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Patch Notes - 1.3.405 - 16-Jun-2015


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#81 Smoked

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Posted 15 June 2015 - 10:01 PM

PGI - Please add Basic/Elite/Master back to the Mech Select screen. PITA having to swap back and forth to check which mechs I have leveled, etc.

#82 Mystere

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Posted 15 June 2015 - 10:02 PM

View PostLordLosh, on 15 June 2015 - 06:16 PM, said:

If you like the adder with a flamer, here is an idea LEAVE IT!!!!! Jesus they do something awesome that does not affect you at all and a few of you complain. Get over it real quick. and comparing it to lore when we don't follow a lot of things in lore and haven't for a long time need to just relax, breathe and go outside smell a flower.


I can't. I might die of anaphylaxis, something really rare but that's just my bad luck.

Edited by Mystere, 15 June 2015 - 10:12 PM.


#83 YakkSlapper

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Posted 15 June 2015 - 10:02 PM

Work is underway on further improvements to the new MechLab and Select 'Mech screen in response to community feedback, but in the meantime we're rolling out an array of MechLab bug fixes in this patch.


IMPROVEMENTS??? I call BULL S**T you f'd up the mech lab n garrage PUT IT BACK THE WAY IT WAS!! thats the improvement, or else just say, "We are makinig the mech lab even worst, cause theres NO improving on pure screwed up trash"

THAT would be more accurate.
PUT THE LAB BACK THE WAY IT WAS!!!!!!!!!!!!!!!!!!

#84 bad arcade kitty

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Posted 15 June 2015 - 10:06 PM

View Posthuskinater, on 15 June 2015 - 09:24 PM, said:

YES! Finally my dream of small-pulse-laser-instead-of-flamer Adder is a reality!!


baka, it's a perfect sniping hardpoint

#85 MechWarrior3671771

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Posted 15 June 2015 - 10:08 PM

"Fixed an issue where Artillery and Air Strike explosion effects were not appearing in Testing Grounds."

Yay! Now I can practice and see the differences between the two.

#86 Malcolm Vordermark

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Posted 15 June 2015 - 10:09 PM

View PostInnerSphereNews, on 15 June 2015 - 04:27 PM, said:

Adder
Flamers that were fixed to the Center Torso of all Adder variants are no longer fixed.


I almost forgot we are getting new mechs when I read this.

Edited by Rouken, 15 June 2015 - 10:10 PM.


#87 Mystere

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Posted 15 June 2015 - 10:11 PM

Boo on the CW changes! Crying loudly and incessantly on the forums, and now also on Twitter, produces results as always. <smh>

As for the generator shields, if they're really invulnerable, why would base designers not just cover the entire generator? Why even leave a hole for the enemy to shoot through. Didn't they learn from the Death Star? :rolleyes:

#88 Brut4ce

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Posted 15 June 2015 - 10:25 PM

Ok, generally changes that needed to be done but.....

Quote

LTD Modules provided with certain Clan Wave 1 Packages can no longer be equipped onto Inner Sphere 'Mechs.


Wha.....what? really PGI? Who thought of that? and why? When we bought the clan wave 1 collections and you got paid for them, in the faqs and relevant dev vlogs it was explicitly explained how those modules would work....here's the relevant extract quoted by you:

Quote

Yes, you can take a Clan Pack Module that you got with your Clan Pack and put it on your InnerSphere 'Mechs. It will keep its unique visual effect.

You can also buy the exact same module as the Clan Pack Module but it will not have the same visual effect and put those on your InnerSphere and/or Clan 'Mechs as well. There is no P2W scenario here and we wanted to make sure we clarified this as soon as possible. Sorry for any confusion this may have caused.


Great Job there......

<S>

Edit: Also that "unique visual effect" is the "LTD" notation on the Modules' description.....FYI :)

Edited by Brut4ce, 15 June 2015 - 10:36 PM.


#89 Kageru Ikazuchi

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Posted 15 June 2015 - 10:37 PM

View PostFupDup, on 15 June 2015 - 09:49 PM, said:

Leaderboard results are influenced by the people using the mechs, similar to when people post a screenshot of their 1200+ damage games in an Awesome.
I assess mechs mainly based on their traits/strengths, not the post-match results people get while using them. Otherwise, if I look at my stats, my Adder Prime is apparently deadlier than a Timber Wolf. :wacko:
The Lynx has garnered a pretty bad reputation for a reason... This reminds of when some people insisted that the Locust was about right even when it had zero quirks added to it. :\

The results alone aren't a great indicator ... they are by definition 500 "best games" of the 50 best participants in that particular variant over the course of a period of time ... but it is the data we have, and not just your assessment (which may not be wrong, it just isn't reflected in the results).

The Commando is a fragile 'mech, but it's quick and can punch above it's weight when properly loaded, just don't get hit. The MLX is basically the same, just a bit slower, with jump jets, better weapons per ton, and more survivability.

If MLX has a bad reputation, then I'd guess the reason is people don't feel OP when using it and don't like getting blasted to bits when they screw up. A pilot who is running around in a 25 ton 'mech with any number of potential one-shots around the corner, or over the next ridge, should be either terrified or insane.

There's something to be said about your comparison of your stats in your doom turtle vs. your stats in your mad cat, but without more information, I'll just leave it alone.

Edit: Oh, and your comment about some people thinking the Locust was OK ... yeah, well, some people are crazy or deranged ... in fact most good light pilots are.

good discussion.

Edited by Kageru Ikazuchi, 15 June 2015 - 10:40 PM.


#90 Nightshade24

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Posted 15 June 2015 - 10:38 PM

View PostYakkSlapper, on 15 June 2015 - 10:02 PM, said:

Work is underway on further improvements to the new MechLab and Select 'Mech screen in response to community feedback, but in the meantime we're rolling out an array of MechLab bug fixes in this patch.


IMPROVEMENTS??? I call BULL S**T you f'd up the mech lab n garrage PUT IT BACK THE WAY IT WAS!! thats the improvement, or else just say, "We are makinig the mech lab even worst, cause theres NO improving on pure screwed up trash"

THAT would be more accurate.
PUT THE LAB BACK THE WAY IT WAS!!!!!!!!!!!!!!!!!!

I quite like the current mechlab...

#91 Brut4ce

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Posted 15 June 2015 - 10:43 PM

View PostYakkSlapper, on 15 June 2015 - 10:02 PM, said:

Work is underway on further improvements to the new MechLab and Select 'Mech screen in response to community feedback, but in the meantime we're rolling out an array of MechLab bug fixes in this patch.


IMPROVEMENTS??? I call BULL S**T you f'd up the mech lab n garrage PUT IT BACK THE WAY IT WAS!! thats the improvement, or else just say, "We are makinig the mech lab even worst, cause theres NO improving on pure screwed up trash"

THAT would be more accurate.
PUT THE LAB BACK THE WAY IT WAS!!!!!!!!!!!!!!!!!!


Posted Image

...sigh....good old days.... :rolleyes:

#92 Mcgral18

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Posted 15 June 2015 - 10:48 PM

View PostFupDup, on 15 June 2015 - 09:49 PM, said:

The Lynx has garnered a pretty bad reputation for a reason... This reminds of when some people insisted that the Locust was about right even when it had zero quirks added to it. :\


I've had a dev acknowledge a heat dissipation quirk for low engine mechs, or fixing it outright...perhaps we'll get a result in 6 months.


Needing 12 heatsinks to match 10 on a FS9 is just adding salt to the wound. Having well over 10% of its pod space restricted in a largely not very useful slot in the head, only 1 slot in each leg so you can't place heatsinks there, woefully underengined (heatsink issue again).



Perhaps one of these patches, the low caps will get love.

#93 KursedVixen

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Posted 15 June 2015 - 10:53 PM

and still no way to alow people with smaller monitors to use expanded view.

#94 Matthew Ace

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Posted 15 June 2015 - 10:59 PM

View PostKursedVixen, on 15 June 2015 - 10:53 PM, said:

and still no way to alow people with smaller monitors to use expanded view.


Give them time, they have already been looking into expanded mechlab support for 1280x720 and are testing it out internally.

#95 Kmieciu

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Posted 15 June 2015 - 11:31 PM

View PostMcgral18, on 15 June 2015 - 10:48 PM, said:

eeding 12 heatsinks to match 10 on a FS9 is just adding salt to the wound.
Perhaps one of these patches, the low caps will get love.

Just give it a heat generation quirk and be done with it.
Locust Style!

#96 Mcgral18

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Posted 15 June 2015 - 11:36 PM

View PostKmieciu, on 15 June 2015 - 11:31 PM, said:

Just give it a heat generation quirk and be done with it.
Locust Style!


A heat dissipation quirk; mentioned that already.
We'll see if anything comes from it. Having less heat doesn't change the fact it cools slower than larger engine mechs.

#97 Speedy Plysitkos

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Posted 15 June 2015 - 11:51 PM

regarding sarna, MASC should allow to go 200% speed.
Here i see max 20% ?

woot ?

#98 Matthew Ace

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Posted 15 June 2015 - 11:55 PM

View PostTitannium, on 15 June 2015 - 11:51 PM, said:

regarding sarna, MASC should allow to go 200% speed.
Here i see max 20% ?

woot ?


200% walking speed = 133% (edited) 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.

Edited by Matthew Ace, 16 June 2015 - 12:41 AM.


#99 Anunknownlurker

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Posted 16 June 2015 - 12:07 AM

No idea about the "historical" values of MASC (not too bothered to be honest, I play MWO not Battletech - and he ducks preparing for shot fired!) but having watched the NGNG stream yesterday, I have to say it looks a little...meh.

I was hoping for more spectacular acceleration - a sort of N2O effect, a bit more "kick in the chest" - although I suppose as it was being run on a 95 ton chassis that would be hard. Hopefully MASC will be more impressive on the Shadowcat and other lighter chassis. Still, when used correctly - popping back into cover, pulling tight turns etc. - even on the Exe it looks mighty useful.

#100 SnagaDance

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Posted 16 June 2015 - 12:07 AM

Excellent patch! But while I like that there are new Mastery packs that are being released, it might have made sense to do those polls on the new Trial/Champion mechs first?





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