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Patch Notes - 1.3.405 - 16-Jun-2015


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#181 ThatGuy539

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Posted 16 June 2015 - 11:05 AM

View PostDomenoth, on 16 June 2015 - 10:55 AM, said:

I think you mean 171. Before Smurfy Mechlab released, Commando was listed at 171.x in Mechlab but in game it's actually capped at 171.


That sucks.

Hmmm.....I wonder if you could get an Atlas on top of a commando, and then zip it around. I would think it would be a reportable offense to transport assaults around the map like this, but it would be good for a laugh.

Now that I think of it, I haven't seen anyone do the dual Urbie Crab yet either.

So many stupid things to try, so little time. :)

#182 Twilight Fenrir

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Posted 16 June 2015 - 11:07 AM

View PostThatGuy539, on 16 June 2015 - 10:58 AM, said:


Originally that was supposed to be today, but not sure what the new eta is on this stuff.


That all comes out July 21st with the rest of Wave III. That's how it was originally set up, and that's still the plan.

#183 Domenoth

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Posted 16 June 2015 - 11:15 AM

View PostThatGuy539, on 16 June 2015 - 11:05 AM, said:

I would think it would be a reportable offense to transport assaults around the map like this...

You would be right. It is a reportable offense.

Light on an assault is allowed, assault on a light is prohibited.

Edited by Domenoth, 16 June 2015 - 11:16 AM.


#184 ThatGuy539

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Posted 16 June 2015 - 11:18 AM

View PostTwilight Fenrir, on 16 June 2015 - 11:07 AM, said:

That all comes out July 21st with the rest of Wave III. That's how it was originally set up, and that's still the plan.


You are correct.

I updated my calendar with all the info the day they released Wave III, and this is in my calendar for July 21st. Wait...I've got it listed on both days....today and the July 21st.

It's possible that the original info had that for today, and then it was changed later. They do that often.

meh, as long as we get the stuff.

#185 Mcgral18

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Posted 16 June 2015 - 11:20 AM

View PostSereglach, on 16 June 2015 - 10:33 AM, said:

I'm very curious where those stats are coming from. Last tests I ran, the crit-seeking feature of the Flamer does not work the same as the MG; and for all intents and purposes it seems to be broken. Go test on an Atlas in Testing Grounds. You'll burn out a section of the mech before you destroy components, more often then not.

I would like to see some evidence of this functioning, in all honesty, because as much as I use Flamers I don't see this happening in practice.


Smurfy, and the .XML (which Smurfy takes it from)

The thing is, Flamers have a 1x crit damage multiplier, while MGs have a 9x crit damage multiplier as well as a higher base damage.

#186 -Ramrod-

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Posted 16 June 2015 - 11:22 AM

I like almost everything in this patch. Especially the CW changes. Though I haven't seen much in the forums I'm sure a lot Clanners are whining and crying because they actually can't camp the drop zone!...because you know...that's what the HONORABLE Clans don't do right? Ah I forget...there's no honor in gaming...even though Clans are pretty much an honor bound society. Either way good job PGI. Clans will actually have to work for their wins despite 12 Streak-6's Stormcrows.

#187 Sereglach

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Posted 16 June 2015 - 11:23 AM

View PostMcgral18, on 16 June 2015 - 11:20 AM, said:

Smurfy, and the .XML (which Smurfy takes it from)

The thing is, Flamers have a 1x crit damage multiplier, while MGs have a 9x crit damage multiplier as well as a higher base damage.

Ahh, so the kicker is that while Flamers might crit slightly more often then normal, they're not crit hunters, and they're not doing "crit-hunter" bonus crit damage. So it's working as intended, there. This exacerbates the usefulness and effectiveness between even the Flamer and Machine Gun . . . arguably the two lowest weapons on the totem pole.

Thank you for putting up that clarification of information. The first image doesn't paint the whole picture.

Edited by Sereglach, 16 June 2015 - 11:25 AM.


#188 -Ramrod-

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Posted 16 June 2015 - 11:25 AM

Better get out the cheese :D!

#189 Mr Hunter

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Posted 16 June 2015 - 11:30 AM

MASC is a modification not unlike Endo or Ferro So why is it exclusive to certain chassis?

#190 ThatGuy539

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Posted 16 June 2015 - 11:34 AM

View PostB8hunter, on 16 June 2015 - 11:30 AM, said:

MASC is a modification not unlike Endo or Ferro So why is it exclusive to certain chassis?


eg.
Commando runs 171 kph now.
The game limit is apparently 171kph.
MASC on a Commando would push it over 171 kph and break the game. ;)

#191 Twilight Fenrir

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Posted 16 June 2015 - 11:40 AM

View PostRamrod AI, on 16 June 2015 - 11:22 AM, said:

I like almost everything in this patch. Especially the CW changes. Though I haven't seen much in the forums I'm sure a lot Clanners are whining and crying because they actually can't camp the drop zone!...because you know...that's what the HONORABLE Clans don't do right? Ah I forget...there's no honor in gaming...even though Clans are pretty much an honor bound society. Either way good job PGI. Clans will actually have to work for their wins despite 12 Streak-6's Stormcrows.

I've seen that done by the IS just as much as the Clans. Been on the team doing it back when I played IS all too often, lol.

Glad to see this change, though, desperately needed.

#192 Odanan

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Posted 16 June 2015 - 12:58 PM

Wow, Executioner rocks!

Soloed a Dire Wolf in my first match with great impunity.

MASC is a cool equipment but could be even better (less crosshair shake, shorter cooldown, less damage, etc.)

#193 The Trumpet of Gabriel

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Posted 16 June 2015 - 01:14 PM

Ok, just played River City and was stopped by nearly every light pole on the map... Is it just me or is that new?

#194 Narcissistic Martyr

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Posted 16 June 2015 - 01:30 PM

So... that Trebuchet mastery pack. Kind of a **** move choosing the XL equipped 3C to bump the price up PGI.

#195 Twilight Fenrir

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Posted 16 June 2015 - 01:54 PM

Alrighty! I DID get my loyalty medal as promised, so, even though it's not in the patch notes, it IS in the patch

#196 Luscious Dan

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Posted 16 June 2015 - 02:06 PM

View PostSword of Morning, on 16 June 2015 - 01:14 PM, said:

Ok, just played River City and was stopped by nearly every light pole on the map... Is it just me or is that new?


There was an announcement that River City Night is removed from the rotation until the next patch. Good riddance to that map.

#197 Kali Rinpoche

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Posted 16 June 2015 - 02:23 PM

Good Patch. Bye bye silly flamer on the Adder. It always messed up the cooling efficiency values anyway.

#198 Twilight Fenrir

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Posted 16 June 2015 - 02:25 PM

But... no Badges/titles? Is that the July 21st patch as well? Or???? Why did they show them in the reveal if we weren't gonna get 'em now?

Edited by Twilight Fenrir, 16 June 2015 - 02:26 PM.


#199 Felio

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Posted 16 June 2015 - 02:34 PM

Where can I see mech quirks now?

#200 Mcgral18

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Posted 16 June 2015 - 02:58 PM

View PostFelio, on 16 June 2015 - 02:34 PM, said:

Where can I see mech quirks now?


Same places as always?
  • Smurfy
  • .XML in the files
  • in the mechlab
This patch had not changes, nor do the two new Clams have quirks (yet).





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