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Patch Notes - 1.3.410 - 07-Jul-2015


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#181 Viges

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Posted 07 July 2015 - 07:30 AM

View PostS1lenceR, on 07 July 2015 - 07:15 AM, said:

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


I don't say they were perfect - they needed adjustments, but removing?..

With no base defenses assault=skirmish.

#182 Vilsen

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Posted 07 July 2015 - 07:32 AM

View PostS1lenceR, on 07 July 2015 - 06:36 AM, said:


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


Well... you are not supposed to. Head to head, without cover, only an assault should be able to withstand an assault. Assaults are like LRMs; you either hide or remain unseen.

View PostWintersdark, on 07 July 2015 - 06:47 AM, said:

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


Well, my comment was not about the Atlas being under powered, which it is. It was about power creeping and high damage alpha strikes. Weapons do too much damage. If you peek the wrong corner and take one step too many, you are dead.

View PostmasCh, on 07 July 2015 - 06:37 AM, said:

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


Which is omnious considering IIC mechs are coming.
1) Will people still play the old Jenners and Hunchbacks after their release?
2) Will a class medium IIC mech win head to head with an Atlas? I suspect it will.

Edited by Vilsen, 07 July 2015 - 07:33 AM.


#183 Jalthibuster

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Posted 07 July 2015 - 07:33 AM

Weren't the Euro servers originally on the agenda for today as well?

#184 Wolf Nuhts

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Posted 07 July 2015 - 07:45 AM

Finally a promising improvement to Clan ballistics, cant wait to see if t helps a significant amount!

#185 Meihru

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Posted 07 July 2015 - 07:50 AM

View PostVilsen, on 07 July 2015 - 07:32 AM, said:


Well... you are not supposed to. Head to head, without cover, only an assault should be able to withstand an assault. Assaults are like LRMs; you either hide or remain unseen.




so you mentioned it by yourself earlier

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


[...]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 with this patch as it is, IS assaults like the highlander, victor and the atlas have even less chances then they had before


of course CLANtech has to be stronger in a way, but with the recent changes i am really worried about clans getting TOO strong in comparison especially the dakkawhale

just look at ingame stats where the dakkawhales score usually between 800-1700 dmg easily, look at the CW matches where dakkawhales lances can tear apart a whole 12 man team in a mere blink of an eye

and they are getting even stronger

again, i dont complain about any clantech being stronger, it MUST be stronger and i have no problems with it
where i DO complain is this silly dakka build which is just a punch in the face of every try to balance anything

#186 Papapeshu

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Posted 07 July 2015 - 08:05 AM

View PostJalthibuster, on 07 July 2015 - 07:33 AM, said:

Weren't the Euro servers originally on the agenda for today as well?


Coulda sworn I also heard/read something about the euro servers?
For now I'll be content with the reworked River City :)

I CAN HAZ PATCH NOW???

#187 Vilsen

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Posted 07 July 2015 - 08:07 AM

View PostS1lenceR, on 07 July 2015 - 07:50 AM, said:

and with this patch as it is, IS assaults like the highlander, victor and the atlas have even less chances then they had before


of course CLANtech has to be stronger in a way, but with the recent changes i am really worried about clans getting TOO strong in comparison especially the dakkawhale

just look at ingame stats where the dakkawhales score usually between 800-1700 dmg easily, look at the CW matches where dakkawhales lances can tear apart a whole 12 man team in a mere blink of an eye

and they are getting even stronger

again, i dont complain about any clantech being stronger, it MUST be stronger and i have no problems with it
where i DO complain is this silly dakka build which is just a punch in the face of every try to balance anything


I dont mind Clan weapons being stronger either. They are supposed to be.
But the speed at which a medium clan mech can core an assault, IS or Clan, is disturbing. This game is about slow moving robots with massive armor. Metal will screach when being dented, sparks will fly. The snap when a Thunderbolt's arm is ripped off should be deafening. The fights should be long and brutal.

Now, fights are just brutal. I would like weapons to do less damage or armor to be increased. As it is now, I fear the arriving of the IIC mechs.

Well, this is getting out of hand. Good patch, but I dont like the power creep.

#188 Croaker Munin

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Posted 07 July 2015 - 08:16 AM

Thunderbolt "Top Dog" TDR-5S-T
Price: 4,875 MC
Energy Range +5%

Ha Ha Ha rofl lol this is the Best joke ever!

I will wait till the top Dog is available for cbills, oh wait..... Never ever will i buy this one.
And I was so happy when i First heared about a hero tbold. So sad.

#189 IraqiWalker

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Posted 07 July 2015 - 08:18 AM

View PostCroaker Munin, on 07 July 2015 - 08:16 AM, said:

Thunderbolt "Top Dog" TDR-5S-T
Price: 4,875 MC
Energy Range +5%

Ha Ha Ha rofl lol this is the Best joke ever!

I will wait till the top Dog is available for cbills, oh wait..... Never ever will i buy this one.
And I was so happy when i First heared about a hero tbold. So sad.


It's got NINE Energy hardpoints. What's the joke here? If they give it any more buffs endless rivers of P2W whiners would drown the forums.

Literally on all accounts, it's a very good mech.

Edited by IraqiWalker, 07 July 2015 - 08:19 AM.


#190 Josef Koba

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Posted 07 July 2015 - 08:24 AM

Forest Colony is pretty much my favorite map, and while I'm incredibly excited to see what they do with it after seeing the improvements to my least favorite map (River City), I would, like some others, love to see it kept for duels and the like. I'm fine with it taking up space on my computer. Sure, remove it from the game rotation, but let us use it when we want. I use it exclusively for test matches. Of course, maybe the new one will be so awesome that I won't care. But...nostalgia...

That said, this patch looks fantastic. Looking forward to seeing the Awesome, Cicada, Dragon, etc. finally getting some visualization improvements. Will be able to see what weapons they have, which will be a good thing.

#191 ShinVector

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Posted 07 July 2015 - 08:46 AM

View PostJalthibuster, on 07 July 2015 - 07:33 AM, said:

Weren't the Euro servers originally on the agenda for today as well?


Some issues. Delayed to 21st July patch based on last information.
Possibly to released with APAC servers... But APAC might be delayed as well..

#192 Speedy Plysitkos

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Posted 07 July 2015 - 09:00 AM

21 for eu servers...

#193 Luscious Dan

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Posted 07 July 2015 - 09:02 AM

I think a re-work of ghost heat values would help restore some of the balance people are always freaking out over. In TT as well as the video games, one of the biggest issues is always boating up on a single weapon and playing a brutally effective, one-dimensional game.

Bigger ghost heat penalties (and lower thresholds) would help force a mixed loadout, or if you do specialize, you'll overheat even faster.

You could also consider different penalties for going over the thresholds. More ACs could increase your jam chance, more lasers could increase the burn time, more PPCs could reduce the travel velocity, etc. Any of these choices would help reduce the over the top, high precision alphas.

Having ballistic weapons induce reticle shake for the firing mech could also help. IS autocannons would be better if they have one big shot, as the shake wouldn't last long. Clan AC bursts would have more prolonged reticle shake, and if they boat ACs then they would be limited to LBX type spread, and it would affect lasers too.

#194 Kyle Travis

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Posted 07 July 2015 - 09:21 AM

Lots of awesome here - Love UAcs and now my Mad Cat with 2 should be even more fun :)

#195 vetal l

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Posted 07 July 2015 - 09:24 AM

please please please...
make some objects destructible
like this - https://youtu.be/eI8hhkHt8Fs?t=3m28s

#196 Tiamat of the Sea

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Posted 07 July 2015 - 09:24 AM

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





Thunderbolt "Top Dog" TDR-5S-T
  • Quirks:
    • Armor Strength (Full Body): +12.5%
    • Structure Strength (Full Body): +12.5%



...this 'mech is just shy of the durability of an unquirked 80-tonner. That should be interesting indeed.

#197 RussianWolf

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Posted 07 July 2015 - 09:26 AM

Note to self... turn off Assault matches once patched,,,

Really? Removed the turrets? The turrets were the only thing that kept it from being the same as Skirmish and gave people at least a little pause to try and base rush with only 1 or 2 mechs. Also provided some nice tactics when you were hurt trying to poke and prod that last survivor that was actually using the base defenses the way they are supposed to.

That long hiatus is looking closer and closer.

#198 Croaker Munin

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Posted 07 July 2015 - 09:28 AM

View PostIraqiWalker, on 07 July 2015 - 08:18 AM, said:


It's got NINE Energy hardpoints. What's the joke here? If they give it any more buffs endless rivers of P2W whiners would drown the forums.

Literally on all accounts, it's a very good mech.


An alpha with all 8 med Laser will bring you up to around 40% Heat. He will be hot as hell.
The 5SS is still the top Dog T-bold. This one will be ok but it's a No go for me to buy it with MC. Not worth the REAL money.

#199 Dakkss

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Posted 07 July 2015 - 09:32 AM

View PostLuscious Dan, on 07 July 2015 - 09:02 AM, said:

I think a re-work of ghost heat values would help restore some of the balance people are always freaking out over. In TT as well as the video games, one of the biggest issues is always boating up on a single weapon and playing a brutally effective, one-dimensional game.

Bigger ghost heat penalties (and lower thresholds) would help force a mixed loadout, or if you do specialize, you'll overheat even faster.

You could also consider different penalties for going over the thresholds. More ACs could increase your jam chance, more lasers could increase the burn time, more PPCs could reduce the travel velocity, etc. Any of these choices would help reduce the over the top, high precision alphas.

Having ballistic weapons induce reticle shake for the firing mech could also help. IS autocannons would be better if they have one big shot, as the shake wouldn't last long. Clan AC bursts would have more prolonged reticle shake, and if they boat ACs then they would be limited to LBX type spread, and it would affect lasers too.


I have a feeling you're going to cop huge flak for this but I, on the other hand, agree. I find whenever a meta mech or loadout is good at piercing through armour in a split second, it's always a mech that boats only one type of weapon.

Builds that core in 1 or 2 alphas:
8+ SL (Firestarter/Executioner/Gargoyle),
6+ ML (Nova/TBolt/BattleMaster/StormCrow/MadCat)
4+ LL (Stalker/DireWolf/ WarHawk/Zeus/Battlemaster),
2 AC20 (Jager/Cauldron/KCrab - Although the KGC was designed for it so that's okay),
2 Gauss (Cataphract/Jager/Cauldron/MadDog/Dire/KCrab)
4 PPC (TBolt/Warhawk/DireWolf),
6UAC5 DakkaWhale,
4+ SRM6 (Oxide/Griffin/StormCrow/MadDog) and so on.

Guess what mech + build combos you always see in game.

If you just happen to be unlucky enough to get hit, you either have red armour or red internals and that pretty much puts you out of the fight especially if you're a brawler. I have a lot more respect for pilots that carry a mix of Energy/Ballistic/Missile, and it's why my main ride is The Protector Orion.

Edited by Dak Darklighter, 07 July 2015 - 09:35 AM.


#200 Willothius

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Posted 07 July 2015 - 09:35 AM

View PostLuscious Dan, on 07 July 2015 - 09:02 AM, said:

I think a re-work of ghost heat values would help restore some of the balance people are always freaking out over. In TT as well as the video games, one of the biggest issues is always boating up on a single weapon and playing a brutally effective, one-dimensional game.

Bigger ghost heat penalties (and lower thresholds) would help force a mixed loadout, or if you do specialize, you'll overheat even faster.

You could also consider different penalties for going over the thresholds. More ACs could increase your jam chance, more lasers could increase the burn time, more PPCs could reduce the travel velocity, etc. Any of these choices would help reduce the over the top, high precision alphas.

Having ballistic weapons induce reticle shake for the firing mech could also help. IS autocannons would be better if they have one big shot, as the shake wouldn't last long. Clan AC bursts would have more prolonged reticle shake, and if they boat ACs then they would be limited to LBX type spread, and it would affect lasers too.
Everything you mention is captured in one single, needed mechanism: weapon convergence.





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