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Patch Notes - 1.4.38 - 01-Dec-2015


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#161 KursedVixen

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Posted 01 December 2015 - 04:22 AM

You mean artillery?

#162 Widowmaker1981

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Posted 01 December 2015 - 04:59 AM

View PostKursedVixen, on 01 December 2015 - 04:22 AM, said:

You mean artillery?


No, he means multiple ballistic weapons actually converging on the target, as opposed to converging on whatever is under the crosshair, because sometimes that is the horizon = no convergence. Lead time weapons (PPCs, ACs) dont converge well on laterally moving targets.

#163 Epic Tuna

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Posted 01 December 2015 - 05:16 AM

View PostArchie4Strings, on 01 December 2015 - 04:01 AM, said:

Well i gotta say, i am strongly disappointed by the quirk-changes coming in with this patch.

They great problem of boring laser boats of the IS is not solved... instead, it gets worse.
I understand that many Mechs of the IS needed a buff to make them more attractive for IS-Pilots (Shadowhawk, Victor...)
but even mechs like the thunderbolt receive buffs. Also almost every IS mech gets also a large increase of internal structure, making them much more tanky.
At the same time, the Clan Mechs (except the arms of 1 mad dog) receive nerves. Especially the stormcrow. It was one of the main Omnimechs, reliable, fine... but not anymore... same with the arctic cheetah! The only good light mech of the clans receives a strong nerve on the legs...




The cheetah had broken hitboxes. Just sayin.

Edited by Epic Tuna, 01 December 2015 - 05:18 AM.


#164 KursedVixen

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Posted 01 December 2015 - 05:18 AM

View PostEpic Tuna, on 01 December 2015 - 05:16 AM, said:

The cheetah had broken hitboxes. Just sayin.
Then they should have fixed the hitboxes not nerfed the crap outta it's legs.

#165 K19

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Posted 01 December 2015 - 05:18 AM

"IS SRM/2 spread reduced from 4.8 to 2.5m.
• IS SRM/2 heat scale maxfiring threshold increased from 4 to 6. *Note: Maxfiring is the number of launchers you can fire simultaneously free of heat scale." real 6?


The cockpit displays are a mod called MWLL "MechWarrior Living Legends" use things in your head than to come around. The PGI seriously as a matter of good old MechWarrior use. :( More work plz lot to do :mellow:

#166 Varvar86

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Posted 01 December 2015 - 05:35 AM

Posted Image

Admit - you can't balance it. Just separate Clan and IS in different gamemods and don't let em fight on one battlefield ever again.

#167 Vellron2005

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Posted 01 December 2015 - 05:47 AM

View PostVarvar86, on 01 December 2015 - 05:35 AM, said:

Posted Image

Admit - you can't balance it. Just separate Clan and IS in different gamemods and don't let em fight on one battlefield ever again.


Talk about drama... geez people, settle down.. let's all just test it first.. see what it's all like before all the apocalyptic "this is dead, that is nerfed, I quit, qq" rage fests begin..

Please consider that this is something that many MANY play testers have tried and mostly approved.. so it can't be that uber bad..

Also, one question...

Weren't we supposed to also get some sort of "infotech warfare"? Is that scheduled for a later patch, or is it in this one? I haven't noticed anything like that in the patch notes.. :huh:

Edited by Vellron2005, 01 December 2015 - 05:49 AM.


#168 Twilight Fenrir

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Posted 01 December 2015 - 06:15 AM

View PostVellron2005, on 01 December 2015 - 05:47 AM, said:


Talk about drama... geez people, settle down.. let's all just test it first.. see what it's all like before all the apocalyptic "this is dead, that is nerfed, I quit, qq" rage fests begin..

Please consider that this is something that many MANY play testers have tried and mostly approved.. so it can't be that uber bad..

Also, one question...

Weren't we supposed to also get some sort of "infotech warfare"? Is that scheduled for a later patch, or is it in this one? I haven't noticed anything like that in the patch notes.. :huh:

The Infotech they tried in PTS was awful, so they have scrapped it for now and gone back to the drawing board. It's still something they aim to bring into the game, they jist need to think of a different way...

#169 Lily from animove

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Posted 01 December 2015 - 06:17 AM

View PostVellron2005, on 01 December 2015 - 05:47 AM, said:


Talk about drama... geez people, settle down.. let's all just test it first.. see what it's all like before all the apocalyptic "this is dead, that is nerfed, I quit, qq" rage fests begin..

Please consider that this is something that many MANY play testers have tried and mostly approved.. so it can't be that uber bad..

Also, one question...

Weren't we supposed to also get some sort of "infotech warfare"? Is that scheduled for a later patch, or is it in this one? I haven't noticed anything like that in the patch notes.. :huh:


they tried it on the metamechs, not all the mechs, and half of them by their reply have not even any idea how MWO properly woks, so half the feedback is feedback of people not even able to build a proper mech.thes epeople shoudl be forced to play MLX and IFR for 2 month 8 hours a day.

Edited by Lily from animove, 01 December 2015 - 06:23 AM.


#170 Gwydion Ward

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Posted 01 December 2015 - 06:27 AM

Is there ever gonna be a patch in which clan weapons 'dont' loose range, or the clan mechs dont overheat even faster? (Or in this case have even less heat befor they shut down)

#171 Threat Doc

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Posted 01 December 2015 - 06:27 AM

View PostArkhangel, on 01 December 2015 - 12:35 AM, said:

Um.. Kay? there's actually quite a few mainline Lights. they're known as Strikers( http://www.sarna.net...tleMech_role%29 ). The Commando and Jenner both are even specifically listed for that role. Also, this is a team game. if lights eat your back, it's because your team isn't watching out for you. Fact is for any of us, our mechs are only as good as the lancemates fielded with them.
1) The Striker 'Mechs are NOT there to fight the main-line fight, they are there to do QUICK strikes, where they hit one or more 'Mechs in a vulnerable side, and then fade and regroup, for the sake of pulling bad guys off your buddies, or to make another strafing run. However, in THIS game, a Light 'Mech, moving WITHOUT PENALTY for their speed, can get behind you and keep hammering you. So, you understand nothing about the various roles.

2) Yes, this is a team game, but you've seen exactly what happens when each person in a team counts on each other person to have their back... nothing gets done by the team overall, except dying when they get murder-ball'd by the opposing team. So, you understand nothing about tactics.

3) Our 'Mechs are only as good as the lancemates fielded with them? Are you for real? Stop talking, stupid does not become you.

Sorry all, it's early in the morning.

Now, if this were the board game, or if PGI could figure out how roles are actually supposed to work, and the 'Mechs within those roles, then I could agree with you. They're trying to increase TTK, but until they get down a truly tactical game that is not limited to 15 minutes for PUG matches or whatever it is for CW, anymore, but can last hours for careful tactical players, as in the stories for the game overall, it's not going to help with Role Warfare.

Quote

And frankly, well, there's a reason Lights don't run at your face. As any light pilot knows, running right into the full weapons package of a heavier mech is pretty much tantamount to suicide. Might not be honorable to shoot someone in the back, but war is rarely honorable, and this is a war game.
I've already addressed this, how it SHOULD work.

#172 Sigmar Sich

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Posted 01 December 2015 - 06:29 AM

Dear PGi.
You doing good work. But, in my humble opinion, there are some issues, requiring more work.

1) Rebalance.
Just a loud name for new quirk pass? I really hope you did not dismiss your plans for Info Warfare, and this new quirk pass is a placeholder before real rebalance. Just do not give up, please!

View PostPaul Inouye, on 11 September 2015 - 01:04 PM, said:

What I saw was an ever-growing disparity between a standard 'Mech chassis and the min/max end result of quirked 'Mechs. The level of power creep was growing with every pass of the quirk system, and certain 'Mechs started to perform far above their intended loadout capabilities...

...it became very apparent that the new Quirk system was taking balancing in a direction we did not want to go in the first place. While the overall structure of the Quirk system had the right frame of mind, the implementation and values were straying too far from a properly balanced playing field...

...This brings us to where we are today. Before bringing another large influx of players into the game through Steam, we need to take the opportunity now to reset and balance the 'Mechs in a manner that is best for the game in the long run.

I have to be honest with you; some of you will love this new system, others will hate it (especially those who might rely on 'meta' builds that push the limits of the current Quirk system)...

TL;DR:
* The current quirk system is not working as intended.

You did not deliver :(

2) ECM & LRM
Both have too huge impact on gameplay, in style "all or nothing". To cancel LRMs with ECM - this is not balance.
What is better solution, in my opinion - longer lockon time for LRMs, and ECM no longer denies targeting, only slows lockon and info gathering.
So - LRMs have lockon time X seconds. If you have no line of sight on target, your lockon time is 2*X seconds.
Lockon for ECM targets 2*X seconds too. Indirect lockon for ECM target would be 4*X seconds. Lurmageddon problem solved.
So LRMs are still capable weapon, but require you to have LOS for maximum effective targeting, and target can shoot back.
Indirect fire will require good scout to be effective. And ECM still helps you vs LRM fire, especially if indirect, but in more balanced way.

3) Laser vomit
Lasers are easiest to use, and quite effective.
They need slightly longer duration times, but without decreasing overall DPS - increased duration time and decreased cooldown.
Example - IS LL - 1 sec duration time and 3.25 sec cooldown. Duration time is 23,5% of lasers global cooldown. Make it 33%. It will be 1.4 seconds duration and 2.85 cooldown time.
Pulse lasers - duration and cooldown without changes, but damage decreased to simple lasers stats.
This should slightly decrease performance of laser vomit, easy and effective playstyle, which plagues MWO battlefields.

4) Heatsinks.
Enough crutches, time for healing.
Problem is - base mechs heatcapacity is too high, reducing heatsinks capacity influence.
Suggested changes - decreased base heatcapacity, to 10 or 15. (or even use it for quirks - oversized mechs will get heatcapacity bonus, compensating worse hitboxes)
All heatsinks have +1 heatcapacity (yes, both SHS and DHS). SHS have 1 dissipation rate (+0.1), and DHS (both IS and Clans) have 2 dissipation rate (+0.2). And no more crutch with engine heatsinks having better stats.
This way we decreasing heatcapacity, and increasing dissipation = less alphas, more chainfire. (even may dismiss ghost heat crutch as obsolete)
And boating SHS now gives you at least higher overall heatcapacity, making SHS builds somehow playable.

5) Flamers.
Just do something.

#173 Hellzero

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Posted 01 December 2015 - 06:51 AM

Dear PGI.

I... am in awe & in love.
Someone apparently had read my lengthy post about the Victor in the PTS forums!

Thank You for listening to that one lonely rider who cheers for the underdogs(Trebuchet, Awesome & co).
***

But... Wow! What a Patch!
- I just got exited of the rest of the year, from the get-go of the 1st of December.

I'm glad & proud to be with the game; for now & the future to come. Thank You!!!
- Let's see how the Super Vicky maneuvers over the previous iteration of the Vicky...

(Everything else can be fixed with time that people have raised here as a concern; but this one tidbit gave me the biggest smile of the day)

Edited by Hellzero, 01 December 2015 - 06:52 AM.


#174 Varvar86

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Posted 01 December 2015 - 06:54 AM

View PostVellron2005, on 01 December 2015 - 05:47 AM, said:

Also, one question...

Weren't we supposed to also get some sort of "infotech warfare"? Is that scheduled for a later patch, or is it in this one? I haven't noticed anything like that in the patch notes.. :huh:


surprise surprise! Casual players started drama, that infotech is not needed, sensors and lock times are too complicted, and all they want is robot-shooter as primitive as possible... oh and also please delever new buffs for IS. As result PGI surrendered to all that whines. Now you got new-old quirks and NOTHING new. This neverending story will repeat in maximum 6 months. So what did you say about all that "MANY play tresters that approved", I was among those who approwed infotech, so waht, PGI dont care.
And now I must go parck all my clan mechs for the very long time, because im not masochist.

Edited by Varvar86, 01 December 2015 - 06:59 AM.


#175 Nomad Radick

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Posted 01 December 2015 - 07:01 AM

Truth is that more Clan players are gonna switch over to S-SRMs to compensate for the excessive nerf. And this in itself will make a whole new wave of complaints from IS pilots. and thus continue the cycle of nerfing. Ahhh... I hate to be a complainer but never in the Battletech universe was there an IS laser weapon that reached better than Clan tech. I really wished that the dev teams would start listening to players that actually play Clan and not the beginners that buy the cheaper IS mechs. That said think about it. A new player(IS mech, his first love) encounters a player with a ton of experience and a badass Clan mech. He gets reck... and he gets on the forums and asks politely to nerf the Clans. The sheer mass of these people is the cause of this. I've been on this game for two years. I've seen most of it and I thought that there was a nice balance reached. Now 1v1 similar builds IS vs Clan the IS mech will always win... Heat alone will kill the clanner. Oh just FYI Clan tech was always better lore wise and the whole thing is backwards now... I won't stop playing but it just makes me sad. IS pilots will always complain and we will always just be the better pilots nuf said. Peace out!

#176 Tarzilman

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Posted 01 December 2015 - 07:06 AM

New QKD-Quirks + recent hitbox tuning = Posted Image

#177 Lily from animove

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Posted 01 December 2015 - 07:15 AM

View PostShadowWard, on 01 December 2015 - 06:27 AM, said:

Is there ever gonna be a patch in which clan weapons 'dont' loose range, or the clan mechs dont overheat even faster? (Or in this case have even less heat befor they shut down)


yes, when range reaches 0, then you also do not overheat anymore form them since you do not use them anymore.

View PostNomad Radick, on 01 December 2015 - 07:01 AM, said:

Truth is that more Clan players are gonna switch over to S-SRMs to compensate for the excessive nerf. And this in itself will make a whole new wave of complaints from IS pilots. and thus continue the cycle of nerfing. Ahhh... I hate to be a complainer but never in the Battletech universe was there an IS laser weapon that reached better than Clan tech. I really wished that the dev teams would start listening to players that actually play Clan and not the beginners that buy the cheaper IS mechs. That said think about it. A new player(IS mech, his first love) encounters a player with a ton of experience and a badass Clan mech. He gets reck... and he gets on the forums and asks politely to nerf the Clans. The sheer mass of these people is the cause of this. I've been on this game for two years. I've seen most of it and I thought that there was a nice balance reached. Now 1v1 similar builds IS vs Clan the IS mech will always win... Heat alone will kill the clanner. Oh just FYI Clan tech was always better lore wise and the whole thing is backwards now... I won't stop playing but it just makes me sad. IS pilots will always complain and we will always just be the better pilots nuf said. Peace out!


I wai for he day when the clan metacrowd just swaps back to IS mechs and full force ahead with the IS Mechs showing he other 80% how IS is played and then suddenly revealing how broken balance is.

Ther eis only a small amount of IS palyers knowing what they do, and those do not have issues to face clans. But in the end, PGI needs to make money, and so meainstream opinion is to what has to be catered. Maybe thats the strategy.

#178 LORD ORION

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Posted 01 December 2015 - 07:27 AM

Look at all the extra internal damage mechs take.

T5/T4 "Look at the clan damage scores, they've gone up, clans still OP!!!!!!!"

Derp.

#179 PFC Carsten

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Posted 01 December 2015 - 07:30 AM

View PostNomad Radick, on 01 December 2015 - 07:01 AM, said:

A new player(IS mech, his first love) encounters a player with a ton of experience and a badass Clan mech. He gets reck... and he gets on the forums and asks politely to nerf the Clans.


More probable and more damaging to MWO as a whole and PGI specifically ist the following: He new player tries two, three times more and experiences the same. Uninstall. Player gone.

Only very few people actually do bother to play FW:O as well. You probably will see this once the Steam launch commences - in the user review ratings.


---
Edit:
What I always wanted to know: How do the armor quirks work? For example „LT +20“. Clearly, it applies to the left torso. But does it have 20 armor even if I do not put any points on it? Or is the maximum armor value increased, so that I can add 20 points more here, if I want to spend the tonnage? Never seen mechs in the hangar were one side accepts more armor though.

Edited by PFC Carsten, 01 December 2015 - 07:33 AM.


#180 Yozaa

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Posted 01 December 2015 - 07:31 AM

I keep saying (Maybe I don't :)) remove the free C3 master and slave every mech comes equipped with, that way people have a real reason to complain. Clan IS balance seems about right.





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