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Patch Notes - 1.3.400 - 02-Jun-2015


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#41 Destructicus

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Posted 01 June 2015 - 09:41 PM

View PostChaosity, on 01 June 2015 - 09:39 PM, said:



It's not really needed unless they did it for people so computer illiterate that they can't even edit a simple text file with notepad (user.cfg).

congratulations on missing the point

#42 Navid A1

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Posted 01 June 2015 - 09:57 PM

View PostWintersdark, on 01 June 2015 - 09:31 PM, said:

View PostVoid Angel, on 01 June 2015 - 09:29 PM, said:

I love the "I didn't get this one thing, so I'm throwing a tantrum and leaving" posts starting on the first page. Good riddance - the new UI is a solid improvement, and throwing a hissy fit about one feature is silly.

qft.


Me, I'm just EXTREMELY excited for the new mechlab. More than I have been for any other single feature. Sure, there will always be more things if like added, but I'm happy to finally get a smurfy style interactive view.


yup... i'm happy too.

but turns out that i change my builds once a week maybe. but i do select different mechs every 10 minutes.
15 minutes of happy time in the new mechlab, once a week hardly compensates for high level of frustration every 10 mins.

in other words it does not matter if you have a ferrari or a cheap city car when it is more convenient to go to work by bus everyday. Only time it makes a difference is when you're on a weekend cruise.

Edited by Navid A1, 01 June 2015 - 10:10 PM.


#43 TinFoilHat

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Posted 01 June 2015 - 09:59 PM

Grasshopper movement type = Huge, Zeus movement type = Large. Sure you got those the right way around?

#44 Levi Porphyrogenitus

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Posted 01 June 2015 - 10:06 PM

View PostTinFoilHat, on 01 June 2015 - 09:59 PM, said:

Grasshopper movement type = Huge, Zeus movement type = Large. Sure you got those the right way around?


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.

#45 Navid A1

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Posted 01 June 2015 - 10:09 PM

View PostTinFoilHat, on 01 June 2015 - 09:59 PM, said:

Grasshopper movement type = Huge, Zeus movement type = Large. Sure you got those the right way around?

I think they fixed that along with the gargoyle.

#46 Manei Domini Krigg

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Posted 01 June 2015 - 10:19 PM

What about new models from gift store?
They are different with other models in their base.
Old models quirks will be reseen?
- Highlanders and Highlander-732B
- Battlemasters and Battlemaster-2C
- Cataphracts and Cataphract-0X
and other
Posted Image

Edited by Krigg, 01 June 2015 - 10:25 PM.


#47 Boris the Bulletdodger

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Posted 01 June 2015 - 10:30 PM

So we should expect BETTER performing C-ACs right? So now stuff will die a few seconds faster and moving targets aren't an issue anymore....Great......no more bullet dodging for me i guess.just what the game needed right now.....

Of course clan mech owners (especially the DW ones) will be delighted so it would be pointless to even argue about this right? Oh well, GG PGI once more,keep screwing us, we love being target practice.

Edited by Boris the Bulletdodger, 01 June 2015 - 10:32 PM.


#48 Lance425

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Posted 01 June 2015 - 10:36 PM

Great patch. Keep up the good work!

#49 Postumus

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Posted 01 June 2015 - 10:39 PM

View PostDarian DelFord, on 01 June 2015 - 07:01 PM, said:


The last thing clans needed was AC Buffs, I am sorry this just makes the PPFLD / Convergence Problem worse.

And yoru absolutely right about the Dakka Whale

View PostDarian DelFord, on 01 June 2015 - 06:44 PM, said:

Great just what the Clans needed a buff to their AC's as if their Alphas were not bad enough


Clan AC's before the buff are garbage unless you boat them. You can easily roll your torso to spread the damage, and as far as pinpoint damage at range, gauss and laser vomit had AC builds beat all to hell. Part of the reason why laser vomit was (and is) the meta is because of clan AC's sucking. It isn't like IS AC's where you can hope to get even 4-5 AC/5 rounds on a single hitbox - its like serial firing LBX's are far as the damage effect.

#50 Mr Ezzquizo

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Posted 01 June 2015 - 10:43 PM

omg c-uac buff!!!

wooooow!!!

0.04% :huh:

#51 Navid A1

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Posted 01 June 2015 - 10:45 PM

View Postezzquizo, on 01 June 2015 - 10:43 PM, said:

omg c-uac buff!!!

wooooow!!!

0.04% :huh:


0.04% ?
last time i checked it was a 25% reduction in duration.

#52 Wintersdark

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Posted 01 June 2015 - 10:52 PM

View PostNavid A1, on 01 June 2015 - 09:57 PM, said:


yup... i'm happy too.

but turns out that i change my builds once a week maybe. but i do select different mechs every 10 minutes.
15 minutes of happy time in the new mechlab, once a week hardly compensates for high level of frustration every 10 mins.

in other words it does not matter if you have a ferrari or a cheap city car when it is more convenient to go to work by bus everyday. Only time it makes a difference is when you're on a weekend cruise.
For me, I spend as much time tinkering with builds as I do actually fighting in them.

Mechlab time is the most enjoyment I get when playing.

I'm curious, though - whats the 10 minutes of frustration you speak of?

#53 MrEdweird

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Posted 01 June 2015 - 11:28 PM

All good stuff, definitely liking all of these additions and changes. A lot of long-wanted features for the UI and lost of quality of life stuff made it in.

I found clan AC's to be extremely annoying because of the rattling dakka effect but they didn't seem to be as effective for the lightshow they put up.

Edited by Edweird, 01 June 2015 - 11:28 PM.


#54 Navid A1

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Posted 01 June 2015 - 11:53 PM

View PostWintersdark, on 01 June 2015 - 10:52 PM, said:

...
I'm curious, though - whats the 10 minutes of frustration you speak of?


the new mech selection screen

maybe not 10 mins but still a lot more scrolling.

#55 ImagineDwagons

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Posted 01 June 2015 - 11:54 PM

Release of new mechlab - winter 2014
Improvement of new mechlab - summer 2015



#56 MrEdweird

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Posted 01 June 2015 - 11:57 PM

View PostEvgenS, on 01 June 2015 - 11:54 PM, said:

Release of new mechlab - winter 2014
Improvement of new mechlab - summer 2015


In this free2play game economy, that's actually pretty damn good.

#57 Nightshade24

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Posted 02 June 2015 - 12:32 AM

Um... My mechlab is the same and see no way to switch it (and I set my game to have higher res) anything else I'm missing? :unsure:

#58 Winddancer

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Posted 02 June 2015 - 12:41 AM

View PostNightshade24, on 02 June 2015 - 12:32 AM, said:

Um... My mechlab is the same and see no way to switch it (and I set my game to have higher res) anything else I'm missing? :unsure:

Yeah... You missed for the patch to be released. :P
The patch notes were released ahead of time. Just wait a couple more hours, download the patch and you can enjoy the new mechlab.

#59 Hornviech

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Posted 02 June 2015 - 12:46 AM

View PostRhazien, on 01 June 2015 - 07:01 PM, said:

Awesome job from what i've seen guys. Stoked for the patch tomorrow.

Actually it isn't as alot of people already stated in the Public Test forum.

Now nearly everything PGI implements at the moment is not thought-out enough.

I don't know more and more patch after patch I'am more disappointed.

#60 Nightshade24

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Posted 02 June 2015 - 01:14 AM

View PostWinddancer, on 02 June 2015 - 12:41 AM, said:

Yeah... You missed for the patch to be released. :P
The patch notes were released ahead of time. Just wait a couple more hours, download the patch and you can enjoy the new mechlab.

When I booted up my game today It did a patch and for NZ time it was the 2nd already for quite some time :blink: knew it was to convenient to be true...

So wait a minute... my UAC 20 summoner was doing better then normal today for no reason what so ever?!?!





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