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Patch Notes - 1.4.38 - 01-Dec-2015


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#61 Rampancy

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Posted 30 November 2015 - 04:26 PM

View PostSkippyT72, on 30 November 2015 - 04:09 PM, said:

like the BJ-1X that was over quirked before this patch.
Completely blown away that they buffed this mech so severely.

My only thought is that since they ghost-heated MPL, they'll stack ghost heat with the ML and the build won't provide the instant punch it did before without a big heat penalty.

#62 xCico

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Posted 30 November 2015 - 04:28 PM

I dunno.how will clans operate with 1.1 Heat capacity, I guess we will see revert next patch. Good stuffs tho!

#63 -Skyrider-

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Posted 30 November 2015 - 04:28 PM

Solid patch. If I'd add anything it would be a buff to LB-X but other than that I'm looking forward to see what the changes do.

#64 Mcgral18

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Posted 30 November 2015 - 04:36 PM

View PostxCico, on 30 November 2015 - 04:28 PM, said:

I dunno.how will clans operate with 1.1 Heat capacity, I guess we will see revert next patch. Good stuffs tho!


A 25DHS loadout loses 6% capacity, so next to nothing. TrueDubs aren't touched.

Edited by Mcgral18, 30 November 2015 - 04:36 PM.


#65 Gas Guzzler

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Posted 30 November 2015 - 04:39 PM

View PostxCico, on 30 November 2015 - 04:28 PM, said:

I dunno.how will clans operate with 1.1 Heat capacity, I guess we will see revert next patch. Good stuffs tho!


Only talking a few less heat capacity with ~20 DHS, and then you have a slight dissipation buff, so they will be fine. Clan laser vomit still worked fine on the PTS, I didn't really notice actually.

#66 Sereglach

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Posted 30 November 2015 - 04:40 PM

Overall these patch notes are incredibly awesome. I think the only things that upsets me is the fact that Flamers still go untouched (which means my wallet still stays closed), and that the "magic Jesus box" of ECM is still in the game, 90m range or not. It's already been pointed out how that is going to help the ambushing tactics of the most common ECM lights.

I'm glad that PGI stuck to their guns on the skill tree nerfs . . . at least overall. I just wish they left the heat-skill nerfs in and would get around to killing Speed Tweak once and for all (4 free engine sizes is NOT right for any sort of skill). However, it's a start in the right direction. Hopefully when they get around to redoing the skill tree they'll finish it off once and for all.

Also . . . ABOUT DAMNED TIME ON THE RESISTANCE 1 BADGES. There are many of us who've been advocating to get what we paid for, for a long time. The fact that it took about 6 months from when Tina, on behalf of PGI, said, "next patch", to actually hit live servers is pretty disappointing. However, they're finally here, and that's appreciated.

Now, my continued "Patch Notes List of Hopes for Future Patches":

-Of course my primary hopes/prayers/dreams are that y'all get to the Flamer Reengineering. Thanks for the answer in the September Town Hall on that, by the way. However, the fact that MG's and Flamers received ZERO attention through the rebalancing actually pisses me off big-time. In fact, MG's actually see an overall nerf because the few MG buffs out there (for mechs that boat them, stock) lost all of their MG related quirks. I hope these weapons receive their due attention, soon. There are plenty of solid and simple fixes out there for them, artwork be damned.

-Rebalance Overhaul IW: So far it seemed to be coming along quite nicely. I just wish Info Warfare was dropping with this patch. It had a very sold base with good implementation. At the very least . . . GET THAT ECM CORE MECHANIC CHANGE INTO LIVE! I know the rest of IW is going to be on hold (which is understandable . . . polish is always nice) . . . but no one with a firing brain cell of Battletech fandom was decrying that ECM core change. Make it happen, please!

-I hope to God you go back and redo some of the recent weapons visualizations (my poor, poor Commando . . .). There has been LOTS of feedback from the community on these, and it isn't pretty. Maybe start knocking them out in bits and pieces? Or maybe start concepting overhauls for all the early-gen mechs to use the kind and quality of weapon visualizations that new mechs have?

-The info from the October Town Hall on CW Phase 3 was appreciated. I look forward to that hopefully hitting as a patch before the end of the year, if not right after the turn of the year.

-Decal System was mostly done (according to Town Halls), but was put on hold for UI work on CW and Mechlab/mech-select. Maybe assets could be diverted to get this finished off, soon? I'm sure it would do a great deal to help monetization efforts by allowing more detailed customization features for mechs.

As a closing note, please don't take these desires as bickering or complaints. They're merely notes for hopes/dreams/wishes to be included in future patches. Y'all at PGI have been doing great work, especially recently, and I hope it continues. However, think of the items listed above as key notes for personal desires (especially my Flamer request . . . I really want to be able to go out there and incinerate things properly . . . also, that gets done and I re-open my wallet). Thank you all at PGI, sincerely, for the work that y'all do. On the other hand, if things on the list just don't get touched, then expect my wallet to stay closed more and more (and I don't want my wallet closed to MWO . . . I want to throw money at this game . . . but principles are principles).

#67 Felicitatem Parco

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Posted 30 November 2015 - 04:40 PM

Those SRM values look delicious.

#68 cSand

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Posted 30 November 2015 - 04:46 PM

View Postackstorm, on 30 November 2015 - 04:23 PM, said:

This is the result of PTS? What a waste. All my clan mechs just got weaker, yay more concessions for IS meta babies! :wacko:


are you worried now that it will be marginally more difficult fo you to sit out at 900m and poke people with 6 laser alphas?

is that gonna put a dent in your bottom line?

#69 Felicitatem Parco

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Posted 30 November 2015 - 04:52 PM

View PostcSand, on 30 November 2015 - 04:46 PM, said:


are you worried now that it will be marginally more difficult fo you to sit out at 900m and poke people with 6 laser alphas?

is that gonna put a dent in your bottom line?


Hey, when you take away a healthy person's crutch, they tend to walk with a gimp because they learned to lean on a Crutch.. That's what happens when you let your skills atrophy in the face of CruchTech.

Edited by Prosperity Park, 30 November 2015 - 04:53 PM.


#70 Malleus011

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Posted 30 November 2015 - 04:53 PM

Really hoping you guys implement the full ECM fixes and remove the cloak of invisibility before Steam. Even with the range cut, current ECM is REALLY harsh for new players.

#71 KursedVixen

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Posted 30 November 2015 - 04:55 PM

View PostInnerSphereNews, on 30 November 2015 - 02:07 PM, said:

• Clan Double Heat Sink cooling rate increased from 0.14 to 0.15.
• Clan Double Heat Sink capacity will be reduced from -1.4 to -1.1. This is reducing the maximum heat value for a 'Mech before it shuts down, not the speed at which it cools off.

Clan XL Engines





• When a Clan 'Mech loses a Side Torso, its Engine power is now reduced by 20% for the rest of the match. This reduction applies to all factors affected by the Engine, such as turn rate, torso twist, and top speed.

Revised Skill Tree values






So nerfing the clans again eh? Guess we clanner should pack out bags and either join IS or Leave it seems to me like were not welcome here even in our own territory,You do realize that the more you nerf clans the more of us are gonna leave the game. If you truley want sales on any future Clan mechs PGI. STOP NERFING CLANS!!!!!!!!!!!!!

people have already asked for refunds on their mechs you want more???

Edited by KursedVixen, 30 November 2015 - 04:56 PM.


#72 Bilbo

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Posted 30 November 2015 - 04:56 PM

View PostProsperity Park, on 30 November 2015 - 04:40 PM, said:

Those SRM values look delicious.

Sure...when they register.

#73 Arkhangel

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Posted 30 November 2015 - 05:01 PM

View PostKursedVixen, on 30 November 2015 - 04:55 PM, said:

[/i][/i]So nerfing the clans again eh? Guess we clanner should pack out bags and either join IS or Leave it seems to me like were not welcome here even in our own territory,You do realize that the more you nerf clans the more of us are gonna leave the game. If you truley want sales on any future Clan mechs PGI. STOP NERFING CLANS!!!!!!!!!!!!!

people have already asked for refunds on their mechs you want more???

they nerfed everyone, you know. deal with it, adapt.

#74 Navid A1

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Posted 30 November 2015 - 05:13 PM

View PostcSand, on 30 November 2015 - 04:46 PM, said:


are you worried now that it will be marginally more difficult fo you to sit out at 900m and poke people with 6 laser alphas?

is that gonna put a dent in your bottom line?


Battlemaster-1S says hello with ERLLs form 911m away \o//

lol... those clanners can not even see you through the fog.

jokes aside... clan nerfs were necessary... but not like this
I'd give all then clans 10 truedubs to start... then adjusted the C-DHS to have 0.17 dissipation with maybe 1.0 or 1.1 heat cap.
Also, i'd have left the cooldown unchanged for IS gauss while doubling its HP and reducing its chance of explosion to 40%

#75 Vilsen

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Posted 30 November 2015 - 05:14 PM

Quote

• ECM protective range will be reduced from 180m to 90m.


Is this all the nerf ECM is going to get? It's a one slot piece of equipement that renders the carrier immune to roughly aproximated one third of the weapons. And for only one ton. Decreasing the range of which it makes others immune against LRM are not enough.


Also, have PGI forgotten to fix the lights with max engines which has sub 10 heatsinks?
If I pimp my Lotus with all the weight saving equipement available, and the biggest engine I can fit, there are 9 tons left for weapons, ammo, and other equipement. Give or take. It just kills me that the first thing I have to do is waste 3 out of those 9 tons, tons which are more preachous the smaller you get, into heatsinks. I cannot even fit any weapons after that that could make use of 10 heatsinks to begin with. Several other mechs are affected by this as well, not cool.

#76 LORD ORION

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Posted 30 November 2015 - 05:16 PM

View PostcSand, on 30 November 2015 - 04:46 PM, said:


are you worried now that it will be marginally more difficult fo you to sit out at 900m and poke people with 6 laser alphas?

is that gonna put a dent in your bottom line?


I think you meant the IS mechs that have the 25% range quirks? Those are the ones that poke out at 911m optimal range.
Like, how suddently the Top Dog gets that quirk?

#77 OznerpaG

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Posted 30 November 2015 - 05:21 PM

just a mention in regards to the 'over-buffing' of the BJ-1X - yeah it's been given a lot, but i think it just may have the smallest torso twist in the game (no research done to back that statement lol)


gauss - why don't they put the cooldown to an even 6.0sec and ditch the stupid button juggling charge-up to fire it


LRMs - wow PGI, you are waaaay off on that one. reposting of one of my PTS2 posts:

Quote

remove LRM tube limits from all mechs

make all LRM launchers have a 4sec or 5sec cooldown

remove the ability to chain fire LRMs - alpha only. also all LRM mounts are linked as 1 so if you fire 1 launcher you fire them all

this makes LRMs a proper artillery weapon - you either fire all or none, and it gives the opponent time to find cover between volleys. no need to adjust the current spread since large volleys should have a relative amount of missiles miss just to prevent extreme boating, and it will make LRMs even more of a huge waste to fire against fast lights.

and finally since all the mounts fire simultaneously as 1 mount it is now a disadvantage to mount 4 LRM5s over 1 LRM20

Edited by JagdFlanker, 30 November 2015 - 05:28 PM.


#78 Tordin

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Posted 30 November 2015 - 05:47 PM

Great and sturdy patch with a few oddities that should be worked on when time being. For example, lack of heavy additional armor for the mechs that needs to be really durathough.
The atlas for once, maybe some other assaults aswell. The rescaling of the mechs that suffers the most, at first at least. I guess most mechs needs a second look. Poor catapult. Remember the rescale voting that was up not too long ago? Im curious to see the results.

I really like that the missiles get a much needed boost, the ballistics are on the right track. Lasers and such seems to be nerfed somewhat, for the better balance sake, but not too much. The heatsinks gets more useful, the ECM gets a punch in the face and glad to see they seemed to find a nice compromise for the Catapult, Nova and Jenner hitboxes between the old and more recent changes. Hope it works out for these mechs.

But the biggest thing I got a relief of was somewhere (of course I cant find that infobit now) from one of the PGI fellas that they wanted to make it so the battles feel more dragged out, like what mech combat should be like. I guess something like the pace of battles from the beta? (I did not play beta) As long as any BT game of this caliber gets CODified (curse of this genre, an abomination!) Im all happy :D

Edited by Tordin, 30 November 2015 - 05:47 PM.


#79 freud2b

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Posted 30 November 2015 - 05:53 PM

What, are you crazy !!! Nerf Twist and speed tweak :blink: ,you'll kill the already Assault mechs and very slow as atlas, Direwolf, king crab, Zeus, Battlemaster! With that, under dynamic throughout the game why?

There is no balance in this ? it's a massacre :o !

The is really too much, if you do this, I stop Mwo :(

Edited by freud2b, 30 November 2015 - 06:09 PM.


#80 xlrdallas

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Posted 30 November 2015 - 05:58 PM

voting still in game , i vote not to play still ,see ya next month maybe





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