Patch Notes - 1.4.38 - 01-Dec-2015
#141
Posted 01 December 2015 - 01:48 AM
• Emerald Taiga: Fix for an issue where 'Mechs could fall out of the world.
--> Since it was not fixed: O-Gen2 being destuctible from outside the gate is „expected behaviour“?
Cheetahs hitboxes not fixed, only leg buff gone?? Got one shut down from behind with a standing full volley of 7 MPL out of a standing TDR (note all cheatah-lovers: he was shut down, I was standing. We both were not moving and neither was my reticle) which should have destroyed the rear CT, but it walked away, turned and shot me before i could kill it.
FS9-S further nerfed? Nice.
#142
Posted 01 December 2015 - 01:49 AM
#143
Posted 01 December 2015 - 02:10 AM
Also the cockpit item selection is annoying that way again a LONG scollbar. Scrollsbars suck. We have now the same mechanic as the camo selection hd previusly -.-
Arkhangel, on 30 November 2015 - 02:44 PM, said:
uhhhm? wat, When clanengines can't be changed you can not focus on aglity because your agility and speed is just predefined and the rets of agility affecting quirks will not truly change this.
also this just imbalances more because some mechs (SCR) will still have a good agility, while others are just screwed.
Edited by Lily from animove, 01 December 2015 - 02:10 AM.
#144
Posted 01 December 2015 - 02:18 AM
Way to make a Summoner pilot feel unwanted
#145
Posted 01 December 2015 - 02:28 AM
#146
Posted 01 December 2015 - 02:31 AM
#147
Posted 01 December 2015 - 02:35 AM
Scanz, on 30 November 2015 - 10:51 PM, said:
It's must be gone at all
Assaults get their new quirks for twist speed
and nope your assaults now are at teh mercy of fast lights
Edited by KursedVixen, 01 December 2015 - 02:41 AM.
#148
Posted 01 December 2015 - 02:51 AM
Grey Ghost, on 01 December 2015 - 12:16 AM, said:
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.
...
you may not feel it much on a larger chassis with a large engine... but you do feel it in the little ones with tiny engines with only 7 truedubs.
mind you... that 2.16 cap loss as tiny as it seems, is the equivalent of a last ditch fire of a single medium laser on that chassis... even with the old 0.14 dissipation!
that is why i posted everywhere i thought PGI sees, about this. to give all mechs with sub-250 engines, 10 free truedubs (including the mandatory external ones)...specially the clan ones
or...
to give them good heat reduction quirks.
As far as quirks for little little mechs goes... it is always the clan lights that are shafted.
Compare a LCT-1E quirks with a lynx, and while you are at it, have a good laugh at the huge lynx arms which blow apart if you look at them (and compare it to the same thing on an adder or cheetah for example). Not to mention that the lil 25t clanner is already obsolete by the cheeto.
#149
Posted 01 December 2015 - 02:52 AM
Navid A1, on 30 November 2015 - 03:36 PM, said:
You basically DESTROYED the mist lynx (and kitfox)... yeah, it was SO OP. You annihilated that chassis to oblivion.
Now that you have done this and are patting yourself on the back for normalizing an OP 25 ton mech, how about giving the mechs with under 250 rating to have 10 true double heatsinks (0.2 dissipation + 2 heat cap) for the first 10 equipped double heatsinks
As i'm not sure if you are aware of this, here's an explanation: only internal double heat sinks are actually doubles (truedubs) the ones in the engine slots or externals are the one with 0.15 dissipation and 1.1 cap now. Mechs like the lynx and the kitfox/adder (and most small lights IS/clan) have under 250 engines and therefore less than 10 true double heatsinks, hitting them hard in dissipation and capacity compared to larger mechs.
[/i]
I would like an explanation on why 100 ton mechs in this game now go slower than their stock lore speeds (even with speed tweak unlocked).
at the previous 10% speed tweak, they could reach their lore speed at least.
example:
dire / atlas: both have 300 engine. in lore, they go 54kph. for some odd reason their stock speeds in MWO is 48kph and went up to 54 with speed tweak.
At the same time timber, ebon jag, stormcrow and hellbringer all go faster than their lore speed... you know the major reason behind the current lack of balance, all go faster than their stock speeds,
example: timber, ebon jag, hellbringer: stock is 81kph in lore and in MWO (without speed tweak). Speed tweak increases their already high top speed to 89 (now 87)
yet an atlas with a 300 engine goes 48 instead of 54. If it wants to follow the convention, with a 300 engine it should go 54 stock and 58 with the new speed tweak.
Its due to Battletech rounding. Mechs have a walking speed equal to Engine Rating / Tonnage, in the Dire Wolves case 3 (300/100). Running speed, which is what MWO top speed is assumed to be, is Walking speed x 1.5. Since you cannot walk 4.5 hexes in the tabletop game, that gets rounded up to speed 5. However, in MWO there is no need to give a rounding bonus to mechs with an odd number walking speed, so the Dire Wolf moves the equivalent speed of 4.5 hexes, with speed tweak as an added extra, which almost makes up the 0.5 hexes (used to be equivalent of 4.95 hexes)
Incidentally, the Timber Wolf actually has exactly the same thing happen to it. In TT its movement is walking speed 5, running speed 8 (because 7.5 cannot be a thing), and is reduced to 7.5 + 10% in mwo. However, since 10% of 7.5 is MORE than the 0.5 it no longer gains from rounding, the timber is slightly faster in MWO, with equivalent of 8.25 hex speed. As you can see from the below link, TT speed for a Timber is 86.4, not 81 as you claim.
http://www.sarna.net...r_Wolf_(Mad_Cat)
#150
Posted 01 December 2015 - 02:58 AM
Widowmaker1981, on 01 December 2015 - 02:52 AM, said:
Its due to Battletech rounding. Mechs have a walking speed equal to Engine Rating / Tonnage, in the Dire Wolves case 3 (300/100). Running speed, which is what MWO top speed is assumed to be, is Walking speed x 1.5. Since you cannot walk 4.5 hexes in the tabletop game, that gets rounded up to speed 5. However, in MWO there is no need to give a rounding bonus to mechs with an odd number walking speed, so the Dire Wolf moves the equivalent speed of 4.5 hexes, with speed tweak as an added extra, which almost makes up the 0.5 hexes (used to be equivalent of 4.95 hexes)
Incidentally, the Timber Wolf actually has exactly the same thing happen to it. In TT its movement is walking speed 5, running speed 8 (because 7.5 cannot be a thing), and is reduced to 7.5 + 10% in mwo. However, since 10% of 7.5 is MORE than the 0.5 it no longer gains from rounding, the timber is slightly faster in MWO, with equivalent of 8.25 hex speed. As you can see from the below link, TT speed for a Timber is 86.4, not 81 as you claim.
http://www.sarna.net...r_Wolf_(Mad_Cat)
thanks....
but i thought that 10% speed tweak was there for this very reason.
well... i guess until we can have weight class specific skill trees, we'll have to deal with this!
#151
Posted 01 December 2015 - 02:58 AM
Time to bring out old IS mechs once again. I got myself the marauder, but i doubt i will be playing as much since i no longer need to master anything. Still that is actually a good thing, you can just get one mech you want.. not 3.. and still use it well enough to compete. Less wasted money actually
#152
Posted 01 December 2015 - 03:01 AM
#153
Posted 01 December 2015 - 03:28 AM
#154
Posted 01 December 2015 - 03:31 AM
Navid A1, on 01 December 2015 - 02:58 AM, said:
thanks....
but i thought that 10% speed tweak was there for this very reason.
well... i guess until we can have weight class specific skill trees, we'll have to deal with this!
Well, no of course speed tweak isnt there for this very reason, or it would have to only be applicable to mechs with odd number walking speed, which is obviously nonsense in a world where most mechs can change their engine size.
#155
Posted 01 December 2015 - 03:51 AM
Bregor Edain, on 01 December 2015 - 03:28 AM, said:
Edited by KursedVixen, 01 December 2015 - 03:53 AM.
#156
Posted 01 December 2015 - 03:52 AM
xlrdallas, on 30 November 2015 - 08:22 PM, said:
Don't bother coming back then, it is here to stay.
So, take care and goodbye.
#157
Posted 01 December 2015 - 03:53 AM
Sarlic, on 01 December 2015 - 12:43 AM, said:
Said wub-wub thunderbolt/LL stalker/Dragon and future QKD and BJ not one button warriors. Yeah sure....
Edited by Varvar86, 01 December 2015 - 03:53 AM.
#158
Posted 01 December 2015 - 03:57 AM
#159
Posted 01 December 2015 - 04:01 AM
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...
i am very... pessimistic about these changes! I just hope that your results of your testsservers and the matches will prove me wrong!!
#160
Posted 01 December 2015 - 04:21 AM
A modual for Ballistics that uses Radar /Target lock range as it's Focus/convergance pinpoint.
Edited by Alex Novian, 01 December 2015 - 04:21 AM.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users