Patch Notes - 1.3.345 - 21-Oct-2014
#301
Posted 22 October 2014 - 12:11 AM
But the most i could get to was about 185k without premium time.
#302
Posted 22 October 2014 - 12:21 AM
InnerSphereNews, on 21 October 2014 - 09:58 AM, said:
- All Clan and IS PPCs now have a 7.0 heat scale multiplier.
1) IS ERPPC goes from 4.5 multiplier to 7.0
2) Clan ERPPC goes from ??? multiplier to 7.0
Boating ERPPC's hasn.t been very popular for the IS mechs since ghost heat anyway, but I would like to know what the old ghost heat multiplier number was for Clan ERPPC's.
#303
Posted 22 October 2014 - 12:22 AM
Perhaps this heat scale information needs to be worked into the UI now as extra text for the yellow !!! pop-ups in mech lab (so as not to clutter other stuff) so that rather than just saying you'll generate more heat, it says how much more heat you'll generate if all XX weapons are fired together.
#304
Posted 22 October 2014 - 01:02 AM
#305
Posted 22 October 2014 - 01:08 AM
#306
Posted 22 October 2014 - 01:29 AM
JeanMarks, on 21 October 2014 - 11:17 PM, said:
Obviously you wont be able to use them as a clanner, since they are IS mechs
That's my point! Obviously, the gift has value for IS player. Same **** will happen with King Crab despite Kerenskiy has had some of them on time of Exodus? Guess - yes.
#307
Posted 22 October 2014 - 01:58 AM
RokRoland, on 22 October 2014 - 12:21 AM, said:
1) IS ERPPC goes from 4.5 multiplier to 7.0
2) Clan ERPPC goes from ??? multiplier to 7.0
Boating ERPPC's hasn.t been very popular for the IS mechs since ghost heat anyway, but I would like to know what the old ghost heat multiplier number was for Clan ERPPC's.
Except for the Awesome 8Q as of Nov 4 so it seems.
So glad the Centurion have had their visual buff's reflecting the weapons. Just one thing why does the AC20 barrel on the new AH look like a pea shooter?
Edited by mad kat, 22 October 2014 - 02:00 AM.
#308
Posted 22 October 2014 - 02:00 AM
Russ Bullock, on 21 October 2014 - 10:56 AM, said:
This change was mostly for consistency since it seemed all anyone did was boat LRM5's If we rethink anythink it needs to be across the board so for now - things are consistent
It's not exactly a good thing if you make a bad change to be consistent with other bad changes.
#309
Posted 22 October 2014 - 02:04 AM
JJ tweaks were known; players had time to adjust early; only the "different feel" of the summoner isn't really there...still feels the same.
Oh and on the note of Quirks : WARHAWK NEEEDS a PPC quirk. stock loadout is not competitive enough when going head to head with Awesomes.
#310
Posted 22 October 2014 - 02:38 AM
I guess I could get with my buds on TS and do some group launches... oh wait no one hardly plays this game anymore in Zhizhu and I'm not about to abandon guys I've been playing with for afew years now because I wanna try a bit harder at this game.
Don't even have a desire to play my "reward" mechs because the cue times for mediums and assaults are silly high. I'm getting good XP but again, the grind has ALWAYS been Cbills and from what I've seen it's gotten much worse, I guess they are trying to add "value" to grab deals and make people buy more and more mechs with real money...
Well to hell with that I'll just play a game here and there but so far role warfare leaves me feeling let down God forbid we got positive reinforcement to play along with it, instead we get basically "no you do this and you'll make slightly less money instead of a lot less money". Overall this patch is a step in the wrong direction and two free premium mechs doesn't make me want to play this anymore now then it did 6 months ago, infact I'm left feeling with even less desire to play and that's saddening to me... I appreciate the gesture PGI as a thank you for supporting this game but when premium mechs and premium time make what regular mechs and zero premium time used to to me it just lessens the value of them and I can only grind so much before this game starts to feel like a job..
I'll be back on Crab day and at least look at my other mech I won't even want to play. For now, I'm going back to FUN games because I couldn't Alt F4 out of this one soon enough...
I can't see spending real money on this anymore, as of right now. I liked collecting hero mechs and 150k on a ok game just isn't worth it for me to shell out real money on something. Rather just play the 50 or so mechs I have every now and then and say screw it. I'll pass on premium time and any further premium content now as well because why bother. Have all the mechs I could ever play and then some... it's still the same old grind, just worse.
Sorry, I keep trying to give this a chance but I'm overall pretty disappointed right now, good luck improving the product here though and I'll see you guys in December.
peace...
#311
Posted 22 October 2014 - 02:39 AM
mad kat, on 22 October 2014 - 01:58 AM, said:
Except for the Awesome 8Q as of Nov 4 so it seems.
So glad the Centurion have had their visual buff's reflecting the weapons. Just one thing why does the AC20 barrel on the new AH look like a pea shooter?
well as a cent pilot ,i think its good.. a smaller target for opponent to aim for (our ac 20)
#312
Posted 22 October 2014 - 02:55 AM
#313
Posted 22 October 2014 - 03:15 AM
like the JJ changes - tried the nova and i liked the responsiveness compared to before
new CB/XP earnings are ok - CB seems about the same but XP seems down for me. problem is there's too much focus on winning to make CB/XP when in fact pretty much everyone is going to be hovering around the 50/50 W/L mark. when you lose you are already usually getting half to 1/3 of what you make when you win since most times your team as a whole isn't able to do as much damage/kills as the winning team. if you lose you should still get at least 66/75% of what you made if you had won since you should be rewarded for playing the game and providing an opponent, not punished because your team collapsed around you. you want people to want to keep playing win or lose, not quit in frustration because it's a waste of time playing when you lose 3 or 4 in a row (which happens to everyone sometimes)
#314
Posted 22 October 2014 - 03:17 AM
#315
Posted 22 October 2014 - 03:21 AM
Games where whale riders were not completely useless were nice wins.
Cons: Biased towards lights - completely. Med guys got some cookie too, heavy cant say and assaults are screwed if their pilots arent very good.
Teams are now camping behind dires - which seems quite cool, but most of them WILL NOT help. So my dire faced 4 snipers, turning like a dog catching its tail, yet no help from lighter guys. The help came when I did not need that - snipers came closed I cored them and... "hooray" was completely blocked by swarm of "gimmekillgimmekill" guys. 3 of 4 won games yesterday in my whale. Last one was good.
Brings another question - why the "kill" doesnt go to the guy who have most dmg? Or did I look bad? As I understand patchnotes, kill should be credited to the guy, who actually did the work - not to the killhungy "imheretosteal" nab. What "help" is someone who jumps in your fire line, gets teamdamaged before you stop/ can stop shooting, blocks your other shots and shoot the last 1% of enemy engine? I thought that "most damage kill" means kill is mine. Yet got it 4 times in game, which told me in the end I got only 1 kill.
#316
Posted 22 October 2014 - 03:36 AM
2 and 4 man units I and my unit team up with, but MAN!! I wish we had 4, 8 and 12 man lobbies. Id love to just have the option to play a game as my unit of 4 or 8 (if we can't get 12 together) and play against another 4 or 8 man drop. I really don't like "always" having to rely on the "other" guys, not in my unit, that I'm forced to drop with.
My unit (I'm sure as well as other units) that have played together since closed Beta, know how to play and act like a unit. Why does ever game "have" to be 12 vs 12?
#317
Posted 22 October 2014 - 03:37 AM
costi, on 22 October 2014 - 03:17 AM, said:
there is a way - in the top right of the launcher there is the cog wheel that has settings
#318
Posted 22 October 2014 - 03:49 AM
If I am not mistaken it is like 21? or somewhere around that for CBills earned for each point of damage.
500 damage * 21 = 10,500 C-Bills
Now my suggestion would be 65 per point of damage.
500 damage * 65 = 32,500 C-Bills
Just by increasing one number and going from there would considerably help in game play. Currently with the new reward package I am earning less when I pilot an Assault Brawler then what I was before. I earn about the same when I pilot an assault lrm boat only because of the other bonuses that apply. For example, locked target bonus, flanking bonus, and such are easy to gather when lrm boating but when brawling in an assault mech you do not get these advantages in bonus and since doing damage is the key for a brawler with it not being taken as serious when it comes to C-Bills earned it hurts game play because less people will be willing to play that role.
Even at 100 per point of damage will seem a little light:
500 damage * 100 = 50,000 C-Bills earned ... after you add in maybe 3 or 4 Kill Assist bonuses you still do not even reach 80,000 on a lose which was it not just above 80,000 the average per match earned before this patch?
I guess in truth there will be more data to gather but first thing of note you get screwed if you pilot Assault/Heavy mech brawlers and do raw damage in a match and nothing else.
#319
Posted 22 October 2014 - 04:06 AM
costi, on 22 October 2014 - 03:17 AM, said:
just click on settings ( in the Patcher) and select auto download
Voila!
#320
Posted 22 October 2014 - 04:56 AM
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