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Patch Notes - 1.3.405 - 16-Jun-2015


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#161 Volks Ward

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Posted 16 June 2015 - 09:30 AM

Anyone know when we get to select our wave 3 faction content?

#162 ThatGuy539

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Posted 16 June 2015 - 09:33 AM

View PostFrost Lord, on 16 June 2015 - 08:54 AM, said:

the 20T IS specific one dose suggest the flea is coming tho


That would be awesome. We could have a Flea event. 24 lag-shielded super fast MASC Fleas running around trying vainly to shoot each other.

I'd be up for that. :)

I know I know...Russ said the Flea was dead. :(

#163 Desintegrator

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Posted 16 June 2015 - 09:34 AM

Maybe MASC is the only good thing on the Executioner !

This will be a very fast Assault mech.

#164 Tank

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Posted 16 June 2015 - 09:44 AM

View PostThatGuy539, on 16 June 2015 - 09:33 AM, said:

I know I know...Russ said the Flea was dead. :(


Never stop believing, she is Urbamech's little friend. Have faith and someday Flea will run to us. ;)

#165 Boguslaj

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Posted 16 June 2015 - 09:51 AM

View PostThatGuy539, on 16 June 2015 - 09:33 AM, said:

I know I know...Russ said the Flea was dead. :(


If i remember correctly there was problems with mech speed. So if Shadow Cat not going to run 130 km/h om MASC, then maybe Flea also will be "slowed down".

#166 Skarlock

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Posted 16 June 2015 - 09:53 AM

Just a note to the PGI folks, but the stats for MASC literally won't work in the case of the shadow cat. MASC is mounted in the center torso according to the wave 3 notes. It also takes up 3 critical slots according to the patch notes, as the shadow cat is a 45 ton mech. There are only 2 slots free in the center torso after putting in an engine for any clan or IS mech. So are they giving the shadow cat a "phantom" extra slot? Or are they moving the MASC hard point location to a different place on the mech?

- Edit : nevermind, I was looking at the IS MASC stats, not clan MASC, my mistake.

Edited by Skarlock, 16 June 2015 - 10:06 AM.


#167 Boguslaj

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Posted 16 June 2015 - 09:55 AM

View PostSkarlock, on 16 June 2015 - 09:53 AM, said:

Just a note to the PGI folks, but the stats for MASC literally won't work in the case of the shadow cat. MASC is mounted in the center torso according to the wave 3 notes. It also takes up 3 critical slots according to the patch notes, as the shadow cat is a 45 ton mech. There are only 2 slots free in the center torso after putting in an engine for any clan or IS mech. So are they giving the shadow cat a "phantom" extra slot? Or are they moving the MASC hard point location to a different place on the mech?

Erm... Clan MASC-m2 takes up 2 slots.

#168 Skarlock

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Posted 16 June 2015 - 10:05 AM

View PostBoguslaj, on 16 June 2015 - 09:55 AM, said:

Erm... Clan MASC-m2 takes up 2 slots.


Ah, I see where I made my mistake, you're right. CLAN masc is smaller and lighter, thx.

#169 ThatGuy539

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Posted 16 June 2015 - 10:18 AM

View PostBoguslaj, on 16 June 2015 - 09:51 AM, said:


If i remember correctly there was problems with mech speed. So if Shadow Cat not going to run 130 km/h om MASC, then maybe Flea also will be "slowed down".


Ya, does anyone know what the speed limit is? I've heard 170 kph, and 200 kph.

My Comandos run 171.x kph. Which is the fastest mechs that I think are currently in the game. Locusts are a close 2nd at 169.x kph.

If the limit is 200 kph, then we've got some room to play with. If it's 170ish...then boo.
I love my lights, and speed is life. B)

#170 DarthHias

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Posted 16 June 2015 - 10:21 AM

Big patch is big :blink:

But the content seems really juicy...

I didn´t preorder Wave 3 so I will have fun hunting those poor souls leveling their new toys :P
Light que 2%? ^^

#171 Luscious Dan

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Posted 16 June 2015 - 10:27 AM

View PostDarthHias, on 16 June 2015 - 10:21 AM, said:

Big patch is big :blink:

But the content seems really juicy...

I didn´t preorder Wave 3 so I will have fun hunting those poor souls leveling their new toys :P
Light que 2%? ^^


If the koala gets popular and people learn to use MASC, my Huggin will see a little less action... huge pile of lasers on a 95 tonner that can stop/reverse/turn on a dime? More than a little dicey :P

Who am I kidding, I'll be running Shaguar pretty exclusively for a bit until I decide to buy another couple Tbolts and master them up.

Also, I think you meant queue. I thought it was bad Spanish for a second.

Edited by Luscious Dan, 16 June 2015 - 10:29 AM.


#172 Mcgral18

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Posted 16 June 2015 - 10:30 AM

View PostJimmy DiGriz, on 16 June 2015 - 01:28 AM, said:

@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


"Significant" is greater than 10 Kph; the SHC will be ~116 with MASC on. It's only a 10% speed boost, for safe 7.5 seconds.


The only benefit is has is high mounts and the Jesus Box. Fridge mounts higher laservomit alphas with 4 more heatsinks, while moving 142 all the time, Nova mounts significantly more firepower with many more heatsinks with JJs, while the Crow runs the same speed, carries the greatest amount of weapons, but cannot jump.

MASC was thought to be a bit more significant than that.

#173 BladeXXL

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Posted 16 June 2015 - 10:30 AM

this patch downloaded nearly the entire game for me (>5,5gb)

#174 Twilight Fenrir

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Posted 16 June 2015 - 10:31 AM

View PostThatGuy539, on 16 June 2015 - 10:18 AM, said:


Ya, does anyone know what the speed limit is? I've heard 170 kph, and 200 kph.

My Comandos run 171.x kph. Which is the fastest mechs that I think are currently in the game. Locusts are a close 2nd at 169.x kph.

If the limit is 200 kph, then we've got some room to play with. If it's 170ish...then boo.
I love my lights, and speed is life. B)

172 is supposed to be the hard limit right now.

#175 Sereglach

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Posted 16 June 2015 - 10:33 AM

View PostDeath Drow, on 16 June 2015 - 06:01 AM, said:

WHAT PROMISED REWORK?
Can someone please show me a link to this? How is it flamers keep getting this rumor? Last check (admittedly it was a few months ago) flamers were confirmed to not be touched again.

For one, it was never stated that they'd never be touched again. Look at Russ's twitter, when he was debating things to possibly do to the Flamer. That's been talked about for a while now. It's actually the whole reason the Flamer is now able to be removed from the Adder, because the Flamer is believed to be inherently useless, for now; and if the Devs are the ones saying that, then you know the weapon's functionality is broken, as much as I love them. Check the twitter feeds and discussions that have happened there.

In fact, the last comment from Russ over the exact Flamer rework was on his Twitter in December/January, where he was debating how to fix and improve flamers, and what mechanics he wants them to have. The thought at the time was an energy-based machine gun-esque DPS weapon.

The evidence is out there. Quit propagating your own bull and actually go look at it.

View PostDeath Drow, on 16 June 2015 - 06:01 AM, said:

Stop trying to get the devs to waste time on something that works wonderfully just the way it is. Just because it doesn't work the way a few of you want it to work, and you don't know how to use them as they are, does not mean they need any reworking.

We've already been over this, and it's a reported issue, that's acknowledged, but isn't being worked at this time, because Paul even stated that the visual effects of Flamers are getting reworked before the mechanics are dealt with. See the last Mechs, Devs, and Beer that he was on with NGNG. It's not from that long ago, and is still the last information we got on them.

Or, maybe you'd like to propagate more lies, again, like you were talking about in my Flamer thread, where "Paul stated" that Flamers are fine in the Town Hall (you know, the same town halls he's NEVER appeared on and there are no recordings of him ever saying)? Or maybe you'll go on again that there's going to be an official Flamer thread put up by Paul, because you personally talked to him, and therefore people just need to shut up about them?

Oh, and for the record, the promised rework was originally mentioned back when the Firestarter was first announced in December of 2013. It hasn't received that promised rebalancing and attention since that time.

Now, if you want to go on about it, then I demand the evidence that Flamers are never going to be touched again. You're making an accusation with no evidence, while I have provided evidence and facets for you to look up. Your turn to actually provide some evidence for your points, otherwise you have nothing.

EDIT: Just to be 100% sure, I looked it up. Last word on Flamers was Mechs, Devs, and Beer #17 with Paul Inouye ~42 minute mark they start talking about Flamers. They are getting a rework, but the art team is tasked with coming up with a new visual effect for the flamers that is not so blinding to enemies before they continue with the full rework. It is coming, and it was promised.

View PostAlmond Brown, on 16 June 2015 - 07:55 AM, said:

Other than 30m in range the Flamer has Crit potential same as the MG. It is when you use it that counts, just like the lowly MG... Specs are noted below for interest sake.

Posted Image

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.

Edited by Sereglach, 16 June 2015 - 08:20 PM.


#176 MechWarrior3671771

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Posted 16 June 2015 - 10:49 AM

Patch broke Conquest? The resource nodes on Frozen City don't show up on the map, nor do the yellow boundry markers.

#177 Orange Nova

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Posted 16 June 2015 - 10:50 AM

Anyone know how to claim the premium time or faction content?

#178 DERANGEDDM

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Posted 16 June 2015 - 10:52 AM

A note on the Executioner. It is not a koala. It is a Tausgenian Ob'enn.

#179 Domenoth

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Posted 16 June 2015 - 10:55 AM

View PostTwilight Fenrir, on 16 June 2015 - 10:31 AM, said:

172 is supposed to be the hard limit right now.

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.

#180 ThatGuy539

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Posted 16 June 2015 - 10:58 AM

View PostOrange Nova, on 16 June 2015 - 10:50 AM, said:

Anyone know how to claim the premium time or faction content?


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





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