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Patch Notes - 1.3.405 - 16-Jun-2015


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#101 Speedy Plysitkos

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Posted 16 June 2015 - 12:10 AM

View PostMatthew Ace, on 15 June 2015 - 11:55 PM, said:



200% walking speed = 150% running speed

Don't forget the massive accel/decel/turn rate either. It may not be a 50% boost to running speed, but it's no trivial equipment either.


20% isnt 50% or ?

#102 Matthew Ace

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Posted 16 June 2015 - 12:44 AM

View PostTitannium, on 16 June 2015 - 12:10 AM, said:


20% isnt 50% or ?


Sorry I miscalculated. +33% running speed. No, +10 or 20% isn't 33%, but the massive enhancement to accel/decel/turn is worth it.

#103 o0Marduk0o

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Posted 16 June 2015 - 12:59 AM

View PostDak Darklighter, on 15 June 2015 - 05:41 PM, said:


No, but he has a point. Why do so many mechs have quirks that have nothing to do with their stock weapon/equipment loadout? For example a while back when the Thunderbolt had amazing PPC quirks (leading to CW nonsense) instead of the Awesome. Firestarter gets no flamer quirks yet it was designeds specifically with them in mind. Why not extended Flamer range or damage? The quirk system makes me scratch my head.

Because most stock loadouts are BS.

#104 Elizander

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Posted 16 June 2015 - 01:12 AM

Jagermech Mastery Pack (65 tons) ends up being cheaper than the Trebuchet Mastery Pack (50 tons) :o

#105 Mcgral18

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Posted 16 June 2015 - 01:16 AM

View PostMatthew Ace, on 16 June 2015 - 12:44 AM, said:

Sorry I miscalculated. +33% running speed. No, +10 or 20% isn't 33%, but the massive enhancement to accel/decel/turn is worth it.


I'm not convinced with the Shadowcat.

25% twist bonus? I had better hope the SHC gets that as a normal quirk, because guess what? The DoomCrow gets that, all the time, due to a 15% CT quirk and 10% ST quirk.

I'll assume the Acceleration boost affects both forward and reverse (as there's a reverse speed quirk, but no acceleration...it also makes sense it's a universal aspect)

The Accel boost of 75% is better than doubled basics, at 45%. I'll assume they stack, for a 220% base acceleration. Over double a stock robot.


Lasting 7.5 seconds (safely), for not even a 10 Kph boost, it will be used almost exclusively to peek. Which JJs would allow as well (seeing as there are 3 tons hardwired).


I think I'd prefer the 2 tons to be able to take a Gauss rifle (30 rounds, 2 ERMLs) or UAC20 (4 tons ammo, 2 ERSLs) with 18 tons of pod space.
Not going to happen, I know, but that's my preference. It doesn't have the hardpoints for much. It can't even perform anti light duties effectively, as it's outclassed by the Crow, seeing as it theoretically would have ran 142Kph for 7 seconds as opposed to 116.


At least it gets 10 TrueDubs and high mounts.

#106 Anunknownlurker

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Posted 16 June 2015 - 01:28 AM

@Mcgral18 - My maths ain't great but won't the Shadowcat once it is elited with full speed teak and MASC be significantly quicker than the SCR? Albeit for short distances. That, with the addition of jjs, small size (better mobility maybe?) should give it a place in its own right. Yes, probably not as a Firestarter killer (I guess the Arctic Cheetah will fill that role) but as a wonderful flanker, spotter, harasser with the speed and mobility to relocate which is missing from the other mediums.

Obviously we will have to wait and see but I am sure there will be one or two builds for the SHC which will give it a unique place on the MWO battlefield, plus....Shadowcat....I mean IT'S A FREAKING SHADOWCAT!!!!

Peace

#107 Clownwarlord

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Posted 16 June 2015 - 01:40 AM

Ebon Jag looks like it will be the standard dual gauss for a heavy in the clan stable of mechs, but it still has its laser vomit, streak, and other meta builds like the timby.

The Exo looks like a garg and what it should have been ... an assault bad #%$&@. MASC also looks not to be over powering but work as intended and I am looking forward to this.

As for the CW changes, well it will be interesting to see how this works because Sulfur CW map will now become pretty hard to win for the attackers since the drop zones are right on top of the generators. Boreal (the ice map just if I misspell the name) also will have the issue but you can sit back farther and have line of sight on the drop zones depending on the changes. So again will be interesting to see.

The conquest changes are an after thought it seems, and the same about general changes (modules and third-person).

Lastly, the mastering packages have always been meh so basically more meh, and then the fixes which there are always a few in every patch.

#108 Black Harpy

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Posted 16 June 2015 - 01:45 AM

And what's about the GRF-2N, it's now available for Cbills ?

#109 Rushmoar

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Posted 16 June 2015 - 02:02 AM

View PostElizander, on 16 June 2015 - 01:12 AM, said:

Jagermech Mastery Pack (65 tons) ends up being cheaper than the Trebuchet Mastery Pack (50 tons) :o

I'm sure it is a miss print. The Treb should be the same as the Griffin pack.

#110 A Man In A Can

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Posted 16 June 2015 - 02:10 AM

Thanks for the No Hardpoint Left Behind policy for the Adder.

Seyla

#111 Herr Vorragend

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Posted 16 June 2015 - 02:13 AM

I never was a fan of equipment being hardwired. The flamer on the nova, or the cAP on the ML should never have been hardwired, because those mechs simply need every bit of free tonnage for building them.

Some are saying, that those were kind of an elemental character of the mech. But who did ever use them? They are dead weight. Useless waste of space and tonnage and therefore a disadvantage.
I appreciate the change very much and also hope for an unlocking of the hardwired heatsinks

#112 Odanan

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Posted 16 June 2015 - 02:22 AM

View Postprocess, on 15 June 2015 - 05:43 PM, said:

Flamers need a complete rework, taking it off the Adder was a good solution in the meantime.

But if PGI one day improve the flamer, they won't be able to make the weapon fixed again (the QQ will be big - see TW S jumpjets).

Flamers can be made viable in several simple ways, like increasing the damage by, lets say, 30%.

#113 Herr Vorragend

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Posted 16 June 2015 - 02:42 AM

View PostOdanan, on 16 June 2015 - 02:22 AM, said:

But if PGI one day improve the flamer, they won't be able to make the weapon fixed again (the QQ will be big - see TW S jumpjets).

Flamers can be made viable in several simple ways, like increasing the damage by, lets say, 30%.


Lets be honest. Most stock configurations are not viable in a game like Mwo. Would you use a hardwired flamer, when you could have a laser in that slot? For me it was important to better have another dhs or another ton of ammo on board than the flamer (viable or not).


Edit: I also enjoy the higher variety of mechs in current matches. The quirks are necessary to make certain mechs more viable. Otherwise we would see tbr/scr overall I'd give armor quirks to commandos, kintaros, vindicators to raise their numbers in matches.

In general I think, that negative quirks are not as good as providing positive quirks to underperformers.

Edited by Herr Vorragend, 16 June 2015 - 02:54 AM.


#114 Odanan

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Posted 16 June 2015 - 02:52 AM

View PostHerr Vorragend, on 16 June 2015 - 02:42 AM, said:

Lets be honest. Most stock configurations are not viable in a game like Mwo. Would you use a hardwired flamer, when you could have a laser in that slot? For me it was important to better have another dhs or another ton of ammo on board than the flamer (viable or not)

That's another discussion... personally, I like the MWO's omni system (with some hardwired equipment) and dislike the great customization we have in IS mechs...
(I know it is extremely hard to do the balance, but I wish one day to see more stock-oriented builds in the meta game, instead of these freaks that have nothing to do with the historical mech)

#115 Kinski Orlawisch

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Posted 16 June 2015 - 02:59 AM

Loyalty Point Medallions will be delivered to eligible accounts on June 16th

I miss it in the Patchnote.

#116 Widowmaker1981

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Posted 16 June 2015 - 02:59 AM

Little pissed at the MASC speed values for the Shadow Cat. It will get ~117 kph with MASC on, and if instead of mounting MASC it has simply put those 2 tons into running an XL300 instead of a 270 it would run 117kph all of the time with no sprint bar mechanic to deal with, and no slots used in the CT.

I know construction rules are such that you cant do that, but MASC should be balanced to give MORE than pumping the equivalent tonnage into the engine, since it takes slots and active management.

Maybe the acceleration boni will make it worth it, but i think the top speed should be higher.

#117 Herr Vorragend

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Posted 16 June 2015 - 03:00 AM

View PostOdanan, on 16 June 2015 - 02:52 AM, said:

That's another discussion... personally, I like the MWO's omni system (with some hardwired equipment) and dislike the great customization we have in IS mechs...
(I know it is extremely hard to do the balance, but I wish one day to see more stock-oriented builds in the meta game, instead of these freaks that have nothing to do with the historical mech)


A stockmech-gamemode would be the right thing for you and better in general, because that's not everyone's opinion. I played mw1, mw2 and the Mc-series and I.like figuring out, testing and.optimizing builds. That's half of the fun in Mwo for me and I like as less restrictions as possible.
But: I'd also like to drop in a stockmechmode from time to time.


You shouldn't forget, that there are many stock loadouts in lore which are very bad and unfun to play. Forcing new players to go through that hell....no, they'd leave probably too fast.

Edited by Herr Vorragend, 16 June 2015 - 03:03 AM.


#118 Widowmaker1981

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Posted 16 June 2015 - 03:09 AM

The problem with flamers is that their canon use is to overheat mechs, but a stunlock weapon cannot exist in an FPS. Making them good involves either:

a) Creating a functioning stunlock weapon, which would ruin the game imo.
or
B) Making flamers into another machine gun with a different graphic

I have no problem with flamers sucking, they dont have a place in this game imo.

#119 Túatha Dé Danann

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Posted 16 June 2015 - 03:32 AM

View PostWidowmaker1981, on 16 June 2015 - 02:59 AM, said:

Little pissed at the MASC speed values for the Shadow Cat. It will get ~117 kph with MASC on, and if instead of mounting MASC it has simply put those 2 tons into running an XL300 instead of a 270 it would run 117kph all of the time with no sprint bar mechanic to deal with, and no slots used in the CT.

I know construction rules are such that you cant do that, but MASC should be balanced to give MORE than pumping the equivalent tonnage into the engine, since it takes slots and active management.

Maybe the acceleration boni will make it worth it, but i think the top speed should be higher.


+1

Because of the fixed system mechanic on Clan mechs, we end up using equipment from stock loadout that may make little to no sense at all. The MASC in the Shadow-Cat could easily be taken into the engine for a permanent bonus, but as it stands now, its the worst trade-off I could think about. Also, the XL300 also increases accelleration and decelleration rates too - so the bonus here is also rather thin.

My proposal still stands:
- Make MASC a dynamic equipment
- Make JJ dynamic again
- Make stuff like Beagle dynamic
- Enable Endo-Steel upgrades for all mechs that don't have Endo

Those four things would fix most of the bad mechs while not changing anything on the "good" ones.

Edited by Túatha Dé Danann, 16 June 2015 - 03:33 AM.


#120 LORD ORION

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Posted 16 June 2015 - 03:42 AM

These are available today also right?

http://mwomercs.com/...ore-april-21st/





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