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Patch 1.3.307 Is Live!


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#221 Frost Lord

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Posted 29 July 2014 - 09:21 PM

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

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??

you need to go into lode out and it resets yore modules

#222 Hatepriest

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Posted 29 July 2014 - 09:22 PM

Like most of it. However please put the ability to change all modules in the lobby/group mech select screen. Can only change consumables now. Not having good to drop out of a lobby to do modules is time saving.

Cheers.

#223 Daehoth

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Posted 29 July 2014 - 09:24 PM

http://mwomercs.com/...h-module-slots/

#224 Frost Lord

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Posted 29 July 2014 - 09:30 PM

View PostGrendel408, on 29 July 2014 - 11:30 AM, said:

You know... something else is bugging me with this Patch... why are Mechs missing from the charts posted? Devs care to answer this one?

the ones that are listed are ones that deviate from the standed layout listed above the list

#225 JohnnyMcMoney

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Posted 29 July 2014 - 09:42 PM

View PostVereAthor, on 29 July 2014 - 11:28 AM, said:

wonderfull: no bugfixes, still the saving loadout error and others... it is really enough!

You get the loadout error too? Like you build, save and it says "error" and in the end any piece of loadout that you removed before is still in there, even though it can't be tonnage-wise??
I was beginning to think i'm hallucinating cause none of my friends had that!

You know, i did a couple of drops and it was quite alright...let's see how the module system works out...
Only thing that really annoys me is that they aren't able to optimize the mechbay...why is it so hard, to implement a system that allows you, to track your parts/modules/cockpit items etc.?

I really love this game, but it definitely has the worst UI that i've ever seen...

#226 L Y N X

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Posted 29 July 2014 - 09:45 PM

Why is there no ERLL weapon module for the Inner Sphere? There are individual WMods for CERLL and IS LL and every type of SRM (2,4,6) and streaks, but no IS ERLL WMod. go figure!!!

#227 and zero

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Posted 29 July 2014 - 09:45 PM

FINALLY, doing something interesting and useful with the mech quirks system. Its about damn ******* time

The past few months actually give me hope for MWO for the first time in...well, since after the first month I played and the initial excitement faded. But yea. I still think the handful of lead devs responsible for the endless stream of hilariously bad decisions should be fired. But at least pgi is making some progress now.

PS: the current UI is still pathetic by todays standards. See for reference: any other online game.

Still. Things seem more hopeful now than they have in 2 years... :huh:

edit: my hero cent does not have any more armor in either arm...its pretty much useless in the current meta either way, but still...oh, hidden perk...more brilliant available in game information...definitley good for the new players :ph34r:

Edited by and zero, 29 July 2014 - 10:13 PM.


#228 and zero

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Posted 29 July 2014 - 09:56 PM

View PostSLDF DeathlyEyes, on 29 July 2014 - 10:01 AM, said:

This patch just further proof that whoever is making balance decisions has a complete disconnect from actual game play. This is painfully obvious with the decisions made for the module slots. Currently too many players are taking Both Artillery Strikes and Air Strikes. The changes to the module system only further encourage this by separating their slot locations and allowing almost all mechs 2 consumable modules. The other concerning thing is that many mechs that weren't overly used seem to have the least number of module slots despite not being a huge balance issue. Meanwhile mechs like the 3D and Dragon Slayer have the standard module configuration.

The lack of any communication on the current state of jump jets is also very concerning.


PGI has never had a ******* clue of how to balance this game. If they hired a competent lead dev to make the overarching balance decisions the game would be infinitley better. I think the balance is, overall, the best it has ever been currently. But that doesnt mean it isnt ****. Just look at pulse lasers. How do we make them viable?? WOW, why dont we slowly make them more and more similar to regular lasers. That will make them interesting and worth running!!

#229 Natrall

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Posted 29 July 2014 - 09:59 PM

i don't mind the new module additions, brings the game more up to date to current battletech timeline, the only thing i dont like is the fact i cannot connect to a game anymore. I can do all the mechlab stuff no problem, then i click play and....with in a second it disconnects me saying failed to find a match and so far looks like no one else is having this problem from what i can see in these forums.

#230 cSand

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Posted 29 July 2014 - 10:30 PM

Nice patch especially the Awesome and Dragon part

Modules system seems fine too so far

Didn't have a single lag out, as compared to 1 every match, so I think something was fixed there. I did uninstall and reinstall for this patch though.

Was hoping for a new map but I'll take the new quirks over that yeeehaw

In celebration I bought a Heavy Metal

#231 Kirtanus

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Posted 29 July 2014 - 10:30 PM

i like this patch specially "awesome" moments!!!

#232 Frost Lord

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Posted 29 July 2014 - 10:45 PM

View Postkamiko kross, on 29 July 2014 - 12:05 PM, said:

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.


now they need a few more

* mechs that need buffing

Lights
* Locus
-2 heat sink requirement (you need about 3 with the biggest engine but you cant mount the weapons to need them)
more torso twist and stronger legs
the V could do with another Energy slot in the chest

* Commando

less chance of Ammo and weapons and ammo being Destroyed
better cool down on missiles

Fire starter
slightly less heat from flamers and jump jets or just a faster cooling rate.

* Raven
should have better sensor range and info gathering before they even get the mods (could be something to consider for lights in general)

*Kit fox
probably needs more module slots its already a Farly flawed light with its max speed with perk being just over 103Km/h

Mediums

*Trebucket

don't know what it needs but its probably the most under whelming medium.

Griffin

dont know what it needs but its the weakest out of the fore 55T mechs

Heave

Catapult

a better cool down or heat penalty's for LRMs

the k2 and jester could have better energy weapon heat

*Quick draw

I think they have large center torsos? probably need more internal structure points there

*jager

need a tern rate and acceleration rate Nerf but a torso twist buff (should force duel ac 20 players to put more armor in the rear to protect them selves from sneaky lights)

Assaults

Assaults in general should probably have slower tern and acceleration rates but armor buffs according to tonnage (so they seem more like juggernauts.

#233 Azar Javed

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Posted 29 July 2014 - 10:57 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

Thank you for commenting on the issue. Craig mentioned that we can play around with SLI using a custom driver profile, something I'm quite comfortable with. But please, could you comment on how exactly the driver profile needs to be set up? Most specifically I am interested in the recommended SLI compatibility bits, as the standard CryEngine 2/3 ones do not seem to do the trick at all.

Any hints as to what we may try to get some SLI scaling?

I am not sure, but I would assume that the massive fps drops with lots of stacked up smoke in combat wouldn't be a CPU, but rather a GPU issue?

Please correct me if I'm wrong.

Edit: I saw that there was a new nVidia Driver release yesterday (340.52 WHQL). Unfortunately, it makes no mention of MWO, only the following two profiles were changed/added:
  • Enemy Front - added Direct 9 SLI profile
  • Plants vs Zombies Garden Warfare - added additional EXE
That probably means that we'll have to wait quite long for nVidia to actually release a MWO-SLI-aware driver...

Edited by Azar Javed, 29 July 2014 - 11:13 PM.


#234 Karl Streiger

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Posted 29 July 2014 - 11:12 PM

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

Fall Damage Balancing
While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
  • Light 'Mechs start taking damage at 37 m/s
  • Medium 'Mechs start taking damage at 34 m/s
  • Heavy 'Mechs start taking damage at 32 m/s
  • Assault 'Mechs start taking damage at 30 m/s


So you changed from Feet per Second to Meter per Second... nice to know - that fall damage is removed.
To present patch notes without mistakes is also a kind of quality - or a statement what you think about your community.

Anyhow after you changed that ASAP - you may be so kind to give us more ammunition and tell us about the damage modification and the other "steps" for fall damage (for example at 43 fts for Lights / Mediums / Heavys / Assaults)

#235 Frost Lord

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Posted 29 July 2014 - 11:17 PM

View PostCreovex, on 29 July 2014 - 03:56 PM, said:

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.

they are meant to go up to rank 4 or 5 so they will be getting better but then the heat is going to go up as well.

#236 doodlemander

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Posted 29 July 2014 - 11:30 PM

View PostFrost Lord, on 29 July 2014 - 10:45 PM, said:

* mechs that need buffing
* Locus
-2 heat sink requirement (you need about 3 with the biggest engine but you cant mount the weapons to need them)
more torso twist and stronger legs
the V could do with another Energy slot in the chest

Yes, I second this. Locusts shouldn't need the extra heat sinks just to meet the minimum of 10. It just gimps your build options and makes the 3S almost pointless to have now that we have the 1M.

#237 Frost Lord

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Posted 29 July 2014 - 11:42 PM

View Postdoodlemander, on 29 July 2014 - 06:27 PM, said:

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.

another thing they could do, is give us 3-4 mech module slots (after mastery slot) but make the best modules take up more slots, so increased secer range, info gathering and hill climbing might be one slot as they are vary handy all round but also not op. wile seismic and target decay are potently deadly so would take up to spots so if you have 3 mech module slots and take target decay you could have Advanced sensor but not info gathering or any other mech module likewise artillery air strike UAV could be 2 slots so you could only take one and no other consumable wile you could take a coolshot 9 and 6 if you just wanted to cover yore heat say in a nover. you could also have a module max so even tho you have so many slots you cant fill them all if you take to many high level ones.

#238 BOWMANGR

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Posted 29 July 2014 - 11:54 PM

View PostBOWMANGR, on 29 July 2014 - 02:06 PM, said:

The amount of whining in this thread is too damn high...


View PostDracol, on 29 July 2014 - 02:23 PM, said:

I am sorry that statement is unacceptable. Please rephrase it in the form of a visual meme.


No problem.

Posted Image

Edited by BOWMANGR, 29 July 2014 - 11:56 PM.


#239 GRAND MASTER GORE

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Posted 30 July 2014 - 12:05 AM

AWESOME PATCH!

BIG THANKS FROM GORE!

#240 Asmosis

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Posted 30 July 2014 - 12:18 AM

I dont see why the command and logistics atlas has less than the default number of module slots. If your going to take away a weapon module slot it should at the least have one added mech module slot since it had *4* module slots prior to this update, its a really heavy blow.





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