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Patch Notes - 1.4.11.0 - 22-Sep-2015


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#21 Gumon Choji

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Posted 21 September 2015 - 06:28 PM

Thanks for the good work.

Just make sure the quirks are additive. Make the quirks add to the mech not detract. Do not destroy mechs ability to make locks it is sort of important. Add lock benefits. Add to mechs to make them have flare.

Hatchet man. Give fists a purpose.

#22 Thor 33

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Posted 21 September 2015 - 06:54 PM

As for the sub par messaging for the re-balance test session-what you really need to do is release all the quirks planned for all variants of all mechs. I don't want to have to play every mech or look through every variant to see them. BTW, with the removal of heat/cooldown/range/weapon quirks the new 'meta' will simply be which mechs have the best armor/structure quirks. no one gives a crap about targeting quirks. the only ones who do are LRM babies-and i'll say that LRM's have a place on the battlefield. so those will be the only players looking for those +4 targeting nerfs on mechs like the stalker (4n). way to make a mech absolutely useless for lrms by the way.

Also, what is the plan to equal out IS vs Clan? Is there one? You need to publish details before and get feedback. Stop hiding all of the state secrets.

#23 Frost Lord

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Posted 21 September 2015 - 07:21 PM

View PostLevi Porphyrogenitus, on 21 September 2015 - 01:13 PM, said:


Mech-scale Flamers (the ones we have, sans fuel) are essentially venting engine plasma onto the target, no? They should wreak havok on anything they touch, but they're worse than a feather duster right now.

Mech-scale MGs are a lot closer to modern 20mm cannons or whatever than they are to a modern .50 cal MG. Combine that with the fact that they're generally rotary guns with absurd rates of fire and they should be shredding armor. An MG ought to be matching the damage output of an AC2, but they're currently only pushing about a quarter of the DPS.

lol so a machine gun at .5T no heat and twice the ammo as an ac 2 should do the same damage? sounds fair lol. I agree they could be a bit better but perhaps they should just get more crits and do more damage when they do.

#24 Levi Porphyrogenitus

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Posted 21 September 2015 - 08:21 PM

View PostFrost Lord, on 21 September 2015 - 07:21 PM, said:

lol so a machine gun at .5T no heat and twice the ammo as an ac 2 should do the same damage? sounds fair lol. I agree they could be a bit better but perhaps they should just get more crits and do more damage when they do.


Same DPS, but the range...

An AC2 can put damage on targets out to 1400+ meters, while an MG can only scratch paint at 120. 12 times the range for 12 times the weight, and range in MWO is huge.

#25 Navid A1

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Posted 21 September 2015 - 08:24 PM

View PostFrost Lord, on 21 September 2015 - 07:21 PM, said:

lol so a machine gun at .5T no heat and twice the ammo as an ac 2 should do the same damage? sounds fair lol. I agree they could be a bit better but perhaps they should just get more crits and do more damage when they do.


MGs have a very short range compared to ac2.

maybe not matching ac2 dps, but MGs need a major buff across the board.

#26 kka

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Posted 21 September 2015 - 08:46 PM

Proud to be tier 4!

#27 Superscope

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Posted 21 September 2015 - 09:23 PM

With pilot information. Could it be possible to have a few extra values thrown in?

- Number of games played (both standard and CW)
- Number of wins/losses
- Favorite mech (make this feature public info to show off our love!)

#28 Superscope

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Posted 21 September 2015 - 09:27 PM

View PostLevi Porphyrogenitus, on 21 September 2015 - 08:21 PM, said:


Same DPS, but the range...

An AC2 can put damage on targets out to 1400+ meters, while an MG can only scratch paint at 120. 12 times the range for 12 times the weight, and range in MWO is huge.


MGs are not for dealing with armor however... they are used to shred exposed systems and force lots of crits.

In that regard, MGs are superior to AC2s.

#29 Tarogato

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Posted 21 September 2015 - 09:33 PM

View PostSuperscope, on 21 September 2015 - 09:27 PM, said:


MGs are not for dealing with armor however... they are used to shred exposed systems and force lots of crits.

In that regard, MGs are superior to AC2s.

By superior you mean... utterly worthless. By the time a component has lost its armour and its internal structure is exposed, it only takes one shot to remove it entirely. Crits are worthless so long as that is the status quo. Double all structure points in the game? Maybe MGs will have half a use.

#30 Troutmonkey

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Posted 21 September 2015 - 10:22 PM

View PostStaggerCheck, on 21 September 2015 - 11:24 AM, said:

One thing you should add to the 'Currently Selected BattleMech' section...
  • Quick-access spend XP on Pilot Skills


This. 99% of the time I view the pilot skill tree it's to update the mech I currently have selected.

#31 Prof RJ Gumby

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Posted 21 September 2015 - 11:00 PM

View PostTroutmonkey, on 21 September 2015 - 10:22 PM, said:

Quote

One thing you should add to the 'Currently Selected BattleMech' section...
  • Quick-access spend XP on Pilot Skills


This. 99% of the time I view the pilot skill tree it's to update the mech I currently have selected.

True dat.

Quote

The current 'Mech model can now be rotated in the Home Screen.

Wow. I lost faith it will ever happen.

Edited by Prof RJ Gumby, 21 September 2015 - 11:00 PM.


#32 Speedy Plysitkos

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Posted 21 September 2015 - 11:38 PM

View PostProf RJ Gumby, on 21 September 2015 - 11:00 PM, said:

True dat.

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Wow. I lost faith it will ever happen.

Dont worry, they remove it , next patch. (yes this alrdy happend)

#33 DarthHias

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Posted 22 September 2015 - 12:23 AM

View PostSuperscope, on 21 September 2015 - 09:23 PM, said:

With pilot information. Could it be possible to have a few extra values thrown in?

- Number of games played (both standard and CW)
- Number of wins/losses
- Favorite mech (make this feature public info to show off our love!)


I actually had to look it up and my most played Mech after all this time is *tadaaa* the Heavy Metal ^^
Very closely followed by Hellbie Prime Jager S Firestarter S ^^.
But that doesn´t really say much as i like variety in my rides ^^

On Topic: I really think the PSR change indicator is a sweet thing to have.

#34 Ano

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Posted 22 September 2015 - 01:30 AM

I have a feeling I'm turning into 'that guy' but I have to ask:

Does the absence of any kind of note relating to the mech select screen, and specifically the persistence of expanded/collapsed elements, mean that these 'known issues' from previous patches have been quietly moved to the 'we're not going to fix this' pile?


#35 K19

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Posted 22 September 2015 - 02:23 AM

So much to do but this well. Please correct the weapons. Continue and need much more to do. I'll be waiting. New mudolo the streak to hit an area with more damage when? men neeed fix

#36 Aylek

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Posted 22 September 2015 - 03:48 AM

I like the addition of the Tutorial and the Mechwarrior Academy. New player experience is very important for a game like this to survive as long as possible.

What made me curious is one of the challenges within the MW Academy: killing mechs efficiently? This directly contradicts with the latest challenge where spreading out as much damage ad possible led to the (match-) score needed. The amount of damage obv is a lot easier to measure than a mechwarrior's efficiency as nobody can tell the difference to kill stealing... but nevertheless that topic made me smile a bit. ;-)

Overall I didn't bother with anything from R2 at all. Maulers seem to be a worthwhile addition, but this was obvious to me when the pack was announced and getting them for CBills when they are available is sufficient for me. BK, Crab and even Wolfhound already looked bad on paper to me.

#37 MechWarrior3671771

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Posted 22 September 2015 - 04:52 AM

"we want to formally acknowledge the fact that our messaging prior to the activation of the Re-balance PTS was not up to the necessary standard."

Well done. Always a good sign to see a company admit a mistake, even if the drama was more about customers over-reacting. Keep doing this please. Ignore the haters.

#38 Vellron2005

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Posted 22 September 2015 - 05:32 AM

Well, this patch ONCE AND FOR ALL proves that PGI LISTENS!

Here's why...

I have, repeatedly, in several threads, humbly requested that they give us the ability to spin the mechs in the homescren..

And now it's here!!

So PGI does listen! It just takes them a while to understand and implement..

THANK YOU PGI!

Thank you for granting my request, I know myself, and many others have asked for this, and we all thank you for hearing us out and granting us this.

#39 AdamBaines

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Posted 22 September 2015 - 07:02 AM

View PostSereglach, on 21 September 2015 - 11:22 AM, said:


As a closing note, please don't take these desires as bickering or complaints.


I actually thought most of it was perfectly fine and did not come off that way at all. Thumbs up.

View PostJabilo, on 21 September 2015 - 11:54 AM, said:


I have waited for this for a long time. Bless you.


Sometimes, its the little things that make us happy, right? :-)

View PostAntares102, on 21 September 2015 - 01:23 PM, said:

Black Knight sucks

'nuff said.


Wow......

I think I found the "Worthless Post of The Week" award winner.

#40 AdamBaines

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Posted 22 September 2015 - 07:07 AM

View PostVellron2005, on 22 September 2015 - 05:32 AM, said:

So PGI does listen! It just takes them a while to understand and implement..



This +100. And of course no, they don't listen to EVERYTHING. Some ideas are just bad and need to go away and be ignored, even if lots of active posters on these forums think the idea is great. Many mobs have been wrong about their ideas being right.





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