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Patch Notes - 1.4.38 - 01-Dec-2015


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#221 shopsmart

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Posted 01 December 2015 - 12:25 PM

BUG REPORT:

Map and HUD compass are really jerky when spinning and/or torso twisting. No problems before patch. Tried turning off monitor animation and still there. Geforce 960, 4790 intel, and 8 gibs ram.

#222 HelBound

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Posted 01 December 2015 - 12:33 PM

So LRMs are super deadly, my SRM mechs are going to do MORE damage and in-mech monitors are finally a thing?

Christmas has some early!

Bonus:
-Clan lasers are no longer lunacy.
-Clan engines are fixed in a reasonable way
-ECM *meh* now 1 PB or Cheeta can't cover an entire Heavy/Assault CW team
-AC2 crits....yes....

#223 Alaric Hasek

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Posted 01 December 2015 - 12:47 PM

Have you ever played tabletop Battletech, especially before Clan tech was available to everyone? Lights (or any 'mech) could easily get behind a slow Assault and with proper maneuvering shoot the hell out of its back armor. Let's also not forget that Elementals (which aren't even 'mechs) make 'Mechwarriors shake in fear in the Battletech universe.
Sure, post-Clan Battletech is about sniping at range with ERPPCs and Gauss rifles, but light 'mechs have ALWAYS been the paper to the assault's rock. That's why 'mechs are in units - lights and mediums support the assaults, the heavies do most of the striking.
I realize that post-Clan Battletech is also all about the heavies, as the 'mech design system has a sweet spot of speed, firepower and utilization of spaces, but I'd be fine with piloting an IS light against an Atlas if there's something else for it to shoot at.
The problem is that MWO isn't tabletop Battletech. Watch most any match - all that many players seem to care about is that kill. So, they chase the proverbial rabbit or run in front of teammates trying to get that last shot in before someone else makes the killing blow. If we had meaningful rewards for the stereotypical 'mech roles (lights get higher Spotting rewards than heavies or assaults) and meaningful weight limits in matches, we would see more of what you want: lights scouting, heavies being the workhorse striker 'mechs, assaults anchoring an assault, and mediums rounding out the weight limits.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:



No, actually, it's not. When a Light 'Mech can latch onto the six of an assault or heavy 'Mech and take it out in less than a full minute of real time -whether that's the result of idiots who don't know how to design 'Mechs and leave nearly all of their back armor off, or because the Light pilot is just really that good-, there's something very wrong. Light 'Mechs are for recon and support, for scouting, finding the enemy, and reporting back, and for dog fights with other Lights, they are NOT, and NEVER HAVE BEEN, front line BattleMechs.



#224 wicm

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Posted 01 December 2015 - 12:52 PM

I think this patch Has only one flaw. You did nothing to address the flaw you guys introduced two patches ago....the dreaded mode vote.. Did you think we forgot? Everything else seems good with this one.I don't see to much difference with the mechs I use.



I would like to keep it in the font of PGIs collective minds I wont Play conquest on principle alone and its not fair to have me in conquest games messing it up for the cap warriors who like that game mode.

#225 TinFoilHat

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Posted 01 December 2015 - 12:57 PM

Loving SRM brawling right now, except for when you get in close. Seem to get hit reg issues under 150m - up to max range it seems really fun though

#226 KursedVixen

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Posted 01 December 2015 - 12:59 PM

View PostAlaric Hasek, on 01 December 2015 - 12:47 PM, said:

Have you ever played tabletop Battletech, especially before Clan tech was available to everyone? Lights (or any 'mech) could easily get behind a slow Assault and with proper maneuvering shoot the hell out of its back armor. Let's also not forget that Elementals (which aren't even 'mechs) make 'Mechwarriors shake in fear in the Battletech universe.
Sure, post-Clan Battletech is about sniping at range with ERPPCs and Gauss rifles, but light 'mechs have ALWAYS been the paper to the assault's rock. That's why 'mechs are in units - lights and mediums support the assaults, the heavies do most of the striking.
I realize that post-Clan Battletech is also all about the heavies, as the 'mech design system has a sweet spot of speed, firepower and utilization of spaces, but I'd be fine with piloting an IS light against an Atlas if there's something else for it to shoot at.
The problem is that MWO isn't tabletop Battletech. Watch most any match - all that many players seem to care about is that kill. So, they chase the proverbial rabbit or run in front of teammates trying to get that last shot in before someone else makes the killing blow. If we had meaningful rewards for the stereotypical 'mech roles (lights get higher Spotting rewards than heavies or assaults) and meaningful weight limits in matches, we would see more of what you want: lights scouting, heavies being the workhorse striker 'mechs, assaults anchoring an assault, and mediums rounding out the weight limits.
True this isn't tabletop ,but role warfare could still be implemented in a better way than they did.


View PostHelBound, on 01 December 2015 - 12:33 PM, said:

So LRMs are super deadly, my SRM mechs are going to do MORE damage and in-mech monitors are finally a thing?

Christmas has some early!

Bonus:
-Clan lasers are no longer lunacy.
-Clan engines are fixed in a reasonable way
-ECM *meh* now 1 PB or Cheeta can't cover an entire Heavy/Assault CW team
-AC2 crits....yes....
I'll see you dead to my 810 meter optimal range ERLarge laser from my SPIDER then. have fun with your new crutch quirked tech.

Edited by KursedVixen, 01 December 2015 - 01:02 PM.


#227 Efferd

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Posted 01 December 2015 - 01:11 PM

Ok, played a few (quick) matches with my clan mechs (cheeta, shadow cat, stormcrow, timber wolf, ebon jaguar, dire wolf) and I have to say: thanks for the good time I had so long, it is time to take a break.

Going to ready the forum for the next few months hoping that they will rethink the nerfing of the clans.

Until then...

#228 Speedy Pinky

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Posted 01 December 2015 - 01:22 PM

My Blackjack killed easily frontal a Atlas ... thats the new Balance? ... then good night.
And if you have a clan Mech then better take a break and play Fallout 4 or a another game.
Thats the worst patch (for balancing) ever.
Please stop quirking the IS so hard and nerf the Clans.
Thats all but no balance ...

#229 stjobe

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Posted 01 December 2015 - 01:23 PM

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

I don't hate Lights, but they have a role to play, which I've already outlined, here, and that's not the role they're playing.

They have a role to play - that role is "killing other 'mechs". That's the only role that exists in MWO; no matter how much they try to call it "a BattleTech game", it just isn't. No matter how much you want there to be other roles for lights, there aren't any.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

Machine Guns and Flamers are far more powerful than they should be, in this game, and if anything they need to have the HELL nerf'd out of them.

Actually, the MG and Flamer are quite underpowered and could use a buff; in particular the MG could use to lose its cone of fire and gain a fraction or two of DPS.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

You're absolutely right, and that's PGIs ****-up, because they've not made the game friendly to LRM boats or Light 'Mechs in the gaining points venue, even if I might get "Kill - Most Damage Dealt" on over half the enemy team, in a really good game mind you, or in a bad game at least one 'Mech. But, despite all of the adjustments to the contrary, PGI doesn't understand that it's still the kill that makes the most effect in the game.

I certainly agree that it's PGI's fault; whose else could it be? Their constant inability to fix the deep-rooted issues with heat, instant pinpoint convergence, and the disparity between front-loaded and spread damage weapons is the main culprit. That they haven't the talent or imagination to make the game anything but "do damage, kill enemies" is sad, and the fact that their scoring system is so heavily slanted towards those two only reinforces what everyone already feels; heavy or assault is easy, light or medium is hard-mode.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

No, actually, it's not. When a Light 'Mech can latch onto the six of an assault or heavy 'Mech and take it out in less than a full minute of real time -whether that's the result of idiots who don't know how to design 'Mechs and leave nearly all of their back armor off, or because the Light pilot is just really that good-, there's something very wrong.

Yes, something's very wrong, but it's not what you think. The problem lies in the assault pilot not knowing what to do when a light approaches, nor what to do once he's engaged by one.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

Light 'Mechs are for recon and support, for scouting, finding the enemy, and reporting back, and for dog fights with other Lights, they are NOT, and NEVER HAVE BEEN, front line BattleMechs.

There's only about 30 years of lore saying you're wrong. Not that I'd imagine that'd make you change your mind. Hint: What's the role of the Commando? The Jenner? The Panther?

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

Yes, I agree, all chassis' should be playable, but all chassis' should also fit into their role, and be played as such.

You sound like you want a heavy or assault to auto-win against a light or medium. Is that what you call balance? Is that what you call balance in a PvP game with one player per 'mech, one 'mech per match?

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

No 'Mech should be able to get behind another 'Mech and be unshakeable, and then the 'Mech in front just dies.

But when my light gets in front of your assault, it's fine that I "just die", right? Well, swings and roundabouts, my friend.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

I keep a more significant back armor total than most of the other players in this game reportedly do, so it takes a bit longer, but every time I get a Light near me, I know I am doomed, period. I could back up against a rock or a building, but them I'm immobile, I can try running to my Lancemates, but I always die before I get there, and I'm talking about being within a couple of hundred meters of them, no further, and I always die whenever a Light 'Mech gets in range. This is why I make killing stupid Lights my priority whenever I'm in-game; if I can lock one up, that mahucka's dead as soon as I can kill it. I take grand JOY in being able to SHATTER Light 'Mechs because they are such an amazing nuisance.

Ah, now I understand. You're playing LRM assaults. Well, that explains it.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

Light 'Mechs DO NOT FUNCTION in this game the way they should, or else I would not hate them. They are OP to the max, they are the worst implementation of Light 'Mechs in any game we've had so far, and they are the king of the battlefield for anyone not driving another Light 'Mech.

Sorry, but I can't stop laughing at the image of you in your LRM-60 48kph assault going into a fit of rage as a little Commando slowly peels your back armour.

Lights OP. Yeah, perhaps to poorly played LRM assaults they might appear so, but to anything else? Not so much.

View PostKay Wolf, on 01 December 2015 - 11:19 AM, said:

You're not a BattleTech guy, are you?

I think I'll let someone else answer that one.

#230 ST0RM3R

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Posted 01 December 2015 - 01:25 PM

GG WP, guys. From long range to close fight. Balance? Don't think so.

#231 RolfS

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Posted 01 December 2015 - 01:27 PM

Awful Patch.
Im still waiting on clan mechs actual clan mechs that play like clan mechs and what we get now is Clan mechs becoming more identical to IS mechs... Thats an awful patch right there....
The gauss getting nerferd, the gauss is already nerfed to the ground and now we get more nerfs? Simply a result of bogus game balance of bad heat mechanics ghost heat and clan not having an actual AC/20.

I am doing lrmapokalypse at the moment in my warhawk with 4x15 Lrms, not fun....

#232 KursedVixen

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Posted 01 December 2015 - 01:42 PM

View PostRolfS, on 01 December 2015 - 01:27 PM, said:

Awful Patch.
Im still waiting on clan mechs actual clan mechs that play like clan mechs and what we get now is Clan mechs becoming more identical to IS mechs... Thats an awful patch right there....
The gauss getting nerferd, the gauss is already nerfed to the ground and now we get more nerfs? Simply a result of bogus game balance of bad heat mechanics ghost heat and clan not having an actual AC/20.

I am doing lrmapokalypse at the moment in my warhawk with 4x15 Lrms, not fun....
as long as there are inner sphere crybabies who think their tech should be better despite ove 100 years of destroying their own tech. It will never happen sorry.

#233 ST0RM3R

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Posted 01 December 2015 - 01:48 PM

Before too late - bring all back. Remove this awfull "rebalance".

#234 DONTOR

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Posted 01 December 2015 - 01:48 PM

They must have been terrified of all the AC20 / gauss ravens abusing the 30% increased ballistic range...

Seriously, why get rid of that?

I'll still do it, but the 30% range was a nice bonus, having to sacrifice on speed big time.

#235 KursedVixen

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Posted 01 December 2015 - 01:58 PM

yeah i saw a few AC/20 Ravens had to be really careful around them their speed was a bit limiting factor but if you could use that mech right I can see it being a menace and a fair one at that.

#236 Battle4rage

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Posted 01 December 2015 - 02:02 PM

The skill tree nerf will kill light mech play. I just played several matches in various lights, and they are slower and less agile, making them easy prey. This patch is a disaster for already underrepresented light mech pilots.

#237 AViewToAKill

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Posted 01 December 2015 - 02:08 PM

Excellent patch, this is how it should have been ages ago. Mechs are more tanky and thank god for the high alpha at 1000m is gone. Although there is alot of crying from the clans I did just play a match with a 4ml and 2lpl timby and still wrecked 3 or 4 mechs, meta is still good and I didn't over heat once, but I don't spam the alpha button though! It feels like when I tried the game for the first time and it feels soooooo good. Do not revert anything!

Edited by AViewToAKill, 01 December 2015 - 02:11 PM.


#238 ST0RM3R

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Posted 01 December 2015 - 02:13 PM

View PostAViewToAKill, on 01 December 2015 - 02:08 PM, said:

Excellent patch, this is how it should have been ages ago. Mechs are more tanky and thank god for the high alpha at 1000m is gone. Although there is alot of crying from the clans I did just play a match with a 4ml and 2lpl timby and still wrecked 3 or 4 mechs, meta is still good and I didn't over heat once, but I don't spam the alpha button though! It feels like when I tried the game for the first time and it feels soooooo good. Do not revert anything!

LoL. High alpha now at 300m! Ahahahah. Amazing!

#239 ST0RM3R

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Posted 01 December 2015 - 02:20 PM

Stormcrow took all damage at CT. NICE!

#240 jaxjace

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Posted 01 December 2015 - 02:31 PM

I dont even know how to feel about this patch, clans are finally being reined in, Gauss is finally where it should have always been. But the ******* catering to the noobs by nerfing the skill tree is pretty despicable. When I started, I had to use stock mechs that were not even basiced just like EVERYONE ELSE, and I turned out fine. Now here I am just having mastered my 115th mech and you slap me in the face with this slashing in half of the skill tree...


All in all great patch, probably going to make the game better, the biggest thing I see this doing is separating the goods from the bads in the clan world, now that heat is more of a pressing issue people will have to be more careful, not to mention everyone is slower.





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