I Haven't Patched In A Year, What Do I Need To Know?
#1
Posted 11 May 2015 - 05:27 PM
#2
Posted 11 May 2015 - 05:29 PM
#3
Posted 11 May 2015 - 05:35 PM
as far as core mechanics go, its the same. put the + and the o on the red triangle and LMB RMB to victory.
oh and there are clan mechs now
#4
Posted 11 May 2015 - 05:38 PM
uhh, something new...Hmm. The AC/2 heat scale was removed.
#5
Posted 11 May 2015 - 05:44 PM
Also, don't patch, just reinstall since it's quicker.
#6
Posted 11 May 2015 - 05:49 PM
#7
Posted 11 May 2015 - 05:52 PM
Kobold, on 11 May 2015 - 05:27 PM, said:
The game functions exactly the same way it did before.
The differences can be summed up in buff/nerf cycle.
Edited by Applejack, 11 May 2015 - 05:52 PM.
#11
Posted 11 May 2015 - 06:11 PM
#12
Posted 11 May 2015 - 06:27 PM
Yeah, let's just ignore that.
Course, it would help if the gamemode was more fun...
Edited by Rebas Kradd, 11 May 2015 - 06:28 PM.
#13
Posted 11 May 2015 - 06:32 PM
Rebas Kradd, on 11 May 2015 - 06:27 PM, said:
Yeah, let's just ignore that.
Course, it would help if the gamemode was more fun...
Maybe it doesn't need to be said? I don't know, but it's the only reason I'm even thinking about playing again.
Why isn't it fun?
#14
Posted 11 May 2015 - 06:42 PM
DubBucket, on 11 May 2015 - 06:32 PM, said:
Why isn't it fun?
On one hand, it's 48v48 done in four waves; you get to take a dropdeck of four mechs into a match and respawn three times before being out. And your victories allow you to claim planets on the Inner Sphere persistent map.
On the other hand, the gamemode is tower defense mode revolving around canyon play and two chokepoints. This makes the gameplay repetitive really fast. PGI shies away from wider maps because they're worried about funneling new players to the action quickly, but it also creates a lot of boredom in Chokepoint Warfare. At least on my part.
Edited by Rebas Kradd, 11 May 2015 - 06:42 PM.
#15
Posted 11 May 2015 - 06:49 PM
Rebas Kradd, on 11 May 2015 - 06:42 PM, said:
On one hand, it's 48v48 done in four waves; you get to take a dropdeck of four mechs into a match and respawn three times before being out. And your victories allow you to claim planets on the Inner Sphere persistent map.
On the other hand, the gamemode is tower defense mode revolving around canyon play and two chokepoints. This makes the gameplay repetitive really fast. PGI shies away from wider maps because they're worried about funneling new players to the action quickly, but it also creates a lot of boredom in Chokepoint Warfare. At least on my part.
Did a little digging and it looks like people agree with you. Damn, Community Warfare is still THE thing I want to work well in this game. The Mech combat was already really good, I just wanted a reason to fight.
#16
Posted 11 May 2015 - 08:06 PM
you will be reinstalling anyway with that long of a timespan the repair part of the patch will be over 500 megs.
Edited by SaltBeef, 11 May 2015 - 08:07 PM.
#17
Posted 11 May 2015 - 08:21 PM
Lasers got a huge HSR fix. Depends on your ping and overall connection quality, but lasers are generally the most reliable weapon right now. combine that with being easiest to use, and the overwhelming majority of "serious" players run them.
Clans, well, people say the autocannons suck, but they have bad HSR. So again, if you have a really solid connection, they might be just fine for you. My connection is poor, so pulse lasers(because the duration+pulse count) work best, and other things like multishot ballistics and LBX etc, LRM- they are less reliable.
SRM also got a huge fix for detection, not sure if that was a year ago yet or not.
PPC got velocity nerfs, matches AC10 now. Bad players cry they are too hard to hit anything with now, and moved on to EZPZ laser barf. Mostly PPC have the same HSR as they always have, so occasionally they sail clear through targets. Again, you will have to try them to see for yourself.
LOTS of new mechs most of them are good. Resistance pack mechs are all solid. Clan wave two, now that some have gotten quirks, not too bad. the light and medium mech in that pack were terrible, but after some durability quirks you can make them work.
Urbanmech. have to pay real monies for it yet. It was designed well.
CW, well, if you join a new unit you might get into a match. it is generally not friendly to pugs, mostly because of the wait times to get in, AND matchmaker DOES NOT seperate solo and groups like in the normal modes. 12 mans on comms against some trial mech pugs is always a bad deal. they are working on it constantly, and it is improving all the time.
if you want more info, you will have to be more specific. A lot has transpired in a year. oh, IGP was bought out and PGI runs the whole shebang if you hadn't hear. it has been 100% better here since.
#18
Posted 11 May 2015 - 11:34 PM
#19
Posted 12 May 2015 - 06:00 AM
Eldagore, on 11 May 2015 - 08:21 PM, said:
Eldagore did a nice sum up, but just wanted to add one thing to the quoted section, if you don't want to join a unit, there is a looking for group option, use it to group up with other pugs or not a full 12 person group, especially in CW. As Eldagore said, the wait times for pugs not in a group of 12 is crazy.
#20
Posted 12 May 2015 - 08:21 AM
And welcome back Kobold and DubBucket.
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