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Patch Notes - 1.3.410 - 07-Jul-2015


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#261 Twilight Fenrir

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Posted 07 July 2015 - 04:54 PM

I am pleased to report, the Cauldron Born breakdance fix was a lie! :D I just sat and watched my CB be poppin' fresh and fly for 5 minutes :D

#262 Polecat Z

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Posted 07 July 2015 - 04:58 PM

View PostTwilight Fenrir, on 07 July 2015 - 04:54 PM, said:

I am pleased to report, the Cauldron Born breakdance fix was a lie! :D I just sat and watched my CB be poppin' fresh and fly for 5 minutes :D

Yep, my EBJ spins like it always did.

#263 Bloodweaver

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Posted 07 July 2015 - 05:22 PM

View PostKoniving, on 07 July 2015 - 03:40 PM, said:

At the very least I was hoping for 3 missile hardpoints or at maybe left/right arm energy/ballistic hardpoints. Something about more energy hardpoints than I know what to do with doesn't really seem to fly...

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 Wintersdark

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Posted 07 July 2015 - 05:33 PM

View PostPhoenixFire55, on 07 July 2015 - 10:22 AM, said:

Because the less maps you allow the MM to search for the longer you'll search. Want to find matches fast - set all maps, want to play maps according to your preference and setup - wait longer. Natural balance.
Except it doesn't just affect you.

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 Gallowglas

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Posted 07 July 2015 - 06:04 PM

The new River City map is so beyond epic, I don't even have the words to express it properly. It's beautifully rendered, the little touches like destructible terrain add a ton more immersion that one might initially expect, and the refactored design should encourage some great new tactical combat. Very well done, guys!

#266 Pezzer

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Posted 07 July 2015 - 06:28 PM

View PostIraqiWalker, 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 DERANGEDDM

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Posted 07 July 2015 - 06:41 PM

Here's a fun one. In the new River City, you can push the target mechs around if you outweigh them. Not fast, but still...

#268 Koniving

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Posted 07 July 2015 - 07:22 PM

View PostTwilight Fenrir, on 07 July 2015 - 04:54 PM, said:

I am pleased to report, the Cauldron Born breakdance fix was a lie! :D I just sat and watched my CB be poppin' fresh and fly for 5 minutes :D

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 Dakkss

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Posted 07 July 2015 - 08:15 PM

http://mwo.smurfy-ne...f9521d438e38e3e

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 NocturnalBeast

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Posted 07 July 2015 - 08:24 PM

Since the patch, I can see the wireframe model through the skin of my mechs, anyone else having this problem?

#271 White Bear 84

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Posted 07 July 2015 - 08:39 PM

View PostGreenjulius, 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! :P

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)

View PostWintersdark, on 06 July 2015 - 05:45 PM, said:

it's a major change, though it looks minor. As things stand once legged, you're pretty much done as continued fire holds you at 15kph. 40 doesn't sound fast, but it's still nearly 3x the speed. It matters.


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 :P

#272 Gallowglas

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Posted 07 July 2015 - 08:52 PM

And now for my constructive criticism: removing the turrets from assault mode just guarantees that even fewer people will play it. Remember how it was before turrets? Yeah, that's back now. I'm not sure I understand why Assault mode was deemed better with light base rushes.

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 NocturnalBeast

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Posted 07 July 2015 - 09:05 PM

View PostGallowglas, on 07 July 2015 - 08:52 PM, said:

And now for my constructive criticism: removing the turrets from assault mode just guarantees that even fewer people will play it. Remember how it was before turrets? Yeah, that's back now. I'm not sure I understand why Assault mode was deemed better with light base rushes.

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 Cyrilis

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Posted 07 July 2015 - 10:02 PM

honestly:
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.


#275 NocturnalBeast

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Posted 07 July 2015 - 10:17 PM

View PostCyrilis, on 07 July 2015 - 10:02 PM, said:

honestly:
Dear PGI, you did a great job with the redesign of River City... keep on rocking!



It is beautiful, but now instead of solid 60 FPS (with VSYNC), it dips down to the teens is some areas.

#276 NocturnalBeast

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Posted 07 July 2015 - 10:24 PM

Turned Anti Aliasing off and my mechs' wireframes are no longer showing through the skins.

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.


#277 LordKnightFandragon

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Posted 07 July 2015 - 10:31 PM

View Postjag rip, on 07 July 2015 - 01:34 PM, said:


Somebody called?

Posted Image


Thats not what im talking about. Q those older pics of the AWS where it has these obnoxiously large **** sticking out either side of it. THat there doesnt actually look to bad.

#278 Speedy Plysitkos

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Posted 07 July 2015 - 10:47 PM

i like we have now colision sound, but does it have to be BOWLING sound, when you hit a pin ? geezm you dont have a good metal sound there ?

#279 PFC Carsten

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Posted 08 July 2015 - 12:17 AM

View PostWintersdark, on 07 July 2015 - 05:33 PM, said:

Except it doesn't just affect you.

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 PhoenixFire55

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Posted 08 July 2015 - 12:24 AM

View PostWintersdark, on 07 July 2015 - 05:33 PM, said:

Except it doesn't just affect you.

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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