Patch Notes - 1.4.4.0 - 08-Sep-2015
#101
Posted 08 September 2015 - 10:42 AM
That's a long wait...
#102
Posted 08 September 2015 - 10:59 AM
So, if a mech hides behind a stone, lock breaks. If the mech hides behind a breakable object, lock remains?
I really see the logic there...
Now, some of my mechs are LRM based, so good for me I guess. But still, strange.
Edited by Serpentbane, 08 September 2015 - 10:59 AM.
#103
Posted 08 September 2015 - 11:26 AM
Lol I got the ach with my pack and used them till they were elited. Binned after that cause even I felt they were op. All i have to say is suck **** to all the people that continued to only use that mech since it dropped. You are the reason why it got the nerf hammer. Just can't stop laughing about it right now.
#104
Posted 08 September 2015 - 11:48 AM
#105
Posted 08 September 2015 - 11:50 AM
Serpentbane, on 08 September 2015 - 10:59 AM, said:
So, if a mech hides behind a stone, lock breaks. If the mech hides behind a breakable object, lock remains?
I really see the logic there...
Now, some of my mechs are LRM based, so good for me I guess. But still, strange.
A mech fully obscured by a rock should have the lock broken, and as far as I'm aware that was the case.
There was evidence that a mech being partially obscured by a breakable tree (which is NOT supposed to block damage or missile locks anything, just be pretty) was preventing the mech from being targeted. No dorito, no paper doll, no missile lock. Even at close range. That was a problem and it's now fixed, so that's a good thing.
Curious to see the results of the additional pass on Forest Colony, as it was close but needed some tweaking. I hope the areas with buildings are a bit more clear of the small trees, the amount of overgrowth next to structures made it seem like the outpost had been abandoned for decades, which didn't mesh with the roads, vehicles, etc. still being on site. When setting up camp, it only makes sense that they would have clear cut some areas before moving in the pre-fab structures.
#106
Posted 08 September 2015 - 11:53 AM
#107
Posted 08 September 2015 - 12:12 PM
#108
Posted 08 September 2015 - 12:14 PM
Cryzak, on 07 September 2015 - 03:36 PM, said:
Edited: light mech
A whole overhaul is coming, until then mechs get quirks and and nerfs in a manner to better balance the game. The Arctic Cheeter was broken broken broken from the start. It's good it was nerfed.
#109
Posted 08 September 2015 - 12:33 PM
Rebel Ace Fryslan, on 08 September 2015 - 04:56 AM, said:
1 thing i don't get:
Why:
"Player will no longer able to spin their 'Mech in the background when using Expanded layout in the Loadout screen"
Artic cheater > artic cheetah.
I hope it was this and not just bad hitboxes.
Me thinks you could spin the mech in the background when using Expanded Layout before the match, though I never managed or tried to do it as you don't see much of it. But really...this is what you guys at PGI invest your time in? Fixing minor non-issues while so many more important bugs continue to exist?
#110
Posted 08 September 2015 - 01:11 PM
bad arcade kitty, on 07 September 2015 - 03:06 PM, said:
You shouldn't be shooting the legs anyway. There is no honor in legging a mech. In any even the legs don't shoot back. I've been legged and still got two kills because the above the belt parts were intact.
#111
Posted 08 September 2015 - 01:43 PM
Luscious Dan, on 08 September 2015 - 11:50 AM, said:
A mech fully obscured by a rock should have the lock broken, and as far as I'm aware that was the case.
There was evidence that a mech being partially obscured by a breakable tree (which is NOT supposed to block damage or missile locks anything, just be pretty) was preventing the mech from being targeted. No dorito, no paper doll, no missile lock. Even at close range. That was a problem and it's now fixed, so that's a good thing.
Curious to see the results of the additional pass on Forest Colony, as it was close but needed some tweaking. I hope the areas with buildings are a bit more clear of the small trees, the amount of overgrowth next to structures made it seem like the outpost had been abandoned for decades, which didn't mesh with the roads, vehicles, etc. still being on site. When setting up camp, it only makes sense that they would have clear cut some areas before moving in the pre-fab structures.
They might have a hard time programing this propperly, but I still think trees and rocks should behave in the same way regarding locks. If 3/4 of the mech is vissible, ok, I see the problem there. But if one hides in a "forest" and is just as covered as one is behind a rock, there should be no lock either.
#112
Posted 08 September 2015 - 02:36 PM
Lightfoot, on 08 September 2015 - 01:11 PM, said:
On a light mech that lives and dies by its speed, being legged is generally a death sentence. In larger mechs that don't move super fast anyway, being legged might not be a huge issue.
Anecdotes don't really prove anything, but I've had matches in my Thunderbolt where losing a leg was little more than an inconvenience. My Zeus has lost both side torsos plenty of times, and the CT with a big old laser in it still meant I was running around and being a pain for the enemy. Games where I've survived in a legged light mech are extremely few and far between though.
On most big mechs with super tough legs, it's a waste of time. Against smaller mechs, especially those without any armor/structure bonuses on the legs, it can be the easiest way to cripple them and set up an easy coup de grace (CT or the other leg). No shame in that, you don't get any extra points for observing zellbrigen here.
Edited by Luscious Dan, 08 September 2015 - 02:36 PM.
#114
Posted 08 September 2015 - 03:31 PM
#115
Posted 08 September 2015 - 03:52 PM
#116
Posted 08 September 2015 - 08:20 PM
Sincerily (no sarcasm here) interested.
#117
Posted 08 September 2015 - 09:33 PM
#120
Posted 14 September 2015 - 01:58 AM
Sarlic, on 08 September 2015 - 10:42 AM, said:
That's a long wait...
The maulers have reversed $=>cbills timeframe. So its too long, i bought it a la carte... And even I like atlases so much, i must admit, MALs are fiting my playstyle better (balistic), im performing in them better.
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