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Patch Notes - 1.3.410 - 07-Jul-2015


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#161 Thorqemada

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Posted 07 July 2015 - 05:34 AM

View PostTibsen, on 07 July 2015 - 02:48 AM, said:



LRM ammo is set at 180 b/c it is a common multiple of 5, 10, 15, & 20. This way you always get a full volley from a single (or complementary set) launcher. To reduce the ammo and keep the multiple they would have to drop it to 120 (or 60). I don't think very many people would stand for a 33% or 66% reduction.


^This is well thought - i only think it does not matter in this game that much were all kind of Launcher combianations make you never end up with a last full volley.
2x tons "LRM ammo 150" would be 300 which is 60x LRM5, 30x LRM10, 20x LRM15 and 15x LRM20.
So i feel it is not necessary to take care for a full number of LRM volleys per ton of ammo for all Launcher sizes.
Half tons of ammo break that rule anyway ;)

Edited by Thorqemada, 07 July 2015 - 05:36 AM.


#162 ShinVector

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Posted 07 July 2015 - 05:37 AM

View PostCathy, on 07 July 2015 - 12:51 AM, said:

I see all JJ's except class two get a buff, which means the Victor is still gimped as a jumping mobile brawler


Lights Class 5 doesn't get a buff too.

#163 IraqiWalker

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Posted 07 July 2015 - 05:38 AM

View PostDeimos Alpha, on 07 July 2015 - 05:32 AM, said:

That's a shame, Tallman sounds better to me.

Studies show that 90% of all ace names sound better than "Top Dog"

#164 Pezzer

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Posted 07 July 2015 - 05:45 AM

View PostJack Shayu Walker, on 06 July 2015 - 06:55 PM, said:



I think you are overreacting, the PPCs are receiving a small velocity buff, please don't even pretend like it's going to be that much of a game changer. PPCs have been underperforming on unquirked chassis for a while now and this buff is a small and safe step towards making them a little more effective, that's all.

Imo that's how things should be, PPCs aren't like lasers. It's argued that they are supposed to be used only on certain mechs, and those mechs are the quirked ones. And really I still disagree with the majority, I have no problems with o-noes unquirked PPCs. They're harder to hit with, but so were AC/5s once upon a time, and it only mildly gimped the weapon system. PPCs have unlimited ammo so that lower velocity doesn't make too much of a difference except for in circumstances where once should probably be using lasers, such as when firing at a fast-mover.

And I guess you forgot those dreaded velocity numbers from before, but 1000-1300 m/s was the range that PPCs were at back when they were still meta. That velocity range was where PPCs were right after the small velocity nerf that they received which did little to counteract said meta.
I'm still upset about the changes, I'm just sorry that noone remembers the way that things were after only about 2-ish years.

#165 Wronka

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Posted 07 July 2015 - 05:51 AM

First, amazing patch with a lot of great things, though some things I'm not so sure about as well.

Good:
- New map looks amazing, need not say anything else
- Breakable objects, oh yes please
- Clan Ballistic changes, sounds good, though I worry they will start to get OP, I already see a lot of people use clan ballistics and these will make them much better. Will have to monitor performance heavily
- PPC velocity changes, excellent, was needed
- JJ changes, excellent, was needed (hopefully some mild pop tarting will be possible again with PPC, JJ, and AC/10 ammo changes)
- Mech mobility, great
- Mech Fixes all great
- Mechlab for 720p, not for me since I'm running 1080, but I'm sure many with old school monitors will be happy
- Host state rewind/optimization excellent!
- General fixes are always good

Bad:
- Thunderbolt hero. Man I am disappointed. I was very excited for it but after seeing the quirks I do not see how it can be possibly better than the 5SS. Sucks, I was definitely going to buy it but I am definitely not buying it now. Though I guess that is a good thing, thanks for saving me $30.
- Buffs to TBR and SCR? Why not any IS mechs? I hope that whole IS quirk system balance re-work is coming soon?

Anyway, a great patch overall so thank you and keep up the good work!

#166 Vilsen

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Posted 07 July 2015 - 06:12 AM

View PostAxeface, on 06 July 2015 - 05:29 PM, said:

These clan AC changes without any quirks to the dire....

I have seen people pull 3500 (or maybe not) damage in pug queue with dakka whales.... they are very good mechs, they have always been very good mechs - now??

Many of the other changes are excellent, but that specific thing I am worried about.


Good. You are supposed to be worried when you face a 100 ton assault. The power creeping has made the Atlas afraid of the Stormcrow, a mere medium. The Highlander does not stand a chance against the Timberwolf, which is one weightclass lower.

I understand the clan mechs are powerfuller than the IS variants. But with higher and higher alphas, this game moves closer to "Counter strike" than the slow metal grinding slug fest it is supposed to be. I miss the old days when an assault actually was something one avoided.

#167 IraqiWalker

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Posted 07 July 2015 - 06:24 AM

View PostPezzer, on 07 July 2015 - 05:45 AM, said:

And I guess you forgot those dreaded velocity numbers from before, but 1000-1300 m/s was the range that PPCs were at back when they were still meta. That velocity range was where PPCs were right after the small velocity nerf that they received which did little to counteract said meta.
I'm still upset about the changes, I'm just sorry that noone remembers the way that things were after only about 2-ish years.


ERPPCs were at about 1800m/s Regular PPCs were at 1600 m/s This is nowhere near where they were.

#168 GenJack

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Posted 07 July 2015 - 06:34 AM

10/10 Would download patch twice if I could.

#169 Meihru

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Posted 07 July 2015 - 06:36 AM

View PostVilsen, on 07 July 2015 - 06:12 AM, said:


Good. You are supposed to be worried when you face a 100 ton assault. The power creeping has made the Atlas afraid of the Stormcrow, a mere medium. The Highlander does not stand a chance against the Timberwolf, which is one weightclass lower.


so how are they supposed to stand a chance vs a dakkawhale now if they even didnt have any before?

#170 masCh

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Posted 07 July 2015 - 06:37 AM

View PostVilsen, on 07 July 2015 - 06:12 AM, said:


You are supposed to be worried when you face a 100 ton assault. The power creeping has made the Atlas afraid of the Stormcrow, a mere medium. The Highlander does not stand a chance against the Timberwolf, which is one weightclass lower.



ANd this patch makes the Atlas even more afraid of the Stormcrow.

#171 Kmieciu

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Posted 07 July 2015 - 06:39 AM

View PostWronka, on 07 July 2015 - 05:51 AM, said:

I was very excited for it but after seeing the quirks I do not see how it can be possibly better than the 5SS.

Top Dog will have more armor & structure points than the Timber Wolf ;-)

Edited by Kmieciu, 07 July 2015 - 06:40 AM.


#172 Tordin

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Posted 07 July 2015 - 06:41 AM

Lovely patch, nice work PGI! ;)

#173 Wintersdark

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Posted 07 July 2015 - 06:41 AM

View PostTitannium, on 06 July 2015 - 11:10 PM, said:

Patch is fine, with one exception. Do you think before this patch , 6xUAC5 DW was bad ? and now you buff him ?

where the **** is ATLAS buff ? :angry:

The 6xUAC5 Direwolf was, and remains, an objectively inferior build. It gets good damage numbers, but it's a poor build. Lots of fun, though, to be fair.

With that said, Atlas's NEED a buff. In a big way. Not because of Atlas vs. Direwolf comparisons, mind you, but because Atlases are bad, and have been bad since 2013 with the release of the Stalker. "Bad" in this sense though isn't a good word, because it's still a reasonably well armed 100t mech, but compared to other Assault choices it's just not very good.

I still think Atlas's need hefty quirks that buff it's structure and armor, everywhere. The Atlas is never going to be a massively offensively powerful mech, because it lacks the hardpoints - that's the King Crab. Buffing the Atlas defensively would make it the most resilient mech in the game, give it a unique role in the game that no other mech has. And, it would help get past how there are lighter mechs with more armor and structure than the Atlas right now, which is ridiculous.

#174 Wintersdark

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Posted 07 July 2015 - 06:47 AM

View PostPhoenixFire55, on 07 July 2015 - 12:35 AM, said:

Sorry, but this is just plain stupid. There are people who actually like the old River City map.


And those are the people we like to call "Wrong". The old River City map was terrible for many reasons.

Quote

We don't have that many maps to begin with to remove perfectly fine maps from the game. Can you please tell us why after three years the game still does not have the option to exclude particular maps from rotation? It is plain dumb that I am unable to either choose maps I want to drop on


Because queue size, obviously. This isn't a "still does not have" thing - not something that needs to be added and mysteriously still has not been.

They can't add hard map selection to the MM because that would fracture the queues dramatically. As it stands, hard game mode selection causes severe issues with the MM (and results directly in worse match quality), and that's just 3 different game modes.

If people could hard-select maps, it would destroy any hope of getting decent matches out of the MM. We just don't have the population for that, and never will.

(And, before someone hares off with a moronic "like the matches are good now"; whether they are good or not now isn't the point: They'd be FAR worse, as would queue times, after)

View PostVilsen, on 07 July 2015 - 06:12 AM, said:


Good. You are supposed to be worried when you face a 100 ton assault. The power creeping has made the Atlas afraid of the Stormcrow, a mere medium. The Highlander does not stand a chance against the Timberwolf, which is one weightclass lower.

I understand the clan mechs are powerfuller than the IS variants. But with higher and higher alphas, this game moves closer to "Counter strike" than the slow metal grinding slug fest it is supposed to be. I miss the old days when an assault actually was something one avoided.


Again, to be fair, the Atlas was one of the worst assaults long before Clans came around. It's needed work for years.

#175 Damon Howe

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Posted 07 July 2015 - 06:58 AM

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

Tuesday, July 7th @ 10AM – 1PM PDT

Patch Number: 1.3.410









Mech Fixes and Changes

Cicada
Weapon visualization passes


You all know what this means, right?

It's Dual Ac/20 Cicada time again!

#176 Vlaitor

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Posted 07 July 2015 - 07:01 AM

Very VERY pleased by this patch. Keep the good work!

#177 Viges

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Posted 07 July 2015 - 07:08 AM

But why removing turrets......

#178 Meihru

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Posted 07 July 2015 - 07:15 AM

View PostViges, on 07 July 2015 - 07:08 AM, said:

But why removing turrets......

cant complain about removing turrets
it was ridcoulus how they spottet you at 1 click distance even if you had ecm

#179 Desintegrator

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Posted 07 July 2015 - 07:17 AM

Seems to be a great patch !

But I think the players who left MWO wont come back any more !

#180 MoonUnitBeta

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Posted 07 July 2015 - 07:27 AM

View PostAlexander Garden, on 06 July 2015 - 05:25 PM, said:

A few River City images that didn't make the cut for the patch notes header image!

Posted Image

Posted Image


Posted Image

Nice!!!

You guys seem to be very proud of this redo.... And you should be!

I'm super excited to play on it :D :D





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