Patch Notes - 1.3.345 - 21-Oct-2014
#281
Posted 21 October 2014 - 08:41 PM
#282
Posted 21 October 2014 - 09:15 PM
#283
Posted 21 October 2014 - 09:20 PM
Atlas-S is brutal... been running mine with 1AC20+2xSRM6+2xSRM4+2xERLL+2xML
#284
Posted 21 October 2014 - 09:38 PM
#285
Posted 21 October 2014 - 09:40 PM
Darth Futuza, on 21 October 2014 - 05:34 PM, said:
Edited by Kay Wolf, 21 October 2014 - 09:41 PM.
#286
Posted 21 October 2014 - 09:47 PM
Shar Wolf, on 21 October 2014 - 06:17 PM, said:
AMAZING RIGHT?
But no!
Complaining about it SOLVES EVERYTHING!
#287
Posted 21 October 2014 - 09:49 PM
You need to reimburse me the 1,122, 706 c-bills I spent on Timber Wolf S omnipods for my other two Timber Wolves, since I can no longer use them a I intended. I will have to buy other pods to replace them. I would not have used them if the jump jets were not removable.
#288
Posted 21 October 2014 - 09:49 PM
Kay Wolf, on 21 October 2014 - 09:47 PM, said:
See how AMAZINGLY AWESOME IT IS?!
Funny
Wasn't aware that suggesting stepping out of the PUG que was considered something mockable.
Good to know you haven't changed Kay
Edited by Shar Wolf, 21 October 2014 - 09:50 PM.
#289
Posted 21 October 2014 - 10:05 PM
#290
Posted 21 October 2014 - 10:12 PM
Lightfoot, on 21 October 2014 - 01:41 PM, said:
Where do you see the link between 3PV and jump sniping? You are free to drop the best omni-pod of all clan mechs (TBR S side torso) for anything else but complaining about it is silly. When you made a weak MadCat with the S torso, then you probably boat narc tubes...
Thango, on 21 October 2014 - 02:03 PM, said:
The TBR as a LRM boat? You are doing it wrong. If you want to run 2x LRM15, you can still do it with enough Ammo.
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Concerning a c-bill nerf. People finally get the c-bills according to what they do in a match. You no longer get high rewards for just tagging everyone with an er large laser, which is basically without any effort.
Losing without doing good gives very little rewards. But do you guys want rewards for just joining the match?! Play good and you get more than before.
Edited by o0Marduk0o, 21 October 2014 - 10:17 PM.
#291
Posted 21 October 2014 - 10:18 PM
After reading the patch notes, I expected my c-bill earning to go down a lot. And I did notice a slight decrease. Not like others are talking about, but some. Not as bad as I thought.
HOWEVER...
You violated the one unwritten golden rule of any successful f2p game: Always add, Never take.
You added bonus c-bill earnings to ceartin actions as an incentive to diversify gameplay and promote team effort. And it looks like that's what it's doing so far. Big thumbs up at the step in the right direction.
And then you break those big thumbs up by taking away some things we've had for a while and depended on to keep our earnings up. C-bills we were using to buy weapons, ammo, modules, consumables, endo, ferro, XL's, and whole mechs. Whole mechs that we need mech bays, paint, camo, and cockpit items for.
Do you see where I am going with this?
Any nerf, no matter how slight, to the earning potential of the in game currencies ability to purchase in game assests is a directly proportional reduction to the real world monetary earning potential of PGI.
In layman's terms, If players are not being rewarded appropriately for their time spent playing MWO, they feel less inclined to play it as much. The less they want to play MWO, the less likely they are to spend money on MWO, as it is not as enjoyable as other titles in their eyes.
Less money=Less profit.
Less profit=well, you know.
Thankfully, a simple tweak of the numbers is all that's needed.
Win=50,000c
Loss=25,000c
Tie=35,00c
Kill=4,000c
Assist=6,000c
Componet Destroyed=2,500c
Damage Done=50c
Team Kill=-30,000c
Capture Win=2,000c
Capture Assist=2,000c
Spotting Assist=2,000c
Salvage Bonus=1,000c
Kill Most Damage=5,000c
Solo Kill=8,000c
Scouting=2,500c
Flanking=1,000c
Capture=1,500c
Capture Pulse=25c
First Capture=4,000c
Brawling=5,500c
Tag Damage=30c
Tag Kill=5,000c
Narc Kill=5,000c
Hit & Run=2,500c
Tag Stealth=100c
Lance Formation=150c
Protected Medium=100c
Protected Light=100c
Protected Proximity=100c
Savior Kill=4,000c
Defensive Kill=4,000c
UAV Kill=100c
UAV Locked Damage=1,500c
UAV Detection=150c
Counter ECM=3,500c
Counter ECM Locked Damage=300c
Turret Kill=750c
Tag Narc=1,500c
Man that feels good to get off my chest.
As you can see, earning potential goees up nicely without being too overboard.
Most decent players should see about 250,000-300,000c for a solid win. More if they have premium and a hero.
The fact that I know going into a match that I stand a real good chance of making a quarter million c-bills for a good win in a standard mech with no premium makes me want to play A LOT for now I can afford all those mechs. And guess what I'll need to store those mechs in?
#292
Posted 21 October 2014 - 10:28 PM
Kay Wolf, on 21 October 2014 - 09:40 PM, said:
I wasn't meaning to imply that you were a sucky pilot or anything like that. Don't take it so personally. The way this game is designed lights > assaults That's just the way it is. To counter lights use lights, mediums, long range, or two mechs. A good light pilot usually leaves assaults and heavies that have company alone, or shoots them as they pass by. Lights are seriously underpowered and it would be completely unfair if they became not only medium's dinners, but also heavy and assault mechs. I really don't see any problem with the 'tick' strategy, it has plenty of risks and counters for it that it certainly isn't OP or 'cheap' setup. Its part of what makes this an interesting team game.
#293
Posted 21 October 2014 - 10:47 PM
I think the numbers on the new rewards system may see some tweaking, at least at a glance. There also may be more rewards to come in the future. I'm quite curious over the near 50/50 split on this thread so far over earning more vs. earning less c-bills/xp (and I'm talking individual posters . . . was keeping tabs over the previous 14 pages). Regardless, for all of the comments on either side of the fence, they blatantly and clearly state in the patch notes that:
Quote
So, don't be surprised if numbers tuning still occurs, or that more rewards show up. I personally won't be surprised if they bring many of the already standing rewards back up closer to where they were (but not all the way back up . . . I'm sorry . . . but there's plenty of rewards to be had to make up the differences), but leave the new ones where they are (if not add even more). This would ensure that old-play-style players (or those learning the game and having difficulty with the aspects of role-warfare) continue to make c-bills close to where they were, but puts in truly massive rewards for those that fulfill their roles for the team and focus more on the team-oriented-role-warfare aspect of the game.
Really though . . . when you look at it . . . if some of these people were really earning and doing what they say they were . . . a former kill assist (because we all know you were kill-stealed), would net 6500 c-bills, plus the damage you did. Damage hasn't really changed, but now you would have the assist (2500), and Kill Most Damage (5000) . . . so for the same effort as before you've now raked in 7500 (2500+5000) for an extra 1k c-bills . . . That's IF they're doing what they say they're doing. If they're not . . . well then . . . they're obviously not carrying as hard as they think they are and should be putting some more focus into working as a team.
However, I digress. The main point is that the Rewards 2.0 is a great step forward and it encourages teamwork, but the numbers will probably (even as PGI stated in the patch notes) see more tuning in the future. Therefore, people who are unhappy with these changes should just wait and see what tuning comes to pass.
Edited by Sereglach, 21 October 2014 - 10:48 PM.
#294
Posted 21 October 2014 - 10:56 PM
Only got around to fitting my new reward mechs, which I can't wait to drop in
Had to nerf my Mad Splat Cat a bit due to the fixed JJ slots... was forced to drop a TAG and some ammo to retain my 4 SRM6 and 2 MG setup, but it's not really the end of the world.
BTW PGI: Saw a bug in the profile screen on the mech list. The images for the reward mechs have broken links. Just FYI.
#295
Posted 21 October 2014 - 11:13 PM
Edited by Bagor Aga, 21 October 2014 - 11:14 PM.
#296
Posted 21 October 2014 - 11:17 PM
Bagor Aga, on 21 October 2014 - 11:13 PM, said:
Obviously you wont be able to use them as a clanner, since they are IS mechs
Edited by JeanMarks, 21 October 2014 - 11:17 PM.
#297
Posted 21 October 2014 - 11:18 PM
I am earning pretty much the same as before but having more fun doing it
#298
Posted 21 October 2014 - 11:21 PM
you earn more if you have a really good game, but significantly less if u have an average match, and garbage if u get stomped. (seriously I earned barely 17k one match, didn't think that was possible)
the bonuses also reward murderballing, kill stealing and TAG/NARC missle spam. mind you ive got nothing against lurms, but the bonuses mean every match is constant deluge, I'm up to 2 tons ams ammo and im still running dry.
the bonus c-bill rewards should be added to what we had before. if you're going to just nerf earnings to keep the match rewards the same as before, why bother putting them in in the first place?
#299
Posted 21 October 2014 - 11:59 PM
game 1: loss 103 exps 26000ish cbills
game 2: loss 114 exps 32000ish cbills
game 3: loss 155 exps 29000ish cbills
game 4: win 746 exps 70000ish cbills (1st win of the day, exps were double)
game 5: win 293 exps 63000ish cbills
game 6: win 251 exps 58000ish cbills
game 7: loss 200 exps 64000ish cbills
game 8: loss 42exps 19000ish cbills
game 9: loss 66exps 23000ish cbills
game 10: win 281exps 49000ish bills
Now I know these games weren't stellar but I was trying as much as I would on any given night. I was slightly hampered by using a new mech that has no skills (but this is pretty much what a brand new player who just completed the 25 cadet matches and just bought their first mech would experience...and yeah again I realize many many new players could do much better than me). Also after the first 2 games I stopped loading coolshots and artillary strikes because I noticed I would loose money if I had to replenish them. Prior to today in 10 games (just over an hour of play by the way) I was averaging 6800 exps and 760,000 cbills. with the "new improved" rewards system I averaged 2250 exps and 430,000 cbills with a 30% boost (around 303,000 if I had a standard mech). I know there are many of you out there who are a lot better players than I am and due to your skill (and perhaps also the skill of your teammates, specially if you drop in large groups, I dont have that luxury, I have 2 friends who play this game and were are rarely on at the same time and since there is no in-game social system I mostly play solo) are able to effectively capitalize on the "new improved" rewards system and are most likely earning more experience and cbills with this system...but the point is newer players like me aren't...and more importantly this is NOT a slight difference in rewards/earning. For newer players like me its more than a 50% reduction in cbills per hour and more than a 60% reduction in exps per hour. The grind to earn enough cbills to buy a new mech was already pretty severe but now mastery of a chassis seems almost unattainable. Frushtration will drive newer players from the game, it won't encourage them to open their wallets (right now I pretty much regret having bought MC and have completely changed my mind about getting any level of the resistance pack I was so excited about yesterday). Why is it that whenever "improvements" are launched PGI takes 3 steps backwards to take one step forward?
Take for example the JJ "improvements" to clan mechs that also launched with this patch. I have listened to my friends gripe about this and read enough posts today about it. The issue seemed to be that the stock clan mechs with JJ had fixed allocations for the JJ but if you swapped the omni pods around you could put the JJ where you wanted (at least that is how it was explained to me). So to correct the issue now all JJ are locked no matter what omnipod configurations used in clan mechs which has made many loadouts that were possible yesterday invalid today. Wouldn't it have made more sense (and made more people happy instead of angry) to go the other way, allow all variants with JJ to put the JJ where ever people wanted to (take a step forward) instead of taking away peoples choice (a step backwards)???
It was the same thing a few weeks ago with the improved ELO matchmaking (a great step forward) but we could only get it if we agreed to random game modes and loose our ability to choose not to play a game mode (or modes) we don't enjoy (for the record I play all 3 but its nice to be able to choose, specially after 5 conquests in a row)(loss of choice, a huge step backwards).
Rewards 2.0 is a step in the right direction,,,if it ADDED to the previous system and rewarded team play WITHOUT a reduction in cbills and exp (also worth mentioning the new scout rewards for lights kind of clash with the lance formation/team play rewards).
#300
Posted 21 October 2014 - 11:59 PM
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