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Patch Notes - 1.4.53 - 16-Feb-2016


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#301 mad kat

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Posted 16 February 2016 - 03:00 PM

Im loving the machinegun and flamer buff. My arrow is finaly getting a bit of attention it deserves. With just the one flamer the idea is it allows the lpl to chew through their armour with the flamer limiting their return fire so in turn allowing the face time required for the mg's to do their work. Will definately be fitting flamers to my cn9-d too with the lbx.

As for the flamer buff. Yes, brilliant its now actualy a usefull suplementary weapon and fitted to a fast energy boat light like a locust 1e. Watch out clannerz your in trouble now.

Th mg rate of fire has made the spider 5k useable again too.

Edited by mad kat, 16 February 2016 - 03:09 PM.


#302 Insufficient Skill

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Posted 16 February 2016 - 03:10 PM

It was usable all along.

#303 K19

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Posted 16 February 2016 - 04:01 PM

Panther PNT-10K: ERPPC Quirk has been changed to a PPC Quirk, so the benefit now applies to both ERPPCs and standard PPCs.
• PNT-10K: PPC Velocity Quirk has been increased to +50% (from the original 40% ERPPC Quirk).


Nice joke. real remove all Quirk more easy. Need more hard work play real MECH 0 Quirks real WARRIOR ONLY SKILS TRUE MECH pgi same over over again.

#304 pwnface

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Posted 16 February 2016 - 04:11 PM

Please fix flamer bugs ASAP.

#305 C E Dwyer

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Posted 16 February 2016 - 04:20 PM

no love for jump jets makes victor a sad bunny, because it can only hop so far on broken legs

#306 Bolter01

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Posted 16 February 2016 - 04:21 PM

What's the go with the 1 in '8' (approx) Crash to Desktop? (Nvidia..)
I did not experience before the last 2 patches...

Any resolution in hand?

#307 Ken Burkhart

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Posted 16 February 2016 - 04:35 PM

I believe I missed something on the patch maybe. My catapults' LRMs are launching like it has less tubes, or like the doors are closed, even though they are open. For example, on my A1 with 6xLRM5, if I launch all 3 on the left art/ear, it only launches I think 10 and then 5 a half second later. I also noticed similar issues with my C1 with 4xLRM10.

I noticed on the patch that they fixed an issue where you could open/close your bay doors when shutdown. I'm wondering if this change has to do with the above problem.

#308 Sereglach

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Posted 16 February 2016 - 05:08 PM

View Postpwnface, on 16 February 2016 - 04:11 PM, said:

Please fix flamer bugs ASAP.


Not only is it full of bugs, but Russ is getting railed on twitter about the exploit and people "gaming its mechanics". So far he's trying to do damage control by saying, "Well, they're not in-match vidoes." Yeah, because people are just going to post videos of themselves using exploits . . . which could lead to them getting into trouble. I guess they'll be doing it now that he's asked for them, though.

Is this where I say, "I told you so", now? Maybe I'll wait for a hotfix or something to put that in nice big, bold font.

#309 pbiggz

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Posted 16 February 2016 - 05:26 PM

View PostMonkey Lover, on 15 February 2016 - 08:04 PM, said:


Only clans players can somehow find a way to ignore basic math.


Says the kid who probably failed math.

Also I'm a merc. I want balance, you want IS only. Everyone sees that.

#310 zudukai

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Posted 16 February 2016 - 06:55 PM

View PostInnerSphereNews, on 12 February 2016 - 12:22 PM, said:

Quirks
These are the broad changes you'll see in this Quirk pass:
• All remaining negative/detrimental Weapon Quirks on Clan 'Mechs have been removed. A small amount of negative Armor and Turn Quirks remain for certain variants.

where did this come from? what mech has negative armor?

#311 WaffleStorm

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Posted 16 February 2016 - 07:16 PM

So, I just installed the patch, and now I get an error stating "Failed to initialize game!" and the game won't start. Not even after a reboot. I have written to support about this, but wanted to find out if anyone else was having this issue.

Suggestions? Troubleshooting steps that don't involve dxdiag or pinging the various servers? Everything was working fine this morning.....

Thanks guys!

#312 Ken Burkhart

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Posted 16 February 2016 - 09:29 PM

Well, I was able to isolate my LRM problems to mechs with missile bay doors. Even with doors open, it launches them as if the doors were closed. This applies to 2 Catapults and the Golden Boy. I tested with the BLR-1S to confirm as that one does not have missile doors, and the problem does not exist there. E-mail was already sent to support.

#313 Alik Kerensky

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Posted 16 February 2016 - 10:59 PM

You guys really didn't think this Flamer thing through... 12 flamer NOVA 4.5x12=54 points of heat per second. Maybe you should make it not stack... Posted Image

Flamers
• The following values have been adjusted for Flamers:
• Amount of Damage per second has been decreased from 0.7 to 0.1.
Amount of Heat per second applied to an enemy 'Mech has been increased from 0 to 4.5.
• Duration of time before Heat starts to effect your own 'Mech (not the enemy) has been shortened from 6.25 to 4.75 seconds.

Edited by Alik Kerensky, 16 February 2016 - 11:01 PM.


#314 Sereglach

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Posted 16 February 2016 - 11:00 PM

Just going to pull this post from a General Discussion thread and put it here . . . because it's kind of pertinent with all the trolls running amok:

View PostSereglach, on 16 February 2016 - 10:47 PM, said:

First off . . . I told you so . . . I mentioned this as soon as the patch notes came out . . . nearly a dozen times as I argued with people. I reported this exploit to PGI over a year ago and it was literally ignored because the weapon system was just that terrible. Now that it's been "fixed" this exploit is a gold mine for trolls everywhere.

However, despite what some people in this thread have said, the Flamer doesn't need to go. It just needs to be actually fixed . . . and not this crap that PGI has pulled. It can be done so in these simple steps:

1. Remove the heat "acceleration"/"scaling"/"exponential growth" mechanic, and the "delays" that go with it. Keep the weapon at flat fixed values.

2. Damage to 1.0 DPS, Heat Damage to 1.0 HDPS, Heat Generation to 0.5 HPS with no delays, no acceleration or growing values. Simple, flat, and fixed values.

3. 2 Flamers will counter 10 true-dubs in a mech. It won't heat it up, but it will prevent cooling. This provides a nuisance. However, it's still costing the wielder half as much heat generation, himself. This causes a need for controlled streams/firing.

4. The values are low enough to allow the Flamer to function as a sustained-fire-stream weapon, as initially designed for the game.

5. Exploit is fixed and removed . . . no more trolling potential. Heat damage cannot be inflicted without causing actual heat for the wielder.

It's a simple fix that I've advocated PGI to do for over 2 years, now. The sad part is that it took the Flamer being turned into a godly troll weapon for other people to see the problems in PGI's convoluted implementation.

EDIT: Oh, and if anyone wants to take those values to Russ on twitter, I'd appreciate it. He's been getting railed on there over the situation and is in damage-control mode. He might be receptive to the simple solution . . . finally.


#315 ExoForce

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Posted 16 February 2016 - 11:05 PM

View PostKen Burkhart, on 16 February 2016 - 04:35 PM, said:

I believe I missed something on the patch maybe. My catapults' LRMs are launching like it has less tubes, or like the doors are closed, even though they are open. For example, on my A1 with 6xLRM5, if I launch all 3 on the left art/ear, it only launches I think 10 and then 5 a half second later. I also noticed similar issues with my C1 with 4xLRM10.

I noticed on the patch that they fixed an issue where you could open/close your bay doors when shutdown. I'm wondering if this change has to do with the above problem.


Just tested Stalker. Very slow fire rate. Btw:


Since when the Stalker has 10 tubes in side torsos as can be seen in the mechlab ?????

Edited by ExoForce, 16 February 2016 - 11:05 PM.


#316 Void Angel

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Posted 17 February 2016 - 12:01 AM

View PostInnerSphereNews, on 12 February 2016 - 12:22 PM, said:

The number of changes to Clan Quirks in this patch and the per-OmniPod Quirk system are better served in a dedicated document.
You can find a PDF of all Clan Quirk changes here, along with an Excel document here.


Any chance we can get a replacement Document for the Inner Sphere? Some of us were using it as a quirks reference, since there isn't a quirk library in-game or on the website.

#317 Corviness

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Posted 17 February 2016 - 12:23 AM

View PostWintersdark, on 12 February 2016 - 01:43 PM, said:


I think it's funny that you showed a tweet from 2014 about flamers sucking and a would-be fix failing.

That's cute.

2014.

lol.


Nice photoshoped. Who can says 100% for sure, that it was 2014 and not 2016? The 2014 was painted in. What a ******** and ppl are so stupid and believe it.

#318 Silth1984

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Posted 17 February 2016 - 12:32 AM

View PostWintersdark, on 12 February 2016 - 02:48 PM, said:

well, to be fair, Gargles has been terrible for a long time. The IIC mechs (well, at least the HGN) have just been terrible for a short time.

But the Gargles' buffs are junk. The MDD did benefit nicely, though.


Are you kidding? 54 extra armor for armors is free tonnage for weapons, and the big thing that has held the Gar back. (okay, knuckle dragging weapons mounts could be worse) Finally, I don't have to strip my legs down to medium mech tonnage to fight.

#319 Silth1984

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Posted 17 February 2016 - 12:54 AM

Like other's have posted, I am also tired of the wheel of fortune Quirk balancing. First, then converted most of the weapon specific quirks to general purpose so people will play more variety...Yeah, my mechs has more play options...then they nerf a general across the board...boo, my mechs turned to trash. Answer? Buy more mechs...really? I will never buy another IS mech with the present quirk system since you don't know what will be turned to trash tomorrow. On the other hand, since Clan mech don't really rely on quirks as much it's less of a factor. Want a erll sniper...just pick up a targeting computer..and mech you like.

*** Solution to Problem ***
I strongly suggest that PGI consider giving IS mechs extra weapon slots based on chassis (lighter equals more slots), and increase the variety of modules. This way PGI can remove all weapon based quirks, and players don't need to worry that their mech will be nerfed in a way that might be critical to their game play. Plus, Clan mechs weapons are basically all quirked up just by being Clan.

PS> NOTE: weapon slots could be broken into multiple classes to allow stacking abilities while allowing capping of abilities.

PS>> If you wanted to get fancy, you could even let people take off setting negative modules to allow extra stacking of a single ability...ie. -10% ERLL cooldown +20% ERLL range Vs +10% ERLL range.

#320 zudukai

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Posted 17 February 2016 - 02:00 AM

another bug is hidden in the skill menu, the mech there shows none of the owner's modifications.

Spoiler






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