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Patch Notes - 1.4.4.0 - 08-Sep-2015


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#101 Sarlic

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Posted 08 September 2015 - 10:42 AM

Goddamn. Do i have to wait till february for a cbill release?

That's a long wait...

#102 Serpentbane

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Posted 08 September 2015 - 10:59 AM

a fix for target-lock disengagement when obstructed by breakable objects, and a number of other general fixes.

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 Drollzy

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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.

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 zzoxx

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Posted 08 September 2015 - 11:48 AM

Anyone else got this bug post patch: I can't remove or change equipped consumables. "an error occured whilst saving", something like that. And disconntects are back again, like in the good old oceanic launch days? And they wanted to remove some of that obstructions on the ground? The Bog is still so terribly full of it. And every other map, except for caustic. I turn towards an negative attitude here right now and that ain't me. I'll take a break.

#105 Luscious Dan

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Posted 08 September 2015 - 11:50 AM

View PostSerpentbane, on 08 September 2015 - 10:59 AM, said:

a fix for target-lock disengagement when obstructed by breakable objects, and a number of other general fixes.

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 KableGuy

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Posted 08 September 2015 - 11:53 AM

Any one else having an issue with it crashing on map load?

#107 Hurrey

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Posted 08 September 2015 - 12:12 PM

Randomly desyncing and ending up miles away from where I was then DCing. Reload back in and everythings fine. Ping is not the issues running around 30 on the Eu servers.

#108 RjBass3

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Posted 08 September 2015 - 12:14 PM

View PostCryzak, on 07 September 2015 - 03:36 PM, said:

Ye its still best clan light mech i agree that but i still not like things what pgi does, better to do whole overhaul to every mech at once(even how bad it goes) atlest it would be fair to everyone,

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 Allen Ward

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Posted 08 September 2015 - 12:33 PM

View PostRebel Ace Fryslan, on 08 September 2015 - 04:56 AM, said:

Nice list of improvements:

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 Lightfoot

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Posted 08 September 2015 - 01:11 PM

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

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

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 Serpentbane

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Posted 08 September 2015 - 01:43 PM

View PostLuscious 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 Luscious Dan

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Posted 08 September 2015 - 02:36 PM

View PostLightfoot, on 08 September 2015 - 01:11 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.


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.


#113 Bracchus

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Posted 08 September 2015 - 03:04 PM

View PostKableGuy, on 08 September 2015 - 11:53 AM, said:

Any one else having an issue with it crashing on map load?

I'm getting crashes in the hanger, simply crashes and then a auto crashreport window opens.

#114 045

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Posted 08 September 2015 - 03:31 PM

Mauler looks fantastic! Very true to the original. My compliments to Alex and the rest of the art department. Now make me a Penetrator next please.

#115 Wing 0

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Posted 08 September 2015 - 03:52 PM

truly.. truly.. Pathetic PGI.. all you do is listen to the mass of crackpots who only do nothing but complain about every mech in existance in the game about being OP this and OP that. very weak and that needs to stop. first the broken PSR system and now this... Truly disapointed with the road this game is headed to. Keep making changes like this and dont expect good feedback like this again.

#116 kka

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Posted 08 September 2015 - 08:20 PM

I am interested how PGI will solve the problem of power creep.

Sincerily (no sarcasm here) interested.

#117 Taelon Zero

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Posted 08 September 2015 - 09:33 PM

Why did the ability to rotate the mech in the expanded view get removed? should have just removed the blue so it can be more easily seen.

#118 The Big Stick

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Posted 13 September 2015 - 07:56 AM

View PostCryzak, on 07 September 2015 - 03:21 PM, said:

Thx for nerfing my cheetah, i wont spend any money to this game anymore.


You might as well just stop playing online games altogether because they all adjust gear/classes in mid stream for game balance.

#119 BLOOD WOLF

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Posted 13 September 2015 - 08:43 AM

View PostThe Big Stick, on 13 September 2015 - 07:56 AM, said:


You might as well just stop playing online games altogether because they all adjust gear/classes in mid stream for game balance.

here i thought only MWO

#120 Speedy Plysitkos

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Posted 14 September 2015 - 01:58 AM

View PostSarlic, on 08 September 2015 - 10:42 AM, said:

Goddamn. Do i have to wait till february for a cbill release?

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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