Hot-Fix Scheduled For February 22nd At 2PM PST/10PM UTC
#21
Posted 22 February 2016 - 02:27 PM
I picked many variants based on their quirks for accel and deccel, then just assumed I was wrong about how it was supposed to work. Couple Marauders and Warhammers are going to really come into their own with this. I might even use that Rifleman with the 70% boost now, haha.
#22
Posted 22 February 2016 - 02:28 PM
veedubfreak, on 22 February 2016 - 01:35 PM, said:
Comment not appreciated veedubfreak. Add value or stay out of the conversation
#23
Posted 22 February 2016 - 02:36 PM
Igor Kozyrev, on 22 February 2016 - 01:51 PM, said:
Errr, not that nobody cared, nobody knew... except a couple clever sorts who realised it wasn't working on the Rifleman and reported it on Twitter some time ago.
If people knew they didn't work, there'd have been folks up in arms. But what happened was they stopped working with the rebalance (when they were distributed about) at the same time as the agility nerfs happened, so we all just figured that was that.
What's funny is that my Mad Dog just got massive agility quirks, and I was pretty shocked that it wasn't very noticable. i just moved on, figuring that I just hadn't been paying close enough attention. I can't wait for it to be all squirrelly and whatnot.
#24
Posted 22 February 2016 - 02:36 PM
I wonder how many white knights were flaming anyone who complained about lack of agility here.... And i like to see the look on their faces.
#25
Posted 22 February 2016 - 02:37 PM
This is especially true of the assault mechs. If they cannot get some of that moment restored, then they had better get a bucket load of structure buffs - because they cannot spread damage, and are too slow and cumbersome to survive the modern MWO battlefield. The Atlas is a good example of what seems to work - slow, lumbering, absorbs massive damage, and is therefore legitimately feared. The Direwolf these days - not so much.... slow, plodding and squishy.
#26
Posted 22 February 2016 - 02:39 PM
sad.
#27
Posted 22 February 2016 - 02:40 PM
Right before the servers went down, I popped into testing ground and timed aceleration and deceleration on my maddog C which has 60% quirks.
Then I timed it again post-patch and the values seem identical.
I'll test in a live game.
Edit: I think its just non-functional in testing ground. Real game I think it works.
Edited by Jman5, 22 February 2016 - 03:10 PM.
#28
Posted 22 February 2016 - 02:44 PM
Igor Kozyrev, on 22 February 2016 - 01:51 PM, said:
Actually a lot of people have been saying how sluggish mechs felt after the skill tree changes and balance pass. Given the large number of mechs (IS and also potato tier Clan chassis) have 50% accel/decel or turning buffs, this should be pretty noticeable.
#29
Posted 22 February 2016 - 02:45 PM
This will affect a large amount of mechs. Many have 35% Accel/Decel and there's a long list with percentages above that.
For me, the big question is: How many mechs or variants, that have been written off as trash by the players, will now make a comeback if this is what was truly holding them down?
#30
Posted 22 February 2016 - 02:48 PM
#31
Posted 22 February 2016 - 02:52 PM
TalonZahn, on 22 February 2016 - 02:45 PM, said:
This will affect a large amount of mechs. Many have 35% Accel/Decel and there's a long list with percentages above that.
For me, the big question is: How many mechs or variants, that have been written off as trash by the players, will now make a comeback if this is what was truly holding them down?
Don't use snafets for clan values. For some reason he doubled them.
#33
Posted 22 February 2016 - 03:20 PM
Sky Hawk, on 22 February 2016 - 02:48 PM, said:
Not gonna agree.
What i noticed is how hard was to avoid LRM's recently - even with light - it just seemed they have some extra "dive-boost" into my mechs. This fix explains it.
So... the LRM's will work normal NOW.
#34
Posted 22 February 2016 - 03:27 PM
#35
Posted 22 February 2016 - 03:30 PM
Sky Hawk, on 22 February 2016 - 02:48 PM, said:
BackBreaker, on 22 February 2016 - 03:20 PM, said:
What i noticed is how hard was to avoid LRM's recently - even with light - it just seemed they have some extra "dive-boost" into my mechs. This fix explains it.
So... the LRM's will work normal NOW.
Um... you do realize that they are just fixing acceleration, deceleration and turn rate quirks right?
Your mech's top speed is not changed.
#36
Posted 22 February 2016 - 03:34 PM
veedubfreak, on 22 February 2016 - 01:35 PM, said:
Ahhh, the level of incompetence of the quoted post. I wonder what would happen if this poster left the game? Joy, pure joy.
#37
Posted 22 February 2016 - 03:41 PM
veedubfreak, on 22 February 2016 - 01:35 PM, said:
I remember solo killing you yesterday. 10/10 would kill again.
Edited by Mole, 22 February 2016 - 03:41 PM.
#38
Posted 22 February 2016 - 03:52 PM
veedubfreak, on 22 February 2016 - 01:35 PM, said:
#39
Posted 22 February 2016 - 04:15 PM
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