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Patch Notes - 1.3.400 - 02-Jun-2015


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#101 Tom Sawyer

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Posted 02 June 2015 - 06:35 AM

Ok 4 more mechs to master. Should be interesting to see which ones fly and which ones will gather dust

#102 Insects

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Posted 02 June 2015 - 06:51 AM

View PostWidowmaker1981, on 02 June 2015 - 05:55 AM, said:

Im confused what you think you will be able to do with the Panther..


Well its a fast Panther at least, so will play a bit different than its slug brothers.

It is limited and I was sort of expecting ammo capacity quirks, but should be something different at least.

#103 The Bounty Hunter

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Posted 02 June 2015 - 07:01 AM

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


Tuesday, June 2nd @ 10AM – 1PM PDT
Patch Number: 1.3.400
Greetings MechWarriors,




The Bounty Hunter appreciates the early patch notes.

#104 BARBAR0SSA

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Posted 02 June 2015 - 07:17 AM

I see nothing about being able to search for modules in mech lab...that was the biggest gripe from most people. I could work around the old mech lab it was the module hunting that SUCKED...sorry but this was a massive waste of resources.

#105 Ovion

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Posted 02 June 2015 - 07:24 AM

View Postshad0w4life, on 02 June 2015 - 07:17 AM, said:

I see nothing about being able to search for modules in mech lab...that was the biggest gripe from most people. I could work around the old mech lab it was the module hunting that SUCKED...sorry but this was a massive waste of resources.
Really?
Because this delivers most of what people wanted.

Smurfy layout.
Single Page interface for mech modification.
Better filters (owned / mounted).
Better Scaling.
More intuitive.
Less clicky.
Better store functionality (giving it a reason to exist)

Modules are slightly easier to find (in mech select summary on the right hand side), but still not quite there, but this is a MASSIVE improvement.

Just because it doesn't have the one thing you wanted doesn't make the whole thing a waste of time.

Edited by Ovion, 02 June 2015 - 07:25 AM.


#106 Bront

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Posted 02 June 2015 - 07:29 AM

View PostNavid A1, on 01 June 2015 - 08:25 PM, said:

um... with the clan AC changes... you sure the server can handle the shorter burst time?
I mean... wont this cause more lost shots and hitreg issues?

Wasn't 1 less shells a better option combined with a velocity increase?

One clan AC20 shell does less damage then an IS AC5... yet it travels as slow as an IS AC20 shell. :huh: why?


1 less shell is a good option for the slug LBXs (The C-AC). Currently there's no reason to take a C-AC. They take more crit slots, at the benefit of slightly longer range (not an issue usually), and less heat on the 10 and 20 models (by 1 point), but since a UAC can double fire, effectively doubling the DPS till it jams, it's much better to take, for the potential to up the DPS for short periods of time. Reducing the slug count in those would make the C-AC possibly worth taking, as it would be more pinpoint than the UAC with a longer range at the cost of the lack of burst fire. That seems like a fair trade.

#107 Bront

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Posted 02 June 2015 - 07:33 AM

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

It's not really needed unless they did it for people who are too lazy to edit a simple text file with notepad (user.cfg). Same thing for the cockpit glass toggle. Please PGI, these setup screens have limited space. Please use it for things that are needed, not fluff for people who (again I say) are too lazy to edit a simple text file..


Too crowded? There's plenty of room on bigger monitors (I run 1080P, and there's probably room for 3 times the controls).

On the other hand, settings hidden that only can be changed when you edit a text file limit who can change them, where as when they're sliders out in the open, it's easy.

#108 KursedVixen

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Posted 02 June 2015 - 07:34 AM

so still giving the Timberwolf and the stormcrow the trimming huh? guess this wave 3 will be the last time i pay for anything on MWo

#109 Desintegrator

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Posted 02 June 2015 - 07:38 AM

Great !
Patch notes ahead of the patch - thank you !

New Mechlab ! -> a dream come true !
I havent tested it yet, but it can only be better...

Thanks ! Now I spend money again...

#110 KursedVixen

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Posted 02 June 2015 - 07:45 AM

View PostBront, on 02 June 2015 - 07:29 AM, said:


1 less shell is a good option for the slug LBXs (The C-AC). Currently there's no reason to take a C-AC. They take more crit slots, at the benefit of slightly longer range (not an issue usually), and less heat on the 10 and 20 models (by 1 point), but since a UAC can double fire, effectively doubling the DPS till it jams, it's much better to take, for the potential to up the DPS for short periods of time. Reducing the slug count in those would make the C-AC possibly worth taking, as it would be more pinpoint than the UAC with a longer range at the cost of the lack of burst fire. That seems like a fair trade.
Since Ac's are extinct in clans I will never use a standard autocannon in my mechs

#111 Twilight Fenrir

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Posted 02 June 2015 - 07:52 AM

View PostBront, on 02 June 2015 - 07:29 AM, said:


1 less shell is a good option for the slug LBXs (The C-AC). Currently there's no reason to take a C-AC. They take more crit slots, at the benefit of slightly longer range (not an issue usually), and less heat on the 10 and 20 models (by 1 point), but since a UAC can double fire, effectively doubling the DPS till it jams, it's much better to take, for the potential to up the DPS for short periods of time. Reducing the slug count in those would make the C-AC possibly worth taking, as it would be more pinpoint than the UAC with a longer range at the cost of the lack of burst fire. That seems like a fair trade.

Well, the C-ACs have the benefit of never jamming... Which is better, higher power with lower reliability? Or consistently lower power that is without fault? I've had UACs jam on the first shot, which is maddening. They should only have a chance to jam on the double-shot, imo, but whatever :P

Maybe one of each would really be ideal, get some of the benefits of both!

#112 BARBAR0SSA

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Posted 02 June 2015 - 07:57 AM

View PostOvion, on 02 June 2015 - 07:24 AM, said:

Really?
Because this delivers most of what people wanted.

Smurfy layout.
Single Page interface for mech modification.
Better filters (owned / mounted).
Better Scaling.
More intuitive.
Less clicky.
Better store functionality (giving it a reason to exist)

Modules are slightly easier to find (in mech select summary on the right hand side), but still not quite there, but this is a MASSIVE improvement.

Just because it doesn't have the one thing you wanted doesn't make the whole thing a waste of time.

I had absolutely no issues navigating around any of their prior mechlabs, but then again I wasn't changing my mech load outs every match.
It's not a massive improvement in the slightest, it was a massive waste of resources taken away from fixing the fundamental issue of core gameplay problems.

A massive improvement would be:
Ability to save loadouts
Module and weapon "search"/ "tracking"

Loadout save was probably one of the most requested features, most of that could have been done without wasting so much time on something that's STILL not done and with a feature that a vast majority complained about. Would you seriously be satisfied paying for this mechlab?

*I backed up my complaint inquiring about where to email about possible refund/package change, and they were so used to it that they just initiated a refund rather than asking me if I wanted to downgrade, so it's not exactly everyone happy about this being a priority along with other issues*

Edited by shad0w4life, 02 June 2015 - 08:03 AM.


#113 Gas Guzzler

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Posted 02 June 2015 - 08:05 AM

View PostKursedVixen, on 02 June 2015 - 07:34 AM, said:

so still giving the Timberwolf and the stormcrow the trimming huh? guess this wave 3 will be the last time i pay for anything on MWo


What are you talking about they aren't touching those two this patch?

Seriously, those two mechs are still awesome, if you can't work them its you.

#114 KursedVixen

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Posted 02 June 2015 - 08:08 AM

View PostTwilight Fenrir, on 02 June 2015 - 07:52 AM, said:

Well, the C-ACs have the benefit of never jamming... Which is better, higher power with lower reliability? Or consistently lower power that is without fault? I've had UACs jam on the first shot, which is maddening. They should only have a chance to jam on the double-shot, imo, but whatever :P

Maybe one of each would really be ideal, get some of the benefits of both!
The problem is C-AC's are the same size as C-LBXAC's so your giving up critical slots for that no-jamining gun and that is all.

View PostGas Guzzler, on 02 June 2015 - 08:05 AM, said:


What are you talking about they aren't touching those two this patch?

Seriously, those two mechs are still awesome, if you can't work them its you.
Quriks were not reverted or redone at all. The quirks themselves are usless only punihsing newer players and those who use the stock Stormcrow build. They didn't change the meta.

Edited by KursedVixen, 02 June 2015 - 08:10 AM.


#115 utzelbrutz

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Posted 02 June 2015 - 08:13 AM

You say you'll make it in 3? I give you 2.

#116 Felicitatem Parco

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Posted 02 June 2015 - 08:39 AM

View PostGas Guzzler, on 02 June 2015 - 08:05 AM, said:


What are you talking about they aren't touching those two this patch?

Seriously, those two mechs are still awesome, if you can't work them its you.

Wounded animals are very defensive; imagine a wolf with a bum leg. Some people will always be feverishly defensive of their CrutchTech.

I would like to hear just ONE person say "that 75 ton Timberwolf is a perfectly fair match for a 75 ton Orion." Maybe KursedVixen thinks the Orion is OP compared to a Timberwolf, and that's why he's pissed.

#117 Rushmoar

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Posted 02 June 2015 - 09:06 AM

Just remember the velocity on Clan AC's did not change just the spread. People will still not land all their shots. Also they will see how the Dire reacts 1st to this change. Too much of a good thing will get it quirked in the right ways until the skill tree is overhauled.

#118 Rhialto

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Posted 02 June 2015 - 09:22 AM

Can anyone tell me if it's now easy to locate a warhorn for example? Let's say I have bought 6 warhorns and have 40 Mechs but don't know where each is located.

It's a PITA to look for those having to click Configure and Cockpit and look down in the 3rd square on the right if there is one there, if not press 2 x ESC and redo this for every Mech.

I hope that with a single clic now we can see what's in the cockpit.

P.S. speaking of warhorns, they still missfire, that was never fixed and it's paid merchandise.

#119 KursedVixen

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Posted 02 June 2015 - 09:34 AM

The patch is still not put in we'll all have to wait

I've had no problems with warhorns besides the fact they don't go off when they should somtimes

Edited by KursedVixen, 02 June 2015 - 09:35 AM.


#120 NocturnalBeast

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Posted 02 June 2015 - 09:46 AM

View PostProsperity Park, on 02 June 2015 - 08:39 AM, said:

Wounded animals are very defensive; imagine a wolf with a bum leg. Some people will always be feverishly defensive of their CrutchTech.

I would like to hear just ONE person say "that 75 ton Timberwolf is a perfectly fair match for a 75 ton Orion." Maybe KursedVixen thinks the Orion is OP compared to a Timberwolf, and that's why he's pissed.


At long range the Timber Wolf has the advantage if the mechwarrior can aim and manage their heat well. In a brawl, the Orion could have an edge since you can take the superior IS AC/20 and IS SRMs (tighter spread).





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