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Patch Notes - 1.4.4.0 - 08-Sep-2015


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#41 MovinTarget

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Posted 07 September 2015 - 04:59 PM

@SubGenius23

Agreed, I'm not fond of the appearance of bait and switch, but I *am* in favor of course-correction where it is needed.

Edited by MovinTarget, 07 September 2015 - 04:59 PM.


#42 Leggin Ho

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Posted 07 September 2015 - 05:04 PM

I'd have rather had some of the leg st point removed than the heat quirks, the FS9 get's 20% heat quirks, but they remove the 10% the ACT C had when the clans already have more heat issues because of their idea of balancing? Hope the new balancing pass is more balanced please.

#43 Knight2416

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Posted 07 September 2015 - 05:58 PM

PGI love this game
Removing the insane structure quirks was needed, however I notice that you removed ACH-C energy quirks so now one again IS lights have advantage (Huggin, FS).
IS gets small nerf hits (FS minor and Huggin never) and Clan massive ones yet again. I run Clan and IS mechs, but IS always had the edge on Clan until ACH, now I guess IS back to Light masters.

Lets see if your rebalanced works or more of the same.

#44 Triordinant

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Posted 07 September 2015 - 06:06 PM

View PostCryzak, on 07 September 2015 - 03:31 PM, said:

Well...if i buy something i dont want it to have some kind of "reduce" its like buying 200hp car and after first service its just 180hp becouse of some new mapping :(

According to the Terms and Conditions you agreed to before you could install the game, PGI can balance their 'mechs as much and as often as they want no matter how much you pay. It's the same for all online games.

#45 Knight2416

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Posted 07 September 2015 - 06:13 PM

also good to note
RVN-3L HUGINN RVN-4X ADDITIONAL STRUCTURE (LL): 8.00
COM ADDITIONAL STRUCTURE (LL): 12.00
LCT ADDITIONAL STRUCTURE (LL): 8.00-16.00
Urbie ADDITIONAL STRUCTURE (LL): 7.00

ACH ADDITIONAL STRUCTURE (LL): 10.00
So yeah ACH was so over quirked on legs compared to IS, drop the 2 points then so we match.

#46 SubGenius23

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Posted 07 September 2015 - 06:13 PM

View PostMovinTarget, on 07 September 2015 - 04:59 PM, said:

@SubGenius23

Agreed, I'm not fond of the appearance of bait and switch, but I *am* in favor of course-correction where it is needed.

with emphasis on needed I assume. and is it really needed to be tested that way? as we see the community is pretty 'stressed' by such changes and You cannot please all the pleople all of the time

#47 Tarogato

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Posted 07 September 2015 - 06:15 PM

View PostCryzak, on 07 September 2015 - 03:31 PM, said:

Well...if i buy something i dont want it to have some kind of "reduce" its like buying 200hp car and after first service its just 180hp becouse of some new mapping :(


It's more like you were adverstised a 180hp car, you purchased the 180hp car, then discovered it really actually had 200hp when you took it to the dyno... but now you're forced to add a restrictor plate to bring it back down to 188hp.

In other words, we were advertised an Arctic Cheetah that looked like it was going to be a better mech than the Firestarter. Then on release PGI added quirks to it, making it even stronger. Now they're taking most of the quirks away, except the strongest one. You still have your +15 leg structure quirks. The ACH has just about as many hitpoints on its legs as a Cicada, at 10 tons heavier... it has almost 10 more hitpoints per leg compared to a Firestarter. That means it takes ~20 more hitpoints to kill it in the most efficient manner possible.

#48 White Bear 84

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Posted 07 September 2015 - 06:25 PM

View PostInnerSphereNews, on 07 September 2015 - 02:29 PM, said:

'Mech Fixes and Changes

Arctic Cheetah

The following Quirks have been removed from the Arctic Cheetah OmniPods:

Map Fixes and Changes

Forest Colony
  • Added bio-luminescent lighting effects:
    • Phytoplankton in ocean water
    • Spore clouds from fungus collisions
    • Fireflies around ponds
  • Static Dropships no longer float in the sky
  • Closed access to cave at river source
  • Refined collisions on small rocks, boulders, and big trees to reduce stopping or slowing at low speeds
  • Additional occluders inside stratified rocks
  • Added collision meshes on the rocks in the H8 sector
River City
  • More buildings have had their collision boxes refined to reduce stuck bugs and invisible firing-line barriers


Look forward to these night effects, but no word on the colonist's receiving fusion backup generators for electricity yet?

A scout party will be dispatched asap to check previously reported issues and see if there is anything else I can break (bugs to find :P)


View Postbad arcade kitty, on 07 September 2015 - 03:06 PM, said:


are you serious, pgi?! ach still kept its leg structure quirks?!!


^^This. Would have been happy with most the quirks left bar the legs...

#49 MovinTarget

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Posted 07 September 2015 - 06:28 PM

View PostSubGenius23, on 07 September 2015 - 06:13 PM, said:

with emphasis on needed I assume. and is it really needed to be tested that way? as we see the community is pretty 'stressed' by such changes and You cannot please all the pleople all of the time


Different companies seem to do it differently I guess... I can see them wanting to please the people that put money into it right off, but then get shouted down by all others to the point of having to balance.

Again, I don't know what truly drove this set of nerfs (popular opinion or actual numbers) but the reality is that they can't know how its gonna play until they get a decent sample set...

#50 Tarogato

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Posted 07 September 2015 - 06:30 PM

View PostMovinTarget, on 07 September 2015 - 04:59 PM, said:

@SubGenius23

Agreed, I'm not fond of the appearance of bait and switch, but I *am* in favor of course-correction where it is needed.


Bait and switch? https://mwomercs.com/wavethree ... Do you see anywhere on that page where it says anything about structure quirks or energy quirks?

PGI doesn't advertise quirks for a reason. Mechs are up for sale sans quirks. People who preordered this mech fully expected it to come without quirks because it was slated to be the strongest light mech in the game. Then PGI quirked it on release and made it better. That was a surprise. And now people are upset that PGI is trying to bring it back to its advertised strength? smh...






View PostKnight2416, on 07 September 2015 - 06:13 PM, said:

also good to note
RVN-3L HUGINN RVN-4X ADDITIONAL STRUCTURE (LL): 8.00
COM ADDITIONAL STRUCTURE (LL): 12.00
LCT ADDITIONAL STRUCTURE (LL): 8.00-16.00
Urbie ADDITIONAL STRUCTURE (LL): 7.00

ACH ADDITIONAL STRUCTURE (LL): 10.00
So yeah ACH was so over quirked on legs compared to IS, drop the 2 points then so we match.


Hahahahhahaa... hahaha... haha. It doesn't have +10 additional structure to legs. Are you crazy?

http://mwomercs.com/...uly-21st-patch/

Quote

ACH-A
  • Torso Movement:
    • 110 degrees to each side.
    • 30 degrees up and down.
  • Arm Movement:
    • 30 degrees to each side with 2 Lower Arm Actuators.
      • 10 degrees to each side with 1 Lower Arm Actuator.
      • 0 degrees to each side with 0 Lower Arm Actuators.
    • 30 degrees up and down.
  • Armor: 153
  • Weapons & Equipment:
    • Left Arm: Streak SRM 6, Flamer
    • Left Torso: Streak SRM Ammo
    • Right Torso: Streak SRM Ammo
    • Right Arm: Streak SRM 6, Small Pulse Laser
  • OmniPod Hardpoints:
    • Left Arm: 1 Energy, 1 Missile
      • Lower Arm Actuator: Allowed
      • Hand Actuator: Allowed
    • Right Torso: 1 AMS
    • Right Arm: 1 Energy, 1 Missile
      • Lower Arm Actuator: Allowed
      • Hand Actuator: Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: +0 (6 Max)
  • ECM Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • OmniPod Quirks (not reflected in above values):
    • Set Bonus
      • +2.5% XP Bonus
      • +5% Arm Movement Rate (Pitch)
      • +5% Arm Movement Rate (Yaw)
    • Left Arm
      • +8 Additional Structure (LA)
      • +3% Missile Cooldown
    • Left Torso
      • +7 Additional Structure (LT)
      • +5% Arm Movement Rate (Pitch)
      • +5% Arm Movement Rate (Yaw)
    • Center Torso
      • +10% Acceleration Rate (All Speeds)
      • +10% Deceleration Rate (All Speeds)
      • +2.5% Turn Rate (All Speeds)
      • +2% Torso Turn Rate (Yaw)
    • Right Torso
      • +7 Additional Structure (RT)
      • +5% Arm Movement Rate (Pitch)
      • +5% Arm Movement Rate (Yaw)
    • Right Arm
      • +8 Additional Structure (RA)
      • +3% Missile Cooldown
    • Left Leg
      • +15 Additional Structure (LL)
    • Right Leg
      • +15 Additional Structure (RL)



Edited by Tarogato, 07 September 2015 - 06:37 PM.


#51 KableGuy

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Posted 07 September 2015 - 06:31 PM

View PostGas Guzzler, on 07 September 2015 - 03:32 PM, said:


Not a perfect analogy, but it is still going to be really good. It still has its leg quirks.. still going to be very deadly. Best Clan light by far..

A better analogy would be letting 1 guy bring a formula 1 car to a nascar race. It will outperform the Nascars in every way possible. Then the race officails tell the formula 1 guy that he can still use it but he can only have as much horse power as everyone else and him bitching about it.

#52 MovinTarget

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Posted 07 September 2015 - 06:46 PM

I said APPEARANCE of bait and switch. They can do whatever they want but that is how some people PERCEIVED it. How many people didn't buy them until they heard they were unkillable?

#53 Glaive-

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Posted 07 September 2015 - 07:14 PM

Looks like a pretty solid patch over all.
I am certainly looking forward to the performance improvements!

#54 bad arcade kitty

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Posted 07 September 2015 - 07:16 PM

View PostKnight2416, on 07 September 2015 - 06:13 PM, said:

also good to note
RVN-3L HUGINN RVN-4X ADDITIONAL STRUCTURE (LL): 8.00
COM ADDITIONAL STRUCTURE (LL): 12.00
LCT ADDITIONAL STRUCTURE (LL): 8.00-16.00
Urbie ADDITIONAL STRUCTURE (LL): 7.00

ACH ADDITIONAL STRUCTURE (LL): 10.00
So yeah ACH was so over quirked on legs compared to IS, drop the 2 points then so we match.


ach has legs with +15 structure on one of the versions

ACH-A LEFT LEG
ADDITIONAL STRUCTURE (LL): 15.00

ACH-A RIGHT LEG
ADDITIONAL STRUCTURE (RL): 15.00

it's 107% of its leg structure hp and it absolutely doesn't need it unlike raven or commando which have worse structure quirks too

Edited by bad arcade kitty, 07 September 2015 - 07:18 PM.


#55 Knight2416

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Posted 07 September 2015 - 07:16 PM

View PostTarogato, on 07 September 2015 - 06:30 PM, said:


Hahahahhahaa... hahaha... haha. It doesn't have +10 additional structure to legs. Are you crazy?

http://mwomercs.com/...uly-21st-patch/

[/b][/size]
[/list][/list][/list]


Hey I just copied smurfy list, right of quirks page, was more a joke than a issue, as stated early in this post I happy with Structure bonus removed but engery ones really???

Then +15 was on prime not my favorite so removing these is ok the rest were +10, so sorry I missed one out of 4.

Edited by Knight2416, 07 September 2015 - 07:19 PM.


#56 Knight2416

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Posted 07 September 2015 - 07:23 PM

View Postbad arcade kitty, on 07 September 2015 - 07:16 PM, said:


ach has legs with +15 structure on one of the versions

ACH-A LEFT LEG
ADDITIONAL STRUCTURE (LL): 15.00

ACH-A RIGHT LEG
ADDITIONAL STRUCTURE (RL): 15.00

it's 107% of its leg structure hp and it absolutely doesn't need it unlike raven or commando which have worse structure quirks too


True as stated in last post I missed the prime not my favorurite, but I was just pointing out that except for this one var the rest at not far off IS. That said I was more interested in the removing energy boost ones.

#57 PraetorGix

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Posted 07 September 2015 - 07:37 PM

View PostRamrod AI, on 07 September 2015 - 04:42 PM, said:

I've been piloting the Cheetah alot and I seem to take damage just fine. And I do just about the same damage and kill/assists as I do in other light mechs. It's a great light mech but I don't see it as being this awesome super overpowered totally invincible mech.

Absolutely this. Maybe I suck even more than I think I do, but for me the Cheetah was even a tiny bit dissapointing. It definitely overheats as f*ck and needed those energy quirks.

#58 Girth Fillmore

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Posted 07 September 2015 - 08:11 PM

With the map passes taking place, I really hope they address Mining Colony's bizarre bloom eventually.

#59 Ano

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Posted 07 September 2015 - 09:15 PM

Am I correct in thinking that the fixes to the Mech Select screen (sticky expand/collapse etc) have been pushed back again, or are they just an omission from the patch notes?

#60 Kjudoon

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Posted 07 September 2015 - 09:54 PM

View PostMister Blastman, on 07 September 2015 - 03:33 PM, said:

Awww. I liked the little cave on Forest Colony. It was cute, in a kind of private bath/shower/outhouse kind of way. Can we have it back?

I am depressed the B33f's Den is now gone. I mean come on... that was awesome!

I love the idea of Bioluminescent effects at night. I look forward to seeing them.

The ACH nerfs... really? I'll see how it turns out, but when you have the effective leg armor of a medium and quirky torso hitboxes... yes I've seen it in McGral18's testing videos... it's not much but it's enough... I think some negative quirks might be in order until the fixes are made.

All in all, a solid but light patch. Well except for the big feature of the Mauler showing up. Just don't do some weird event that's going to create LRMQQPocalypse like when the Stalker was made the trial mech.





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