Patch Notes - 1.3.345 - 21-Oct-2014
#161
Posted 21 October 2014 - 12:42 PM
You dropped overall earnings by 25-30% !!!
Some months ago you did this already around the same percentage.
The average income 1 year before was around 180,000 C-Bills ... just some hours ago it was around 120,000... and now it is < 90.000.
This way in view months this game will finaly ends up in grind-tournament!
The last 3 hours must gave you enought statistics to calculate the new average C-Bill earnings...
Please compare this with the previous days and with 1 year ago and review the new Reward-System 2.0 (more like 0.7 -.-)!!!
#162
Posted 21 October 2014 - 12:56 PM
#163
Posted 21 October 2014 - 01:00 PM
InnerSphereNews, on 21 October 2014 - 09:58 AM, said:
- Jump Jet thrust has been adjusted on Class I, III and IV Jump Jets to make them feel livelier.
- You will notice a small increase in height.
- You will notice that you get to max height much quicker.
- You will notice a small increase in height.
Oh please don't make a resurgence... Oh please oh please oh please...
#165
Posted 21 October 2014 - 01:01 PM
#166
Posted 21 October 2014 - 01:01 PM
#167
Posted 21 October 2014 - 01:03 PM
The mega-nerf to the Timber Wolf-S configuration by forcing 2 tons of jump jets for using the S side torso is also overdoing it. I don't even want to play the Clan mechs anymore. They overheat like hades and can't hold an average number of weapons. They are not omnimechs as far as I am concerned. There is nothing Clan tech about them.
#168
Posted 21 October 2014 - 01:03 PM
Thango, on 21 October 2014 - 12:38 PM, said:
Dude the name of the game is "force players to spend real money". Either by buying MC and/or buying Mechs that get nerfed to hell and back. I would gladly support this game by spending money, but with every lame patch moves me further way from playing this and wanting to go back to blizzard for the upcoming xpack.
You can't force me to spend my money. You must give me reasons to WANT to spend my money. Right now, this is the antithesis of making me want to play let alone spend money.
#169
Posted 21 October 2014 - 01:12 PM
clownwarlord, on 21 October 2014 - 12:01 PM, said:
I am noth trying to catch noob teams anymore. I ask them nicely, then I ask them, then I go my way for best position. Last game mining collective me and one teamplaying guy killed 5 enemies who saw a lone whale (me). Rest of our team died doing 2 frags alltogether. 7:12. Then I laughed at them all for beeing not only noobs, but noobs refusing advice what to do (when they doing the dumbest thing in the skirmish game possible). Nothing more you can do as assault....deal with it.
#170
Posted 21 October 2014 - 01:15 PM
#171
Posted 21 October 2014 - 01:18 PM
#172
Posted 21 October 2014 - 01:18 PM
#173
Posted 21 October 2014 - 01:22 PM
or rename the Atlas to Urdr to make it one of the Norns like the Centurion.
Edited by I_AM_ZUUL, 21 October 2014 - 01:31 PM.
#174
Posted 21 October 2014 - 01:28 PM
#175
Posted 21 October 2014 - 01:28 PM
It actualy improved a bit my experience when i earned a good 90k c-bills on a lost match
The way i see it, with the new system there is a big discrepancy between skilled and less skilled players where you actualy have to put in more effort playing to earn more reward, this is good but it would work alot better if the players were to actualy see it as an "extra", a reward so to speak, for their effort put into a match and that is why i welcome the change but condemn the reduction of previous rewards
#176
Posted 21 October 2014 - 01:30 PM
Edited by Akita Rob, 21 October 2014 - 01:32 PM.
#177
Posted 21 October 2014 - 01:36 PM
#178
Posted 21 October 2014 - 01:36 PM
#179
Posted 21 October 2014 - 01:36 PM
On the flip side, All of us that don't use consumables are going to be on more even footing since it will be harder for people to bring them every game.
Edited by Rushroca, 21 October 2014 - 01:56 PM.
#180
Posted 21 October 2014 - 01:39 PM
MalodorousMonkey, on 21 October 2014 - 10:55 AM, said:
However, I was actually really unhappy to see the change in LRM5 heat scale. I honestly don't see the point of adding LRM5s to the list of weapons with heat scale. Wasn't the whole point of heat scale to limit high-damage alphas? You do more alpha damage with 2 LRM20s than with LRM5s and you use up fewer hardpoints.
Now the few builds that even run LRM5s (Mad Dog, CPLT-A, Kintaro) suddenly don't seem so good, and they weren't even "meta" builds.
PGI, could you reconsider this decision? The lack of a heat scale was one of the few things that made the LRM5 attractive over the heavier LRM weapon systems. Now the only thing they have going for them is slightly higher DPS (with a tradeoff of more HPS). Seems like a bit of a waste of hardpoints on certain chassis' now.
Dont forget that people complained why 2x LRM20+ 2xLRM5 (50 tubes) did have no heatscale while 2xLRM15+2xLRM10 had heatscale penalties.
This makes all missiles consistent.
It prevents "edge cases" like shown above.
It makes you consider heat vs cooldown vs volleysize vs heatscale.
LRM20 has less dps, but also a lot less heat compared to 4 LRM5s and now even more so because of heatscale.
upsides and downsides for each config possibility.
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