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Patch Notes - 1.3.410 - 07-Jul-2015


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#81 Wintersdark

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Posted 06 July 2015 - 07:34 PM

View PostKiiyor, on 06 July 2015 - 07:04 PM, said:


But a CUAC2 has (will have) one slug, and CUAC5 has 2. The CUAC2 is 100% front loaded now.

The AC2's are inferior on 'Sphere mechs, but the Clan version isn't that bad. They have 180m more range than the 'Sphere version, and weigh one tonne less.

I'm not saying it will be world ending, but it will be... interesting to test.
The cuac2 still isn't actually good, much like the IS AC 2 isn't good. It's now slightly better (if bulkier!) than the IS AC2... But the IS AC2 isn't a good gun in the first place... For the same reason the CUAC2 isn't.

Still, with that said, WAAAAAGH DAKKA!

#82 TheSilken

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Posted 06 July 2015 - 07:40 PM

I hope and pray that the legged mechs actually limp when also not taking damage now. So tired of watching them take baby steps instead of properly dragging @ss.

#83 GI Journalist

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Posted 06 July 2015 - 07:45 PM

View PostWintersdark, on 06 July 2015 - 07:31 PM, said:

I'm sad about the Ebon Jaguar breakdown breakdance. It was so awesome.


Perhaps they could award current Ebon Jaguar owners with the title of "Break Dancer" as a consolation.

#84 Kageru Ikazuchi

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Posted 06 July 2015 - 07:49 PM

Who else wants to set up a macro that cycles 1-2-3-4-5-6 with a 0.0566 second pause between presses, just to see how long it takes to burn through 29 tons of ammo?

[smurfy]http://mwo.smurfy-ne...a399ebbd68842aa[/smurfy]

And to see which happens first ... death by override, ammo explosion, or your chin splitting wide open from grinning so much?

#85 AC

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Posted 06 July 2015 - 07:52 PM

View PostAC, on 06 July 2015 - 07:29 PM, said:

MechWarrior 4 had Big City map and Inner City map. The Inner City was just a section of Big City that promoted brawling tactics because the map was small. I would be all for keeping the old map if MWO gave let us know what map we were dropping on like in MW4.


Now that I think about it... the reason why MW4 worked is because you could see the map before hand and then choose your mech variant (because you could save multiple variants). That promoted different tactics on the maps because teams could try different tactics based on their mech loadout. Now we have the same thing happening over and over on maps because everyone takes an optimized mech loadout blindly into a match. When was the last time a team didn't play on the twin hills on Alpine?!? It is what makes the maps extremely boring. Alpine is a HUGE map and we play on 10% of it.

#86 Rushmoar

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Posted 06 July 2015 - 08:01 PM

View PostJagdFlanker, on 06 July 2015 - 04:24 PM, said:

interesting they modified both the c-AC and the c-UAC to fire less shells - i would have thought it'd be smarter to just give that benefit to the c-AC's only so there'd be a reason to use them over c-UACs now if you'r not going to give c-ACs any kind of advantage over c-UACs then why even have them in the game?

also when they redo forest colony i hope they keep the map available for private matches - it's perfect for some of the low player count tourney matches (like 1v1)

Giving the AC bonus to non UACs would be a nice case study to see. They won't keep the old maps. It's really a money issue, extra resources and all.

#87 Bloodweaver

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Posted 06 July 2015 - 08:36 PM

View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

* Trees - can be knocked over by 'Mech and projectile collisions
* Statues - can be knocked over by 'Mech and projectile collisions
*Street lights - can be knocked over by 'Mech and projectile collisions; the light will go out when knocked over
* Flood lights - can be shot out with projectiles; the light will go out when shot
* Fences - can be knocked over by 'Mech and projectile collisions
* Antennae - can be knocked over by 'Mech and projectile collisions

Yep, been looking forward to this.


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

These objects will not block or slow down 'Mechs or weapons fire.

Well, that's a little disappointing... but OK.


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

Inner Sphere Autocannon/10 - Ammunition per ton increased from 15 to 20

Hey, cool!


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

* Clan-AC/2 reduced from 2 rounds per volley to 1, damage is now 2.0 per round
* Clan-AC/5 reduced from 3 rounds per volley to 2, damage is now 2.5 per round
* Clan-AC/10 reduced from 4 rounds per volley to 3, damage is now 3.3333 per round
* Clan-AC/20 reduced from 5 rounds per volley to 4, damage is now 5 per round

Oo baby... talk dirty to me...


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

* PPC velocity increased to 1100, up from 950
* ER-PPC velocity increased to 1200, up from 1050
* Clan ER-PPC velocity increased to 1200, up from 1050

omg yes


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

Class I Jump Jets:
* Initial boost off the ground increased from 158 to 220
* In-air thrust increased from 50 to 68
* Duration of burn (fuel amount) reduced from 4.9 to 4.1

Class III Jump Jets:
* Duration of burn (fuel amount) increased from 3.2 to 3.75

Class IV Jump Jets:
* Duration of burn (fuel amount) increased from 3.2 to 3.75

DADDY LIKEY


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

* When a leg is destroyed on a 'Mech, the 'Mech will slow down to 15km/h before being able to slowly regain speed back to 40km/h max
* Additional hits to a legged 'Mech will no longer slow it back down to 15km/h

DON'T STOP


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

Centurion Ballistic weaponry has been remodeled

HHNNNNNNNNGGGG


View PostInnerSphereNews, on 06 July 2015 - 04:01 PM, said:

* 'Mechs now display sparks or collision particles when colliding with geometry
* 'Mechs now generate audio effects when colliding with geometry

I... I need a cig, PGI....

#88 InspectorG

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Posted 06 July 2015 - 08:38 PM

View PostWintersdark, on 06 July 2015 - 05:49 PM, said:

well, on the dakkawhale it does. The other clan mechs we currently have struggle to mount any significant quantity of ballistics.

Keep in mind, Clan ballistics where terrible. With the volley Duration reduction from not long ago and now this, they should be usable, but not "insane".

Keep in mind, every weapon looks bad ass when boated to Direwolf levels.


Im ripping face with 2AC10 Warhawk. That %20 cooldown quirk makes the difference.

Tuesday will reduce he spread. I think C-Ac10 will see more value at 3 shells per shot.

#89 Mad Dog Morgan

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Posted 06 July 2015 - 08:38 PM

This patch is da bestest.

The reductions in upstream and downstream means that even with my god-awful ISP, I can play somewhat competitively once more. (except when my goofy/stupid/mongoloid packet loss decides to bump my ping up to Zimbabwe inflation rates.)

Zimbabwe internets... several steps below 'Walmart' Internet.

Edited by Vaskadar, 06 July 2015 - 08:42 PM.


#90 InspectorG

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Posted 06 July 2015 - 08:40 PM

View PostKageru Ikazuchi, on 06 July 2015 - 07:49 PM, said:

Who else wants to set up a macro that cycles 1-2-3-4-5-6 with a 0.0566 second pause between presses, just to see how long it takes to burn through 29 tons of ammo?

[smurfy]http://mwo.smurfy-ne...a399ebbd68842aa[/smurfy]

And to see which happens first ... death by override, ammo explosion, or your chin splitting wide open from grinning so much?


4UAC10 will be more brutal.

#91 stealthraccoon

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Posted 06 July 2015 - 08:40 PM

Urbanmechs rejoice!

Wait, when do AC20 and LBX10 get loving for the ammo fairy?!
So I can assume that AC20 ammo will go from 7/ton to 10/ton?

Also I must say I am excited for the Commando and Cicada to finally get some weapon geo's - I hope the Commando arms can be shrunken if no weapons equipped?

Edited by stealthraccoon, 06 July 2015 - 09:09 PM.


#92 LordKnightFandragon

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Posted 06 July 2015 - 09:35 PM

CUAC gets less pellets now? nice. And PPC speed buffs. Awesome.

#93 R 13

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Posted 06 July 2015 - 09:49 PM

Posted Image

(wishful thinking I know, but they could get rid of the standard clan ACs)

#94 Myfriendscallmecoach

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Posted 06 July 2015 - 10:08 PM

Sweet baby Jesus... This is amazing.

#95 Wintersdark

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Posted 06 July 2015 - 10:13 PM

View Poststealthraccoon, on 06 July 2015 - 08:40 PM, said:

Urbanmechs rejoice!

Wait, when do AC20 and LBX10 get loving for the ammo fairy?!
So I can assume that AC20 ammo will go from 7/ton to 10/ton?

Also I must say I am excited for the Commando and Cicada to finally get some weapon geo's - I hope the Commando arms can be shrunken if no weapons equipped?
The AC20 probably won't get more ammo per ton. . This, because currently the AC10 is the odd duck. An AC20 hits twice as hard, for only what, 2 extra tons? The only reason to use an AC10 right now over a 20 is be a use you're not physically able to run a 20.

And that's not mentioning Gauss.

Further, because AC10 projectile speed is so slow, and range so mediocre, you may as well save an extra couple tons and go right down to the cool running AC5, get good projectile speed, higher RoF, long range, etc.

And, yes, before someone chimes in, yes you can do fine with an AC10. That doesn't change the fact that it's rarely a good choice.

#96 Coordinator Toxic Kerensky

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Posted 06 July 2015 - 10:33 PM

Thunderbolt and Wolverine pilots have long distinguished themselves as heroes on the battlefields of the Inner Sphere, and today's patch sees the release of incredibly bad Hero variants for each of these Inner Sphere powerhouses. The TDR-5S-T "**** Dog" and the WVR-Q "Good IS Mechs Quarantined Out Of This Game" are now available for MC through the in-game Store.

We have also deleted all other variants of these 'Mechs that were kind of good and that you could potentially destroy other 'Mechs with and replaced them with these.

Edited by Coordinator Aigis Kurita, 06 July 2015 - 10:35 PM.


#97 Tarzilman

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Posted 06 July 2015 - 10:33 PM

Me wantz an Awesome preview! Pls no nipplegate mwo-style!

Also what exactly was so wrong with Assault turrets that you have to remove them?
Back to base rush again?
Yeah, you guys think the teams will play more tactically now and safe the base? You all know this won't happen. I already hear the many cries in the forums that will follow like "f*** y** mor*** play conquest when you wanna cap!" or "L2p assault mode bi***es!". We've been through all that. THAT'S why you implemented turrets, didn't you? o.O Curious about other changes to come in this concern though...

But all in all a good patch, PGI. Keep on that good work! New RC looks beautiful! I will clean my brawler mechs from dust and wait there for prey between the new big buildings. Thank you!

Edited by Tarzilman, 06 July 2015 - 10:35 PM.


#98 Scout Derek

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Posted 06 July 2015 - 10:42 PM

A couple things I wanted to say:


T-Bolt Hero is balanced.

Wolverine hero seems meh for me.

Dakka Dakka got upgraded.

New River City is AWESOME SAUCE.

ASSAULTS GOT JJS BUFFED.

Centurion got his good ol' AC/20 back + friends get a revamp in configuration showing now.

Sparks now fly thanks to physics.

Mechs make sounds when sparks fly.

#99 Will9761

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Posted 06 July 2015 - 10:59 PM

I cannot wait for this patch.

#100 PraetorGix

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Posted 06 July 2015 - 11:08 PM

Uhm... WOW





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