Patch Notes - 1.3.410 - 07-Jul-2015
#261
Posted 07 July 2015 - 04:54 PM
#263
Posted 07 July 2015 - 05:22 PM
Koniving, on 07 July 2015 - 03:40 PM, said:
I would have loved to see:
H - 1E
CT - 2E
RT - 1B (high-mounted)
LA + RA - 1M or 1E each
some JJs
and maaaaaybe a couple of M or E (depending on whether the arms went M or E) hardpoints in the LT, although honestly they probably wouldn't be needed by that point
ultimate zombie 'Mech
alas...
Edited by Bloodweaver, 07 July 2015 - 05:24 PM.
#264
Posted 07 July 2015 - 05:33 PM
PhoenixFire55, on 07 July 2015 - 10:22 AM, said:
Every player restricting his map availability takes himself out of the pool for other players, in exactly the same way game mode selection works. . So, sure, your queue time is longer, but so is the other people looking for a match. . The longer the wait, the more Elo restrictions relax, and the more messed up matches we have.
This is why Russ really wants to get rid of the hard game mode select. We'd have VASTLY better matchmaking without it, too.
#265
Posted 07 July 2015 - 06:04 PM
#266
Posted 07 July 2015 - 06:28 PM
IraqiWalker, on 07 July 2015 - 06:24 AM, said:
ERPPCs were at about 1800m/s Regular PPCs were at 1600 m/s This is nowhere near where they were.
You sure? Thought they were in the 1080m/s range, then boosted back up to 1300m/s with ERPPCs being at 1500m/s. I don't have these numbers saved, so I certainly could be wrong. I hope I'm wrong as a matter of fact.
#267
Posted 07 July 2015 - 06:41 PM
#268
Posted 07 July 2015 - 07:22 PM
Twilight Fenrir, on 07 July 2015 - 04:54 PM, said:
YAY! Drop it!
Play this.
(Edit: Found a more tasteful version that doesn't have anime hotness so that daddies and mommies don't have to explain the birds and the bees to people.)
Somebody had already made one but I can't find it on youtube. Never set your vids to private people!
Edited by Koniving, 07 July 2015 - 07:24 PM.
#269
Posted 07 July 2015 - 08:15 PM
I look forward to people running into a bunch of these in CW or regular queue. Armour buffs, runs at 86kph, 4LPL and 4SL. It will be annoyingly strong and you will realise it's OP ness.
#270
Posted 07 July 2015 - 08:24 PM
#271
Posted 07 July 2015 - 08:39 PM
Greenjulius, on 06 July 2015 - 05:43 PM, said:
So this means we once again will have the AC5+PPC meta. 1150 speed for AC5s, 1100 for PPCs. And jump jets on assaults are getting a decent buff.
You know what that means... The (possible) return of the Dragon slayer 2xAC5, 2xPPC. I wonder how it will measure up in the age of clam laservomit.
If only they did this when the Dragon Slayer was on the leaderboard!
With the HSR fixes I hope this will make it better to use PPC's on high ping (simply put, pretty much do not currently have any mechs that use PPC's)
Wintersdark, on 06 July 2015 - 05:45 PM, said:
BIG change for lights, VERY BIG change for lights.
I love everything about this patch, new mechs, great new content, bug fixes, balance, HSR.. ..it literally is everything a patch should be
#272
Posted 07 July 2015 - 08:52 PM
And, yes, I know all the old arguments: guard your base and that won't happen. However, just because it might prevent a base loss doesn't mean it's compelling gameplay to twiddle your thumbs at base on the chance someone might rush.
#273
Posted 07 July 2015 - 09:05 PM
Gallowglas, on 07 July 2015 - 08:52 PM, said:
And, yes, I know all the old arguments: guard your base and that won't happen. However, just because it might prevent a base loss doesn't mean it's compelling gameplay to twiddle your thumbs at base on the chance someone might rush.
Ah, the Goons will have a field day, they were the masters of base rushing!
#274
Posted 07 July 2015 - 10:02 PM
Dear PGI, you did a great job with the redesign of River City... keep on rocking!
Edited by Cyrilis, 07 July 2015 - 10:03 PM.
#276
Posted 07 July 2015 - 10:24 PM
Edit: I found that when I tried to re-enable MSAA, I got a warning about TSAA. I wonder if the UI is screwed up and is enabling TSAA when you choose MSAA. This would be the reason why my textures were screwed up, since my card does not support TSAA fully. Using FXAA for now and it works fine, but does not quite look as nice.
Edited by Ed Steele, 07 July 2015 - 10:32 PM.
#278
Posted 07 July 2015 - 10:47 PM
#279
Posted 08 July 2015 - 12:17 AM
Wintersdark, on 07 July 2015 - 05:33 PM, said:
Every player restricting his map availability takes himself out of the pool for other players, in exactly the same way game mode selection works. . So, sure, your queue time is longer, but so is the other people looking for a match. . The longer the wait, the more Elo restrictions relax, and the more messed up matches we have.
This is why Russ really wants to get rid of the hard game mode select. We'd have VASTLY better matchmaking without it, too.
The fundamental problem is beginner friendliness, long-term motivation and balanced matches. I can imagine this being hard, but it does NOT help to grief the (small) existing player base by restricting their choices.
If I want a quick match and don't care how or where, just click play (this is what I do most often). But if not, I want to be able to SELECT the game mode and bring a 'mech fitting to the location and conditions. If PGI has the ressources, you can add a little more variance by having drastically changing weather conditions (heavy crystaline powder storms at Tourmaline, rendering Lasers near useless beyond the shortest of ranges, Solar radiation in HPG Manifold, inhibiting targetting, thus forcing everyone to fight at sight, an Earthquake in Forest Colony causing the rock formations to change, Avalanches in Alpine, burying mechs for a time, Volcano eruptions in Mordor - weather could be temporary, map changes could be non-dynamic to save processing power - I know for a fact that Cryengine allows for all of that)
After all, this is supposed to be like 31st Combat, right? And no sane commander would sent his LRM troops into a brawl or his brawlers on attack through open fields (or ammo-dependant `Mech into a long, low-supply planetary battle)
So, while prolonging wait time, I think CHOICE would make the resulting games so much better. Just as in private matches, where you can CHOOSE all this. But in the end, it boils down to Player Base - and that is where PGI must put in the really hard work.
#280
Posted 08 July 2015 - 12:24 AM
Wintersdark, on 07 July 2015 - 05:33 PM, said:
Every player restricting his map availability takes himself out of the pool for other players, in exactly the same way game mode selection works. . So, sure, your queue time is longer, but so is the other people looking for a match. . The longer the wait, the more Elo restrictions relax, and the more messed up matches we have.
This is why Russ really wants to get rid of the hard game mode select. We'd have VASTLY better matchmaking without it, too.
Piss poor pathetic excuse is still piss poor. We'd have vastly better matchmaking if people responsible for programming it actually had a clue what they were doing. A MM that for all intents and purposes treats a Dragon-1C exactly the same way it does a TimberWolf is a fkn fail. Not only this is a poor excuse, but it is also full of lies and BS, beacuse your mr. Russ has said not very long ago that game poplulation is at its highest, so either he was lieing, or you do when you say that MM queues don't have enough people for quality MM'ing.
Plus, I am still waiting for you to tell me exactly how "wrong" I am and exactly what was the problem with the original RiverCity map.
Until then, ggclose.
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