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Hot Fix - 1.3.345.1


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#21 Phaeric Cyrh

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Posted 22 October 2014 - 12:23 PM

I don't think screaming at the devs helps at all.. What they need are reasoned explanations as to what you see as problems and suggestions on how you think things could be done better.

Edited by Phaeric Cyrh, 22 October 2014 - 12:24 PM.


#22 Airox

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Posted 22 October 2014 - 12:26 PM

View PostDarth Futuza, on 22 October 2014 - 12:21 PM, said:

Yes, it'd be stupid to take that away. A light who tries to face an atlas head on is stupid, hit and run is suppose to encourage good light behavior.

If that is the case then make Hit and Run reward reflect that.
Option A:Require being in a light mech to get reward.
Option B:Require running away at a minimum speed of 100kph for at least a few seconds.

#23 Navid A1

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Posted 22 October 2014 - 12:30 PM

Thank you so much PGI.

I'm really eager to read some people's opinions on this nice fix.

#24 GoKuXo

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Posted 22 October 2014 - 12:31 PM

12-0 score = 0 asist is still 0 xp... need more xp when you end in a bad matchmaking

#25 Bront

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Posted 22 October 2014 - 12:32 PM

View PostJman5, on 22 October 2014 - 12:22 PM, said:

Just a few suggestion:
Make Brawler reward activate from kill most damage only instead of solo kill.
remove solo kill.
Find some other area to buff to compensate for removing solo kill

There is still too much emphasis on getting killshots and that's going to create kill steal drama.

I sorta agree on that. Solo kills is almost farmable on a disconnect, which isn't working as intended.

I'd rather they reward mechs for drawing fire durring a flank, or engaging in combat at under 300m while other friendlies engage the same mechs. Maybe a Leading the Charge bonus for the first mech to do damage in a particular skirmish area at a range of under 300m.

#26 Callelle

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Posted 22 October 2014 - 12:32 PM

Now if only forcing jump jets for certain omnipods was taken back out.

#27 Bront

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Posted 22 October 2014 - 12:33 PM

View PostGoKuXo, on 22 October 2014 - 12:31 PM, said:

12-0 score = 0 asist is still 0 xp... need more xp when you end in a bad matchmaking

Loss rewards were doubled, which helps the floor a little bit. Damage rewards may need an increase still, but it's progress.

In the previous system, you got very little for a 12-0 roll, other than it usually happened quickly so you could drop again fast.

#28 KommandoSpookums

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Posted 22 October 2014 - 12:34 PM

This makes me much happier! We all understand you want to encourage MC expenditure, I will tell you the forbidden-blood-ritual-verses to unlock my wallet; be generous and respectful to your player base, and their riches will be your own

#29 Felio

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Posted 22 October 2014 - 12:34 PM

Hey, it was never going to be perfect on the first try. I am excited to see where this leads. Kudos for taking up the project, making a very big step in the right direction, and releasing a tweak so quickly.

#30 Brody319

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Posted 22 October 2014 - 12:35 PM

Much better. Thank you

#31 Fanatic

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Posted 22 October 2014 - 12:39 PM

Posted Image



#32 CSHubert

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Posted 22 October 2014 - 12:43 PM

Ok... gotta see this in action. - But you at least responded

#33 ManOfAthens

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Posted 22 October 2014 - 12:45 PM

A good move. I'll see how it operates tonight.

Thanks for tuning in to the responses!

#34 Rhialto

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Posted 22 October 2014 - 12:54 PM

You may want to think about a bonus when someone spectate until end of match... this would avoid some to suicide/rush to next game for faster leveling/grinding. Just saying.

Edited by Rhialto, 22 October 2014 - 12:54 PM.


#35 Kjudoon

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Posted 22 October 2014 - 12:56 PM

I fully admit this was the best thing of this patch that had my ire in other areas.

Flanking is definitely an LRM mech's bread and butter for role warfare, and is now starting to be rewarded accordingly. It will be nice to see zero kill games break 100k again when victorious. Before this, I didn't break 75k unless I had at least 2 kills no matter how many assists and other new rewards I got.

The game has become a lot faster moving from the matches I've played, but we've seemed to have gone back to murderballs rolling and chasing each other not using cover. Perhaps this is only a short term fad. We'll see.

Edited by Kjudoon, 22 October 2014 - 12:57 PM.


#36 Selene Lunaris

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Posted 22 October 2014 - 01:05 PM

LAnces stick together, lights are scouting and tagging, mediums are flanking since yesterday, and now we're getting even better rewards for doing all of the aforementioned. Yes. I like these past two patches, very much so. Great going!

#37 Sky Hawk

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Posted 22 October 2014 - 01:09 PM

OK, so good the news is... Tonight is no hot-fix.. so, I can play... hmm.. Ye .. normal...

#38 Nik Reaper

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Posted 22 October 2014 - 01:16 PM

While we wait for it could you tell us what what was found comparing the earnings from the volunteers before and after the patch?

#39 Anton Gorodetsky

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Posted 22 October 2014 - 01:19 PM

How bout removing the part that forced my Timber Wolf to keep those stupid jump jets.

#40 BOWMANGR

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Posted 22 October 2014 - 01:21 PM

View PostAnton Gorodetsky, on 22 October 2014 - 01:19 PM, said:

How bout removing the part that forced my Timber Wolf to keep those stupid jump jets.


How about no?





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