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Patch Notes - 1.3.400 - 02-Jun-2015


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#61 Carrioncrows

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Posted 02 June 2015 - 01:30 AM

View PostLevi Porphyrogenitus, on 01 June 2015 - 10:06 PM, said:


Apparently it's a fixed stat based on the actual model size, and the Grasshopper is super tall so it gets forced into the Huge archetype. Thus the quirk to give it Large-style slope interactions.



But the large-style lope interaction only effects going "up" inclines.

What about turning, accel, decel?

A lot more movement quirks are needed to get this mech back to it's true large movement profile.

#62 o0Marduk0o

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Posted 02 June 2015 - 01:46 AM

View PostxWiredx, on 01 June 2015 - 06:31 PM, said:

Seen the video from NGNG showing off the UI changes. The community gave ample negative feedback and positive suggestions regarding the mech select screen and all of it was ignored despite the superiority to PGI's latest iteration on public test. I guess I'll let my wave 3 clan mechs and resistance 2 IS mechs rot while I play something else going forward. It's obvious that PGI can't handle this level of development and isn't even willing to take help where it is given.

Maybe I misunderstood you but the new mechlab has nothing to do with the mech select screen. Both are different parts of the UI.

#63 Modo44

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Posted 02 June 2015 - 01:58 AM

Looks good. I wish there were more bug fixes/general improvements than new content, but I always do. Bracing for the inevitable week of hotfixes.

#64 eFTy

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Posted 02 June 2015 - 02:07 AM

I'm not surprised they ignored all the Mech Select feedback. I'm disappointed, but not surprised.

Oh well, maybe in a year or three we'll see something similar to the really cool suggestions some of the members of the community already made weeks ago during the Public Test.

Meanwhile, the rest of the patch looks great. The FOV and glass toggles options are very good, as not everybody knows they can edit those settings with notepad.

#65 Túatha Dé Danann

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Posted 02 June 2015 - 02:13 AM

What about the delivery status of the package preorder "flair items" (Wave III and Resistance II)?

#66 Reno Blade

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Posted 02 June 2015 - 02:23 AM

New Mechlab? - Awesome!

New R1 Mechs too!

linear CUAC burst time scaling? - unbelievable.
with the new burst lengths, the UACs scale perfectly.
Each bigger calliber has one more bullet which is one additional 0.11 second.
In the end, they will fire all their bullets faster than the global chainfire cooldown (0.5s).
New Burst Lengths
UAC/2: 0.11s
UAC/5: 0.22s
UAC/10: 0.33s
UAC/20: 0.44s

oh my Summoner with uac20 might be fun again :D

#67 Grabbabrewski

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Posted 02 June 2015 - 02:34 AM

Finally a decent patch.
Module strip button? :(
Only show ammo for weapons loaded? :(

For now, I remain a crabby ole man.

Edited by Grabbabrewski, 02 June 2015 - 02:41 AM.


#68 Rebel Ace Fryslan

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Posted 02 June 2015 - 02:36 AM

Seems good.


But clan DAKADAKA-buff :o :(
Those warhawk and dwf daka just rip you apart now allready.

Almost no time to react to there daka blending alpha's.

Ps: Will the cooldown-time stay the same 0.11+Xsec= org. time
or is it Org. time - reduction in time?




I wonder if the Hitbox-Visualisation will ever return to the Mechlab. Like they where in v1.x

#69 Ovion

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Posted 02 June 2015 - 02:54 AM

View PostBloodweaver, on 01 June 2015 - 08:13 PM, said:

You might know what they are and how they work, but if you think Clan ACs are really contributing to the PPFLD problem in MWO, then you don't know what they do within the game as a whole. The fact you HAD to use a DakkaWolf in order to get any use out cUACs should tell you there was an inherent problem with them. The DakkaWolf being OP is separate issue to the performance of cUACs - it is a statement of the 'Mech, not the weapon. Any weapon becomes OP if you boat it enough(except flamers, I guess). The way to deal with an OP 'Mech (not that I agree any Dire is OP) is to nerf that particular 'Mech, not the weapons it uses.
Even flamers.
The trick is getting close enough to hold them for the 2-4 seconds needed to melt your target.

#70 Matthew Ace

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Posted 02 June 2015 - 03:00 AM

View PostCarrioncrows, on 02 June 2015 - 01:30 AM, said:



But the large-style lope interaction only effects going "up" inclines.

What about turning, accel, decel?

A lot more movement quirks are needed to get this mech back to it's true large movement profile.


Those are not affected by movement archetype. They are tied to engine size and tonnage.

#71 Insects

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Posted 02 June 2015 - 03:04 AM

Wasn't the movement Archetype separated from collision box and fixed a few days after original release after Russ said it was "unacceptable"?

Now Grassflopper back to Huge and handling like a pig again? (Though it always has handled terribly anyway).

#72 Ovion

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Posted 02 June 2015 - 03:11 AM

View PostGrabbabrewski, on 02 June 2015 - 02:34 AM, said:

Finally a decent patch.
Module strip button? :(
Only show ammo for weapons loaded? :(

For now, I remain a crabby ole man.
There's already a remove Modules button as is.

I really hope we have a 'mounted weapons only' ammo toggle.

View PostRebel Ace Fryslan, on 02 June 2015 - 02:36 AM, said:

Seems good.

But clan DAKADAKA-buff :o :(
Those warhawk and dwf daka just rip you apart now allready.

Almost no time to react to there daka blending alpha's.

Ps: Will the cooldown-time stay the same 0.11+Xsec= org. time
or is it Org. time - reduction in time?

I wonder if the Hitbox-Visualisation will ever return to the Mechlab. Like they where in v1.x
It's the time between the shells leaving the barrel.

When you pull the trigger, Clan UACs (and in turn their ******* child, the CAC) fire a volley of projectiles.
CUAC2 fires 2 at 1 damage each.
CUAC5 fires 3 at 1.67 damage each.
CUAC10 fires 4 at 2.5 damage each.
CUAC20 fires 5 at 4 damage each.

This just reduces the time between each pellet in that volley, meaning it's slightly harder for the target to spread the damage.
At the end of the day, it's a minimal buff, but likely a needed one. It does this:
CUAC2 was 0.14s (total volley duration 0.28s), now 0.11s (total volley duration of 0.22s)
CUAC5 was 0.15s (total volley duration 0.45s), now 0.11s (total volley of duration 0.33s)
CUAC10 was 0.16s (total volley duration 0.64s), now 0.11s (total volley duration of 0.44s)
CUAC20 was 0.17s (total volley duration 0.85s), now 0.11s (total volley duration of 0.55s)

On smaller ones, you probably won't even notice a change, on 10/20s, you'll probably notice a marginal difference.

(on a side note, I personally think we should just have AC ammo at 2 damage per (and LBX ammo at 1 per), with X shots per ton, and it just fires the number needed to make the shot. But then the AC5 ruins it, meaning it'd all have to be 1 per. Oh well, I can dream)

#73 Widowmaker1981

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Posted 02 June 2015 - 03:23 AM

Well, based on the Grasshopper's extremely crappy quirk list, i assume it IS going to have the 4x shoulder mounted energy i was hoping for, so thats cool.

Unless it doesn't and PGI just released a mech no one will want lol.

#74 Nightshade24

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Posted 02 June 2015 - 03:44 AM

View PostOvion, on 02 June 2015 - 02:54 AM, said:

Even flamers.
The trick is getting close enough to hold them for the 2-4 seconds needed to melt your target.

well if you get a nova and boat 14 of them, fire so you fire 6 flamers at a time at a specific timing (macro can help?) you basicly got 7 flamers going nonstop for 0 heat.

On top of that: this is a good way to do good heat after firing all 14 fore awhile.

This would be a face melter...

#75 Inflatable Fish

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Posted 02 June 2015 - 03:56 AM

how nice... the best Enforcer variant to date unavailable for the wide masses (or, like, people who don't play heavies and assaults so didn't bother with top tier collections) for several months at least...

#76 Ovion

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Posted 02 June 2015 - 03:57 AM

View PostNightshade24, on 02 June 2015 - 03:44 AM, said:

well if you get a nova and boat 14 of them, fire so you fire 6 flamers at a time at a specific timing (macro can help?) you basicly got 7 flamers going nonstop for 0 heat.

On top of that: this is a good way to do good heat after firing all 14 fore awhile.

This would be a face melter...
I did some 'science' on this a while back:
Spoiler


#77 DoctorDetroit

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Posted 02 June 2015 - 03:58 AM

View Posto0Marduk0o, on 02 June 2015 - 01:46 AM, said:

Maybe I misunderstood you but the new mechlab has nothing to do with the mech select screen. Both are different parts of the UI.


That should be the case, but it isn't. You will see the new mech screen in about 6 hours. If you enjoy quickly cycling through your mechs and looking at them, then you will hate this part of the design. It makes you use the select screen for private lobby/CW.

#78 Sky Hawk

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Posted 02 June 2015 - 04:08 AM

View PostInnerSphereNews, on 01 June 2015 - 05:43 PM, said:

  • Please note that the Expanded view of MechLab requires a minimum resolution of 1600x900




Ye.. as I feared.. So, if I want to use the Expanded view and don't want to change to (my always used) lowest resolution FOR every match, and change it back again to 1600x900 AFTER every match.. I would need a full new PC, a new monitor,... and least two new eyes...

Huh... I guess, I must wait and hope till UI 3.0 (or whatever will be the next "improvement")... or hope for the existence of the reincarnation...

Edited by Sky Hawk, 02 June 2015 - 04:08 AM.


#79 Mad Porthos

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Posted 02 June 2015 - 04:09 AM

Gameplay
Clan AC and Clan UAC - Reduction in volley delay
  • The delay between each projectile being fired in a single volley has been reduced for Clan Autocannons and Clan Ultra Autocannons. Both the C-AC and the C-UAC use the same values.

      • C-AC2/C-UAC2: 0.11s (reduced from 0.14s)
      • C-AC5/C-UAC5: 0.11s (reduced from 0.15s)
      • C-AC10/C-UAC10: 0.11s (reduced from 0.16s)
      • C-AC20/C-UAC20: 0.11s (reduced from 0.17s)
Edit: So, they all list .11s, but other people are inflating each class to double the one before... ie. .11, .22,.33,.44 why? I am curious, just asking if they do this because that is some sort of overall duration based on how they are built? Cause the post lists .11 for all, and was fixed to that from something else originally. Seemed it was confirming that ALL are .11s - but I don't use these types of autocannon so wondering what the deal is with others posting it differently than what is in patch notes.

Another Edit: I see now, total volley duration.

Edited by Mad Porthos, 02 June 2015 - 04:20 AM.


#80 Ultragen

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Posted 02 June 2015 - 04:10 AM

I do not like the weapon quirks of the enforcer. Nothing specific to the AC/20, only plain ballistic quirks... Only the fact that it has an extra slot on the hand to fit an AC/20 does not make it that exciting I' m afraid...
The Panther on the other hand, looks yummy :)

Edited by Ultragen, 02 June 2015 - 04:11 AM.






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