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Patch Notes - 1.4.38 - 01-Dec-2015


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#121 Precentor Ward

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Posted 30 November 2015 - 10:41 PM

View PostTwilight Fenrir, on 30 November 2015 - 03:21 PM, said:

The ECM nerf is actually going to function as a buff for ACs and other knife-fighting lights :3

90M range means you can get that much closer sneaking up on that Dire Wolf's arse without him even having a clue there's a light mech around :P


This was also my exact thinking when I read that part :D Glass half full and all that.

Honestly I was expecting a lot more clanner tears to be shed with this patch, it's not as salty as I thought it would be ( ͡° ͜ʖ ͡°)

#122 Scanz

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Posted 30 November 2015 - 10:51 PM

I don't know why people crying about skill tree nerf - its free engine boost anyway. It's ridiculous !
It's must be gone at all

Assaults get their new quirks for twist speed

#123 STEF_

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Posted 30 November 2015 - 10:56 PM

View PostRamrod AI, on 30 November 2015 - 03:35 PM, said:



Lol what is there to discuss about Streakboats? The only people I see defending them are people who use them and Clanners. 2 Alphas and a light mech is dead and maybe some mediums. You know as well as I do that it's OP. I'd rather deal with Ultra Boats then Skill-less streakboats. At least with Ultra Boats you have to aim at your target. You have no argument about streakboats...none whatsoever. And I don't care about the stupid Summoner. IS has plenty of useless mechs. A few Clan ones don't hurt. Seriously all I ever see in these forums are Clanners bitching about nerfs because they want to be invincible and have no challenge.

OMG.
When Clanner I never use streak.
When IS, I laugh seeing streacrow...also known as skillcrow
#sarcasm

How's that? :D

#124 M i s t y

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Posted 30 November 2015 - 11:03 PM

Seams like a good patch , will see how it plays .
Best way to fix the streaks is make them have to hold on target till the missiles hit . so you can not just get a lock fire then turn and run ( missileS still hit target )

#125 STEF_

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Posted 30 November 2015 - 11:16 PM

Gauss cooldown is just stupid.

Sad PGI.

#126 Threat Doc

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Posted 30 November 2015 - 11:47 PM

Yeah, PGI, you're kind of in a lose-lose for ECM... it's bork'd, and it has nothing to do with ranges, it has to do with how it affects the game. If you have it set at 180m, it's too much of an umbrella, whereas if you take it down at all, you just make it easier for Light 'Mechs to sneak up on heavier opponents.

As for the speed nerfs, and the nerf to Speed Tweak... I'm not so sure that's a good idea, either. Try to re-work this in the new tech trees, near the first of the new year, please? What you need to do is add a whole bunch of different things at different stages that can only be achieved at various PSR tiers, and they have to be pretty expensive GXP-wise.

As for Flamers and Machine Guns, if they are made any deadlier than they are, now, without adding heat and higher weight requirements to them, this time I will be done with the game. I will not have the return of Light driving butt-holes who want to sit on someone's back armor and make holes the entire game. Frackin' cowards. Light 'Mechs are NOT MAIN-LINE 'Mechs, they never have been, they never should be, and that crap needs to be straightened out in Role Warfare, post-frackin'-haste. Light 'Mechs are for indirect fire spotting, for SCOUTING where the enemy is, without getting into the fray, for artillery and air strikes, for helping commander's figure out how to move their own forces, and for chasing other Light's, PERIOD. This ******** where a Light can get on my 6, where I can't shake it off, I can't turn fast enough to meet it, and it has NO PHYSICS for forcing it to slow down when it's at speed and tries to make a huge turn, when two-thirds of it's body mass is more than halfway up the height of the 'Mech, is not right, it's not fair. Right now, Light's are the kings of the battlefield, when it's supposed to be the other end of the scale, and lighter weapons with higher rates of fire are there to compliment them, when these SHOULD be turned on their heads.

PGI, you can do something about these troubles, but you're going in the wrong direction, again. It's a nice-looking patch, it really is, and there are a lot of nice things coming with it, but it's also more of the same game-play faux pas'. You THINK you're fixing something, but you're not considering both the equal and opposite reactions.

Let's see how this first pass of live re-balance filters with the PSR over the next month or two, and tweak from there, shall we?

#127 Serpentbane

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Posted 01 December 2015 - 12:12 AM

My calendar says 01.12.15, why do you have to live on the other side of the earth???

Regarding different cocpit styles. When targeting clan mechs the IS and Clan targeting computer should show different names.

Targeting the TimberWolf with Clan mech should the TC should show TimberWolf. Doing the same with IS mech the TC should show MadCat.

Or, in that particular case it should change between Catapult and Marauder.

#128 Grey Ghost

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Posted 01 December 2015 - 12:16 AM

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

New Cockpit Monitors


• 1 Dynamic Kill Count Screen type that keeps track of your kills.

Only my kills, or my Teams kills as well (for example: my kills Green, my Teams Kills Red)? I hope it's the latter, as it would be more useful than hitting Tab in Conquest; which I sure am seeing a lot of nowadays. <_< Also, how does it work in CW with the higher kill count potential?

View PostNavid A1, on 30 November 2015 - 03:36 PM, said:


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

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.


You basically DESTROYED the mist lynx (and kitfox)... yeah, it was SO OP. You annihilated that chassis to oblivion.

View PostNavid A1, on 30 November 2015 - 04:01 PM, said:



well...lets do the calculation shall we?

before this the cooling rate of a normal mist lynx with 4 ERLs and 13 double heatsinks ( 7 internal + 6 external) was (with double basics):
1.15 * (7 * 0.2 + 6 * 0.14) = 2.576 h/s
and with this grand change:
1.15 * (7 * 0.2 + 6 * 0.15) = 2.645 h/s

How about you take your own advice?
OLD
30 + (7 * 2.0 + 6 * 1.4) = 52.4 [62.88 with double basics]
NEW
30 + (7 * 0.2 + 6 * 1.1) = 50.6 [60.72 with double basics]

If you still feel that a loss of 1.8 to 2.16 Heat Capacity has "DESTROYED" those two chassis then I don't know what else there is to say.

Honestly now; they could remove all the IS/Clan DHS changes from this patch, and I doubt we'd even notice. They are very nearly pointless.

View PostVxheous Kerensky, on 30 November 2015 - 10:06 PM, said:

If you look at the IS quirks, they have added a few more IS mechs with 25% Energy range, which means more IS mechs able to boat ER-LL out to 911m (That is more range than any Clan laser btw)

I agree. I don't think the IS should ever exceed the clans Optimal Range. Perhaps PGI could add negative weapon specific quirks to the handful of Mechs whose general range quirk leads to such over extensions?

So for instance, on a Mech with a +25% Energy Range quirk add...
ERLL Range -15% [25-15=10+10(Module)=20%]
So IS ERLL range of 675m becomes 810m instead. The Clan version with Range Module is 814m (or 832m uniquely with MLX-A LEFT ARM).

View Postxlrdallas, on 30 November 2015 - 05:58 PM, said:


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

The absence of your presence will undoubtedly way heavily on those of us whom endure this devastating loss.

#129 Kai Allard Liao

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Posted 01 December 2015 - 12:16 AM

I can Count Kills for myself.

I requested for a DMG-Counter-Monitor and a PGI Guy Ingame told me, that they work on it.
But now its (only) a Killcounter.

I hope they bring the DMG-Counter later.

Edited by Kai Allard Liao, 01 December 2015 - 12:20 AM.


#130 DarthHias

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Posted 01 December 2015 - 12:21 AM

- Well even more Range Quirks for IS, why? I play CW a lot and it´s only IS ERLL vomit nothing else. It´s just plain boring.
(Hint: I play IS too from time to time)

- Overperformers like the BJ-1X get buffed, why? It´s one of the most used IS mechs already.
Then Mechs like the Sparky get nerfed.

- The rest I like ^^

#131 ARM32

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Posted 01 December 2015 - 12:32 AM

*Medium Laser Range +25%" and "Energy Range +25%" simply becomes "Energy Range +50% *
So, if after this, nice coordinated team on CLAN mechs kill PUGs NOOB group on IS mechs, clans stay "op" and be nerfed again? Or IS gets Energy Range 110%? Or any other improvements? Or clan mechs need to stay still and don't hurt feelings of IS?

#132 Grey Ghost

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Posted 01 December 2015 - 12:34 AM

View PostKay Wolf, on 30 November 2015 - 11:47 PM, said:

Yeah, PGI, you're kind of in a lose-lose for ECM... it's bork'd, and it has nothing to do with ranges, it has to do with how it affects the game. If you have it set at 180m, it's too much of an umbrella, whereas if you take it down at all, you just make it easier for Light 'Mechs to sneak up on heavier opponents.

People have been harping on about this specific change since Mr. Inouye brought it up in July. It's definitely a double edged sword. Somewhat better LRM opportunities.

They said they weren't ready yet for the extended ECM changes included in the overall Information Warfare update. Hopefully this doesn't get dragged out too long.

View PostKay Wolf, on 30 November 2015 - 11:47 PM, said:

As for the speed nerfs, and the nerf to Speed Tweak... I'm not so sure that's a good idea, either.

That specific change was pretty uncool. I definitely don't like it, but I can't quite foresee it's effect on the game as a whole. It is happening to everyone, so it's not like only a few of us will feel it.

Edited by Grey Ghost, 01 December 2015 - 12:49 AM.


#133 Arkhangel

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Posted 01 December 2015 - 12:35 AM

View PostKay Wolf, on 30 November 2015 - 11:47 PM, said:

Yeah, PGI, you're kind of in a lose-lose for ECM... it's bork'd, and it has nothing to do with ranges, it has to do with how it affects the game. If you have it set at 180m, it's too much of an umbrella, whereas if you take it down at all, you just make it easier for Light 'Mechs to sneak up on heavier opponents.

As for the speed nerfs, and the nerf to Speed Tweak... I'm not so sure that's a good idea, either. Try to re-work this in the new tech trees, near the first of the new year, please? What you need to do is add a whole bunch of different things at different stages that can only be achieved at various PSR tiers, and they have to be pretty expensive GXP-wise.

As for Flamers and Machine Guns, if they are made any deadlier than they are, now, without adding heat and higher weight requirements to them, this time I will be done with the game. I will not have the return of Light driving butt-holes who want to sit on someone's back armor and make holes the entire game. Frackin' cowards. Light 'Mechs are NOT MAIN-LINE 'Mechs, they never have been, they never should be, and that crap needs to be straightened out in Role Warfare, post-frackin'-haste. Light 'Mechs are for indirect fire spotting, for SCOUTING where the enemy is, without getting into the fray, for artillery and air strikes, for helping commander's figure out how to move their own forces, and for chasing other Light's, PERIOD. This ******** where a Light can get on my 6, where I can't shake it off, I can't turn fast enough to meet it, and it has NO PHYSICS for forcing it to slow down when it's at speed and tries to make a huge turn, when two-thirds of it's body mass is more than halfway up the height of the 'Mech, is not right, it's not fair. Right now, Light's are the kings of the battlefield, when it's supposed to be the other end of the scale, and lighter weapons with higher rates of fire are there to compliment them, when these SHOULD be turned on their heads.

PGI, you can do something about these troubles, but you're going in the wrong direction, again. It's a nice-looking patch, it really is, and there are a lot of nice things coming with it, but it's also more of the same game-play faux pas'. You THINK you're fixing something, but you're not considering both the equal and opposite reactions.

Let's see how this first pass of live re-balance filters with the PSR over the next month or two, and tweak from there, shall we?

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.

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.

P.S. for those who'd like to know more, here's a link to the overview of BattleMech roles on Sarna :D http://www.sarna.net...attleMech_roles

Edited by Arkhangel, 01 December 2015 - 12:39 AM.


#134 Vellron2005

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Posted 01 December 2015 - 12:42 AM

The good:

1) Goodbye Autodetect (No)! And good riddance!

2) New cockpit items, yaay!

3) Rebalance - mostly good, some mechs got some love

4) Performance changes and bug fixes

5) ECM nerf.. thank good... coupled with the buffs and nerfs to LRM's.. should be interesting.

The Bad:

1) My biggest let-down is the clan engine slowdown on torso loss... I get it why its implemented, I get it that it was somewhat unfair until now.. but I don't think its fair that this is forced on ALL clan mechs when they mostly have XL engines and these engines CANNOT be swapped out for Standard variants. On my IS account, I don't use a single XL, and its not fair that there's something that will neuter me on the battlefield, and I can't swap it out for a standard engine.

2) The Arctic cheeta looses it's leg quirks.. so instead of revising hitboxes on the torsos, you gonna make the legs paper thin, as if they weren't the only way to take down a cheeta already. Not cool

3) I was hoping the Timberwolf would loose the heat nerf quirks.. it did not.

4) Skill tree bonus nerfs.. first of all, they are really big nerfs.. secondly, the remaining "buffs" gained from leveling up a mech are so small that I don't see much point. You've effectively killed the last vestiges of rpg elements, and now there is almost no reason to actually master mechs. And why did you do this? So that steam players would not notice a big gap between mastered and unmastered mechs? That's like a Ferrari swapping out its engine and installing that of a fiat, so that people who just got their driver's liscence wouldn't notice a big speed gap?! Its ABSURD.

You really need to completely rework the skill tree..

Generally, I'm not unhappy with the changes, there are some good ones, and some bad ones, and I'll just wait and see until I test and see how the new changes feel..

#135 Sarlic

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Posted 01 December 2015 - 12:43 AM

Kind of funny to read all the tears about a Clan nerf while IS get gimped as well. I mean i don't have to explain the Clanners one button warrior right? Or what about the IS XL instant death by ST loss.

Some people don't deserve to discuss about balance when you just scream death and murder.

Have a good day.

Edited by Sarlic, 01 December 2015 - 12:45 AM.


#136 Sarlic

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Posted 01 December 2015 - 12:49 AM

View PostStefka Kerensky, on 30 November 2015 - 11:16 PM, said:

Gauss cooldown is just stupid.

Sad PGI.


My prediction everyone will just move over to LPL if not already happened the last few months. People have to cower now in the background even more with that enormous cooldown.

I think like Mcgral said a lower cooldown (5.5 -6-) would have been a better approach.

#137 Grey Ghost

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Posted 01 December 2015 - 01:01 AM

View PostVellron2005, on 01 December 2015 - 12:42 AM, said:

The Bad:

1) My biggest let-down is the clan engine slowdown on torso loss... I get it why its implemented, I get it that it was somewhat unfair until now.. but I don't think its fair that this is forced on ALL clan mechs when they mostly have XL engines and these engines CANNOT be swapped out for Standard variants. On my IS account, I don't use a single XL, and its not fair that there's something that will neuter me on the battlefield, and I can't swap it out for a standard engine.

Coming Soon™ to a IIC Mech near you! ;)

I suspect the vast majority of Clanners will still use their XL engines in those Mechs. Because I would love nothing more than to be able to use Clan XL's in my Inner Sphere Mechs. Which I thought might actually be a possibility with some sort of salvage mechanic, back when I became a Founder. :mellow:

#138 Vxheous

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Posted 01 December 2015 - 01:10 AM

View PostSarlic, on 01 December 2015 - 12:43 AM, said:

Kind of funny to read all the tears about a Clan nerf while IS get gimped as well. I mean i don't have to explain the Clanners one button warrior right? Or what about the IS XL instant death by ST loss

Some people don't deserve to discuss about balance when you just scream death and murder.

Have a good day.


Except that a lot of IS mechs are gaining side torso structure quirks, which makes them a lot more durable with an XL engine.

This patch is a double whammy nerf to Clans. IS gets a bunch of buffs (requirking) and heat cap increase + heat gen quirks, while at the same time, Clans get hit with XL penalty and heat cap reduction and max laaer range reduction. Like a pick 6 interception in Football, not only do you go up points, but your opponent got denied the chance to score points.

I feel like this patch will have the opposite effect that people wanted on TTK:

1. IS will have overall better range and heat management than Clans. This patch improves the IS laser meta and XL engine usage.

2. Huge agility nerfs in the form of efficiencies and clan XL side torso loss. Those bads that never torso twist will keep dying like they always have, but those that use the Torso twisting mechanic well will suffer. "Should" be easier to kill mechs.

3. ECM nerf actually allows knife-fighting range lights to sneak up even easier on unsuspecting targets that do not have Seismic Sensor module.

Edited by Vxheous Kerensky, 01 December 2015 - 01:24 AM.


#139 STEF_

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Posted 01 December 2015 - 01:27 AM

View PostSarlic, on 01 December 2015 - 12:49 AM, said:

My prediction everyone will just move over to LPL if not already happened the last few months. People have to cower now in the background even more with that enormous cooldown.

I think like Mcgral said a lower cooldown (5.5 -6-) would have been a better approach.

What really bugs me is that "range fight" is nerfed patch after patch throughout the years.
ppc? speed nerf
gauss? cooldown nerf
Lrm? nerfed to the groud by many things (ecm, velocity, now cooldown, etc)
laser range (clan at least)? nerfhammer last year, and with this patch even more.

This kills diversity. They are making long range builds useless, because noobs and potato tiers cannot aim but they know how to whine a lot, I guess.

So, let's brawl all together!
wow. :rolleyes:

#140 Curccu

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Posted 01 December 2015 - 01:36 AM

View PostRamrod AI, on 30 November 2015 - 03:45 PM, said:

I have a right to express myself without you whining because I'm complaining.

Now does this mean that you have right to express your opinion if you disagree with PGIs decisions but if Mcgral18 disagrees with you he does not have right to express his opinion?

*add mcgral18's lizard gif here*





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