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Patch Notes - 1.3.339 - 07-Oct-2014


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#21 Tristan Winter

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Posted 07 October 2014 - 11:01 AM

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#22 Bront

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Posted 07 October 2014 - 11:02 AM

- New Matchmaker voting
- Trial Mechs in their own tab
- New Modules
- Store and sorting improvements
- Reward display changes
- Fall damage tuning
- Clan engine damage heat penalty

Nicely done PGI. Keep it up.

#23 Kabum

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Posted 07 October 2014 - 11:02 AM

Love the update. Thanks!

#24 Pugnax

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Posted 07 October 2014 - 11:02 AM

The best aspect of this update by far is the trial mechs being displayed in their own tab. I could cry.

#25 Sigilum Sanctum

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Posted 07 October 2014 - 11:02 AM

View Postfrpeebles, on 07 October 2014 - 11:01 AM, said:

Amazing how much this game hates the players preference. Here I was hoping we'd be able to select which map we drop on (allowing more tailoring of loadouts) but instead we can't exclude game modes now? Assault and conquest can get bent. Just another nail in the coffin...


How on earth did you come to think this?

#26 Rear Admiral Tier 6

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Posted 07 October 2014 - 11:05 AM

IS UAC cooldown module oh yes please have my babies

#27 BSK

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Posted 07 October 2014 - 11:07 AM

Who came up with the idea to improve the shop by absolutely nothing and making it more complicated?

SERIOUSLY?

This new shop for 'mechs is like a wart on my foot. WHY DON'T YOU FINALLY CREATE A SHOP IN WHICH I CAN SEE THE HARDPOINTS OF THE MECH THAT I WANT TO BUY? WHY ARE YOU UNABLE TO MAKE AN INGAME SOURCE FOR MECHSPECS? GOSH I AM SO PISSED THAT WITH EVERY PATCH THIS UI IS GETTING WORSE AND WORSE FOR US ..

#28 xWiredx

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Posted 07 October 2014 - 11:08 AM

Due to the haste in implementing the matchmaker change without any real design thought whatsoever, when my currently active premium time expires I will probably quit playing for the most part - or at least until other, much more important things are fixed.

Thanks for the weapon modules FINALLY. Because, you know, like 2 months is definitely not a lot of time to wait for arbitrary additions when other, more useless things are being added.

The new champion sounds like something I will be avoiding, but thanks for the boost on the champions as a whole. I can maybe put that to use. Thanks for moving the trials out of every other part of the mechlab, too. It's about freaking time.

#29 Verkhne

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Posted 07 October 2014 - 11:08 AM

In light of the Tourney results and being able to adjust these further by known ELO ratings does PGI really feel the Clan nerfs here and upcoming are justified??

#30 Roaddog

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Posted 07 October 2014 - 11:09 AM

Excellent changes. Very excited about this patch!

#31 Iron Pete Chiwalski

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Posted 07 October 2014 - 11:17 AM

"Trial 'Mechs now appear only in the Trial tab" This Pleases me.

#32 wanderer

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Posted 07 October 2014 - 11:17 AM

Let's review some of the delicious ways to spend your GXP/C-bills.

LRM range? Meh. If you're derping off 1000m shots as it is, twas a waste. How about LRM velocity boosters instead?
LB-5X gets range AND cooldown module options. Dire Whale Shotguns rejoice.
Clan Gauss/IS Gauss range boosters. Snipers get more snipe-y.
IS ERLL range booster. Raven-3L and other light skirmishers.
Clan LB-20X range/cooldown for the Stormcrow Stormtroopers. Yum.

#33 MonkeyCheese

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Posted 07 October 2014 - 11:17 AM

yay for no more trial mechs in my mechlab!

But seriously if you are going to force me into river city assault PLEASE fix the turret range and spawn locations. I would rather play terra therma all day long in an energyboat. Base assault in river city is just not fun.

#34 PyckenZot

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Posted 07 October 2014 - 11:21 AM

My consumables are no longer listed as "improved". I feel so underarmed now :D

#35 Pjwned

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Posted 07 October 2014 - 11:23 AM

That text formatting for the patch notes is terrible, ugh.

#36 frpeebles

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Posted 07 October 2014 - 11:25 AM

I do like the addition of kill stats but it would be nice if they were appropriately placed on teh screen and up for more than a nanosecond.

#37 ShadowbaneX

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Posted 07 October 2014 - 11:25 AM

Did they remove the negative quirks for the Highlander & the Victor in this patch? I thought I read that was supposed to happen today,

#38 Nightmare1

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Posted 07 October 2014 - 11:25 AM

Overall...very nice.

Well done, PGI! :)

#39 Tristan Winter

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Posted 07 October 2014 - 11:26 AM

View Postfrpeebles, on 07 October 2014 - 11:25 AM, said:

I do like the addition of kill stats but it would be nice if they were appropriately placed on teh screen and up for more than a nanosecond.

I think it's deliberate, to take away some of the focus on sneaking in the kill. At least, I hope that's the intention.

#40 Kreisel

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Posted 07 October 2014 - 11:31 AM

View PostxWiredx, on 07 October 2014 - 11:08 AM, said:

Due to the haste in implementing the matchmaker change without any real design thought whatsoever, when my currently active premium time expires I will probably quit playing for the most part - or at least until other, much more important things are fixed.


Did you miss the Town Hall meeting, Multiple forum posts detailing out why this change was in the works and the Forum Poll asking players if they would like this system? There was a LOT of communication that this was coming and overall player feedback was in support of this feature when you look at the implications of WHY it was being implemented, especially since this is step one for us to be able to vote on maps. Having this voting system in place is what will allow them to to implement the map voting system. Also while some people 'might not care about matchmaking ELO' it still effects them and they are just being ignorant if they think Matchmaking being forced to make poor matches wasn't a problem.

Edited by Kreisel, 07 October 2014 - 11:33 AM.






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