much needed mech slot. Oddly enough I don't own any of the mechs that got some enhancement, probably because they really needed it. The added consumables slots are something the game would be better off without, all they do is add PITA arty spam. I personally will not be using ANY consumables. The weapon slots are a joke.

All in all this patch is a disaster. The marketing wizard that convinced PGI that downgrading mechs that folks had paid good money for was going to be OK with their owners needs to be looking for a job...somewhere else.

#215 AUSSIETROOPER4

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Posted 29 July 2014 - 08:10 PM

Last night I saw no less than 10 air or arty strikes come in over a very short period of time in the same area. This is obviously pre-patch.
I am thinking that teams will need these as mandatory kit hence forth now that auto refill makes things easier.

We shall see.

P.S. I missed the patch notes that said new level? How many weeks was the promise? I think it was 2 - 4 was it not?

Edited by 116th NorskaFresh, 29 July 2014 - 08:11 PM.


#216 Vermaxx

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Posted 29 July 2014 - 08:16 PM

Hey Awesomes got a decent thing, and Centis and Hunches are less easily neutered! I like this!

Also everything you did for modules could probably have been ignored since almost no one uses weapon mods.

#217 Bloodweaver

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Posted 29 July 2014 - 08:18 PM

Dem Awesome changes

:huh:

#218 IceCase88

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Posted 29 July 2014 - 08:40 PM

Ummmm... The module system is total garbage now. In the next patch it will be worse. Garbage weapons modules are being forced on us and next patch the single mech module slot will become a hybrid mech/weapons slot. So I can have the choice of 3 garbage weapons modules. Meanwhile... all the money I spent on "mech" modules is essentially wasted since I can only carry 1 maybe 2.

The fall damage for lights seems better in my initial few games. The mech quirk system seems interesting but is only good on mechs few want to play.

Module system is a negative. Most of the other changes are interesting but pretty much meh... The light fall damage change seems better. Overall... meh.

#219 a gaijin

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Posted 29 July 2014 - 09:07 PM

Wow! This patch is so full of kick ass that I'm very, very tempted to buy some Dragons and Awesomes :-)

However, I have to say I'm a little surprised (and disappointed!) that there's never ever any love for the Thunderbolt :/
Though it looks very cool, it definitely needs some kind of quirk to give more mechwarriors a real reason to use them.
Here's an idea for PGI:
A Hero Thunderbolt 5S that has jump jets and the ability to rotate torso 360° :ph34r:


And since I'm getting a little crazy with the ideas, PGI please patch Yen Lo Wang and give it a single medium pulse laser on it's rear torso, only one laser on front (instead of two front) and a small rearview camera on the lower left of its HUD to aim that rear laser, please!
[edit]
YLW also needs two Medium Pulse Lasers on left arm, to be refitted with the new generation of Triple Strength Myomer (strength bonus to internal structure), and the Miata 200 extralight engine [end edit]
Thanks! :huh:

Edited by HeroForHire, 29 July 2014 - 09:31 PM.


#220 Daehoth

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Posted 29 July 2014 - 09:20 PM

View PostRagnar Bashmek, on 29 July 2014 - 08:03 PM, said:

This ill-conceived module system change has just totally bummed me out on MWO, Pretty much all of my favorite mechs have been screwed over by losing a much needed mech slot. Oddly enough I don't own any of the mechs that got some enhancement, probably because they really needed it. The added consumables slots are something the game would be better off without, all they do is add PITA arty spam. I personally will not be using ANY consumables. The weapon slots are a joke.

All in all this patch is a disaster. The marketing wizard that convinced PGI that downgrading mechs that folks had paid good money for was going to be OK with their owners needs to be looking for a job...somewhere else.


I feel the same bro, can't even bring myself to open up the game anymore.





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