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Patch Notes - 1.4.59 - 15-Mar-2016


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#101 Steel Raven

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Posted 13 March 2016 - 09:55 PM

View PostFLG 01, on 13 March 2016 - 06:10 PM, said:


I would like to single out these two.

I do not expect mega buffs to the PPC family, especially not to the standard IS PPC, but the ERPPCs are in a desolate state.

A AC/5 out shoots a standard IS PPC and the IS Large Pulse Laser does more damage than ether IS PPC. both need a little love.

#102 Aylek

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Posted 14 March 2016 - 03:33 AM

I'd love the possibility to pre-load stuff from this enormous patch. Not every player is blessed by ComStar with a 50k connection.

#103 GenJack

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Posted 14 March 2016 - 05:01 AM

Wowza on the patch!

Great Progress!! Cannot wait to play!!!!!

Wooooo

#104 LordOfTheDeath

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Posted 14 March 2016 - 05:05 AM

All seems very nice, you doing great job guys, but we will see at Tuesday how it's going Posted Image

#105 The Unstoppable Puggernaut

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Posted 14 March 2016 - 06:50 AM

Hey PGI,

It's a great set of Dev work that's been done and it's giving me lots of confidence in the game development in general. Here's some of the points I'd like to see:

Skin changes for the Timberwolf (I), seems silly to sell a product which has less customisability than a freebie mech. I paid good money for it and yet I cannot get rid of the tracksuit bottoms.

Team kills happen by accident, I remember shooting the enemy in the dark and hitting him but a light was circling around, got hit and died. I only did 4 damage to him, I hope this type of accident doesnt leave me punished. The mechanism needs to address people shooting friendlies at the start of the round and being idiots in general.

Lastly I jumped back into my old school IS mechs; Firestarters were dissapointing but the paid mechs Huginn and Grid Iron are now completely useless. They've lost what made them special. The Huginn used to give me an adrenaline rush on the chance you have to get so close, you could get splatted or make the kill. Now it just sucks. The GI doesnt have enough slots to work with. These unique mechs have lost what makes them unique against their standard variants. Really dissapointed on this.

#106 TheMisled

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Posted 14 March 2016 - 09:36 AM

Nice update. Some of the stuff on there looks awesome. The teamkill buisness doesn't worry me that much as in the extremely rare case that I do get a teamkill, I don't usually get another for ages afterwards so the few seconds in which I can't join a game aren't going to be of much bother.

The changes to conquest don't seem to bad either. If my entire team got wiped out I would just leave the match and start up another so that's not a problem and I like how it puts more emphasis on the objectives; It does feel like I am cheating the enemy team when I kill there last guy 2 or 3 points before they win. The new game mode however will just turn into a brawl in the centre of the map, just with less variation than the likes of skirmish. maybe by having two other minor points on the different parts of the map that could prevent the enemy from capping and that maybe provide some sort of multiplier would shake up the gameplay a bit.

The new pilot model looks amazing, it's something I've been waiting for for quite a while now, even if it is something you're not going to be seeing much of but that other pilot model just looked so out of place. Also liking the look of the new 2K textures, should inject some life into some of my sadder looking mechs. I like the look of that new map as well. Grim Portico was one of my favourite CW maps but I didn't get to play much of it.

Not much in the way of new fixes that concerns me (although it's nice to see that the warhorns have been fixed). The archer also looks pretty nice, just not looking forward to all the lurms that are gonna be coming my way ;D

All in all, a pretty good patch. Looking forward to it.

Edited by e1itegamerpro, 14 March 2016 - 09:38 AM.


#107 Ulris Ventis

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Posted 14 March 2016 - 10:53 AM

Frankly, I like the patch. It has many minor and major features and they feel nice. It should help the game get better and I'm a little confused about the new mode yet, but we will see.
Thanks PGI, I hope this year will be as active as it started yet. :)

Edited by Ulris Ventis, 14 March 2016 - 10:54 AM.


#108 Fobhopper

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Posted 14 March 2016 - 11:55 AM

View PostSereglach, on 11 March 2016 - 09:04 PM, said:

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I just find it sad that, with all the problems they have in the game and all the engineering limitations that they have for feature development (one of the reasons for not getting a new quick-play game mode since 2013), that PGI/Russ are advertising the desire/need to hire more artists on Twitter, but not Engineers and Programmers. It's baffling on a whole new level.

Understanding game design or not, PGI's hiring decisions only exacerbate the issue of why they're so far behind on their development and why there's so many empty promises that haven't been fulfilled, yet (Phase 3 was originally last Fall, Game Mode overhauls "started" a year and a half ago, New Rewards and more Rewards tuning, Ammo Swapping, Information Warfare Overhaul and the true ECM fix we saw on the Test Center, a True Flamer Fix, more iterative and constant weapons tuning, etc.). Granted, they've done better since unshackling themselves from IGP, but they've got a long way to go and they're rapidly falling back into their old habits from being under IGP (in particular: you get more news on the game from Twitter then is ever posted on the Forums, the "informative" Roadmaps and Town Halls are nothing more than patch-notes previews nowadays instead of being actual news, the completely MIA dev vlogs and weekly updates, and the MIA overhauled and important reasons for signing up to the email list to get exclusive offers and information). It's not a warm-and-fuzzy inducing prospect, recently.


Part of the reason they arent hiring programmers or engineers (right now at least) is because they are in the middle of negotiating a completely new engine for the game. They have said that in like the last 3 town hall meetings, is that they are getting either unreal 4, or possible another engine to put the game up. Another thing that took a lot of development time from the programmers was the completely revamped tutorial that was also designed to be modular for future expansions in the tutorial mode as well as the future PVE campaign thats coming down the pipe. Not to mention all the massive changes that are being made for Faction Warfare 3 (which also took some considerable resources).
Its not that they haven't been developing/engineering the **** out of the game, its just that you dont see it on the front end because a lot of the things happening is in development or on the back end (like the PVE/tutorial section, updates to the FW system, fixing ghost heat, etc).

The reason why you see PGI looking to hire artist is because the artist are what bring in the money. Designing and selling new mechs to us is what keeps the lights running. And if they can make more mechs faster, and rescale/rework/update older mechs faster, as well as keep putting out new maps, that makes the players happy and keeps the bills paid. Whether you like it or not, the importance of the 'artists' should not be undercut, because they are pretty much the only thing that keep this game afloat. PGI doesnt have the rights to sell merch, they dont have the rights to sell toys, shirts, lanyards or any of that good stuff. So only the sale of Mechs (and MC for things like paint schemes, cockpit items and paint colors) are the only means of income for PGI.

#109 Lugh

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Posted 14 March 2016 - 12:12 PM

View PostJagdFlanker, on 11 March 2016 - 07:34 PM, said:


Russ may have hinted on twitter that the minimum threshold for the team damage penalty is 30 - which is perfectly fine for me since i always do a few damage each game from leg hits but otherwise rarely do more than 15 team damage

Even so, I can hit that on a single missed dual c-erppc shot that passes through the deceased and in to kill hugger charlie.

Kill hugger charlie is more to blame than I am in this case, but I will be the one punished.

#110 Nightmare1

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Posted 14 March 2016 - 12:31 PM

First off, I just want to say that this looks like an amazing and much needed patch. Thanks PGI!

That being said, I do have a couple of concerns.

1st) On the penalties, has there been enough consideration for accidental damage and TKs? Case in point, check out this vid:



That's one of those freak accidents for which no one is really responsible. Shoot, you can see the AC/20 go straight off into the distance and then boomerang back to hit the friendly Mech. Is that the kind of thing for which players will be getting penalties?

2) Conquest Mode on Alpine: It's great that you scooted the spawn points closer together, but why didn't you spread the cap points back out like they used to be? Prior to their consolidation, they forced teams to really know and utilize the entire map; now you can pretty much stay inside a small section of the grid and just play Skirmish. Any chance on those cap points being restored to their previous locations?

That's all; thanks PGI!

#111 BomberJako

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Posted 14 March 2016 - 12:36 PM

I thanks PGI for trying to fix the flamers but their is a more serious problem they need to look into. This problem aroused after I got the game updated for the rifleman release. That update did something to my game. Before the game, my game just worked fine. Nothing out of the ordinary every happen. After the update, things went down hill real quick. The main problem is that each time I move my mech or someone is moving their mech around me is where the game lags so hard. I mean its like one frame per 20 seconds. WHAT THE FUDGE?! Never had this problem whats so ever. Even if I'm in the exploring the map mode, the game still suffers even though their is no else their. That update did something to my game I want answers know and fixed. Is any one else experiencing this problem? Because its not far I'm I have suffer when everyone else is having fun. PGI please read this and fix problem. What sucks even more is that I recently joined Clan Smoke Jaguar and I can't fight with them.

Edited by BomberJako, 14 March 2016 - 12:41 PM.


#112 KursedVixen

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Posted 14 March 2016 - 01:38 PM

PPCs in general need fixing ever since the speed nerf ERPPC's on both sides are not worth their heat. Some battltech sites list the PPC as the energy Guass rifle,,, yeah right it's more like a volley ball now in MWO.

#113 llcr0wnll

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Posted 14 March 2016 - 06:14 PM

can't wait anymore Posted Image

#114 Sereglach

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Posted 14 March 2016 - 06:22 PM

View PostFobhopper, on 14 March 2016 - 11:55 AM, said:

*snip*


Honestly, that's a huge excuse and cop-out. Yes, they've been talking about the possibility of migrating engines, particularly since their current CryEngine is so terribly out of date. However, they're also looking at CryEngine updates as one of the primary options (I'm guessing you have a bias towards the Unreal engine -not knocking it- since you only mentioned that possibility directly? Just curious, since one of the bigger discussion points was the CryEngine update). However, that's all the more reason they'd need even more engineers and what-not to work on these massive undertakings and get them done in a better timeframe than "maybe possibly within the next 18 months".

Also, trust me, I've been following everything they've been up to as well as the last few town halls (the last one was particularly disgusting and disappointing to listen to . . . after hours or not, it should have been far more professional then Russ conducted himself . . . that was pathetic). However, everything -on the engineering/programming front- you've mentioned aside from the POSSIBLE engine migration is already completed. IF they're working on more tutorial modules, it hasn't been mentioned in town halls or roadmaps. IF they're doing any more actual PVE work, it hasn't been mentioned yet outside of "We'd like to . . . some day . . . it's coming . . . it's being worked on" (I'd love to know by how many people and how much work). Oh, and that amazing Phase 3 was supposed to be delivered back in last fall, at the "latest"; and now it's devolved into "soon" with no real timeframe of when it's happening, or what's even being actively worked on, or what needs to be completed before we even get to test any of it . . . let alone release.

That's what the roadmaps were originally for. Seriously go back and compare the first few to what we're getting now. We get no real news anymore. Now we're getting little more than patch previews with no real information beyond that. Now we get next to nothing except for hollow hype over "we've got awesome stuff coming and it's going to be awesome." That's burnt a lot of us out; and it's left many of us quite bitter, especially after more personal slaps in the face (like the Flamer debacle ahs been for me). It probably wouldn't be quite so bad if we actually got the level of communication PGI started to pull off immediately after separating from IGP.

Also, I never said hiring artists was a bad thing, I just said it's mind boggling that they're only seeking artists and they're not seeking engine programmers (for the possible/proposed migration), AI programmers (for that PVE campaign concept that we currently don't even know how much it's actually being worked on besides "we'd like to do it"), and general engineers/programmers for everything else in the game that still needs to be fixed/overhauled/implemented (collisions, proper flamer fix/recoding, game mode overhauls/improvements, ammo code rebuild/redo, firing modes, information warfare overhaul, general game balancing, heat scale rebuild, skill tree overhaul that's been promised since before I ever picked up the game, the decal system that's been on hold for ages, weapons tech for more/future weapons, other equipment options, net code fixes, continued hit detection improvements, etc.). THAT is what I drew contention with.

Again, to reiterate, all of those issues and their constant schedule fall-behinds are just more reasons to hire more engineers, and not just more artists.

Otherwise, I'm very fully aware of where and how their revenue comes in. I've even studied the current rights fiasco for the Battletech IP and how its split between Topps and Microsoft, and how the licensing interacts with each other that's scattered between Iron Wind Metals, Catalyst Game Labs, PGI, HBS, etc. It's a mess and it doesn't help anybody . . . personally I wish Microsoft would just buy out the whole IP from Topps (because they've actually been really awesome about handling their end), or maybe HBS (since they've done good things for Shadowrun so far and some of the old FASA guys are there), but that's for another conversation.

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As a random -but semi-related- side note, did you realize there are no digital aids available in an official capacity for Battletech TT, in any form, because they'd have to be done by Microsoft (or a licensee to make them) . . . even though it's for the TT side of the property (PDF copy of a book is the only exception, because it's still considered a document and not software)? That's why everything that exists is open-sourced and free (Solaris Skunk Werks, MegaMek, Catalyst's own MUL -Master Unit List-, and other independent programs). It's the same reason PGI can't do that merchandising for their product, even though the physical merchandise would only be supporting the MechWarrior IP, and have basically nothing to do with TT. The rights are that big of a mess and it makes zero sense when you actually try to look into it and understand it all. Yet the hilarity of it is that while PGI can't do their own merchandising, Sarna and NGNG have made their own Battletech themed merchandise and no one does anything about it; and if they got the rights to do it themselves from Topps . . . then why hasn't PGI followed suite. It'd make you think that PGI could start their own merchandising for other revenue streams. Again, it makes zero sense.

#115 Rammelkas

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Posted 15 March 2016 - 03:00 AM

Unfortunately while this sounds interesting the patch size would not be compatible with the place I've had to move to for family reasons. Been nice playing this game but now I can't keep it up. Good luck with your endeavors.

#116 mad kat

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Posted 15 March 2016 - 03:32 AM

Largely liking this patch and especially the team damage/kill penalty with any luck it will teach those direfail and timberwolf pilots to look where their shooting first before unloading into the back of the blackjack they've just waddled up behind to use as a meat shield.

I'm liking the resolution upgrade too, will be great on a decent machine and even better for my renders. Unfortunately this game badly needs some loving at getting the FPS up on lower spec machines like laptops. The HUD is still a massive sink in frame rate and badly needs fixing. This of course will have benefits to even powerful machines. 6.6gb patch Ouch!

One more thing......Fix the bloody PSR crap i'm getting bored of woefully lopsided teams and probably getting close to an 80-90% loss rate currently. Shouldn't have to be carrying in a vindicator doubling the damage of a friendly atlas. And while i'm at it please sort out the PPC hit reg, i have noticed that standard PPC's probably have about a 30% success rate for damage but weirdly ERPPC's seem much better?!?!

Edited by mad kat, 15 March 2016 - 03:43 AM.


#117 IG 88

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Posted 15 March 2016 - 11:57 AM

extended maintenance ???

#118 Sahrang

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Posted 15 March 2016 - 12:02 PM



"the server's down"

#119 627

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Posted 15 March 2016 - 12:11 PM

View PostIG 88, on 15 March 2016 - 11:57 AM, said:

extended maintenance ???


unforeseen problems it seems:

https://www.reddit.c.../pgi-mike-forst

#120 TheSkogemann

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Posted 15 March 2016 - 12:21 PM

Awesome patch! Posted Image
Lots of new content and changes! Posted Image

I wonder when the "press-the-ready-button" part of a quick match will be ditched though.
I mean, when people press the "Quick match" - they are ready... Posted Image





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