Patch Notes - 1.4.59 - 15-Mar-2016
#201
Posted 17 March 2016 - 05:38 AM
1. Conquest now sucks. After all the mechs die, on average there are only 150-200 caps taken. It takes over 1min 30sec - 2min 30sec to get the cap points/game to end AFTER all the battle has finished, and that is what the game is about. It shouldn't take another ~2mins for a game to complete is the enemy is dead. It just doesn't work.
2. Domination is similar to the above, with basically a 1min delay. Again, feels rather pointless.
What is the purpose of adding between 1-3mins EXTRA time where nothing happens, for two game modes?
Poorly thought out unfortunately as evident from moving domination down to 1min within hours of the patch going live.
#202
Posted 17 March 2016 - 05:50 AM
FreebirthToad18999, on 11 March 2016 - 07:16 PM, said:
So... what I'm hearing is that now even fewer people will select Conquest?
Conquest needs to auto-win if there is no chance of losing after all mechs are dead. Otherwise, you are just making everyone sit and wait, slowing drop queues, increasing qq.
#203
Posted 17 March 2016 - 06:02 AM
PG said:
[color=#00FFFF]• A Server Status news marquee has been added to all front-end menu's that will notify you in advance of server downtime from maintenance or patches.[/color]
For me, the used font is missing Umlaute (ÄÖÜ). So for me there is Mittleurop_ische Zeit. But it should be Mitteleuropäische Zeit.
#204
Posted 17 March 2016 - 08:33 AM
R31Nismoid, on 17 March 2016 - 05:38 AM, said:
1. Conquest now sucks. After all the mechs die, on average there are only 150-200 caps taken. It takes over 1min 30sec - 2min 30sec to get the cap points/game to end AFTER all the battle has finished, and that is what the game is about. It shouldn't take another ~2mins for a game to complete is the enemy is dead. It just doesn't work.
2. Domination is similar to the above, with basically a 1min delay. Again, feels rather pointless.
What is the purpose of adding between 1-3mins EXTRA time where nothing happens, for two game modes?
Poorly thought out unfortunately as evident from moving domination down to 1min within hours of the patch going live.
I guess you havet missed the point with those games. Its not skimrish games. So you need to do what they are for.
I think it WAS a mistake to reduce it to 1 minutes. It should have stay at 3 or maybe minimum 2 minutes. 1 is almost to little. On some maps its hard for a slow mech even get to the place.
#205
Posted 17 March 2016 - 11:11 AM
Lord Damian GTO, on 17 March 2016 - 08:33 AM, said:
I guess you havet missed the point with those games. Its not skimrish games. So you need to do what they are for.
I think it WAS a mistake to reduce it to 1 minutes. It should have stay at 3 or maybe minimum 2 minutes. 1 is almost to little. On some maps its hard for a slow mech even get to the place.
I haven't played it a super huge amount yet... But I have yet to see the counter drop below 45 while players are still alive on both teams... But, I don't know what could be done to improve that... Maybe make two seperate, smaller hills, so you have to balance between keeping your counter going, and stopping theirs from doing so?
#206
Posted 17 March 2016 - 11:38 AM
Edited by kka, 17 March 2016 - 11:38 AM.
#207
Posted 17 March 2016 - 01:27 PM
Sereglach, on 11 March 2016 - 05:19 PM, said:
However, overall it still appears as if you're throwing more and more complex and needless things that could have been much more easily settled by just scrapping the exponential mechanic altogether and going with fixed, flat values. Instead, we've still got a weapon that has no cost to fire within a set amount of time, shared by all weapon systems. That alone is just wrong to begin with, no weapon should have any sort of free-fire time, at all . . . weapons have a balance between heat and ammo costs. All weapons should cost something to fire, no matter what.
However, then you throw on obscene mechanics to attempt to limit this weapon with a pseudo-cooldown on a weapon that's supposed to be a constant stream firing weapon. All of that happened because you failed to acknowledge and fix a flaw in your system that was reported multiple times over the course of its existence. Instead you ignored it and then threw on a panicked and convoluted "Band-Aid" as a solution to the problem, instead of taking the simple and proper fix. All of this happened because it blew up in your face in a broken "flamergeddon" of your own creation from your own convoluted mechanics.
Your methods aren't making any sense, here, at all. I'm starting to get the feeling that the Flamer coding is like the ammo coding, and it's lostech to your engineers. At that point, you should just suck it up and redo it from scratch into something that actually works and is functional.
EDIT, so this can be on page 1, too:
Ok, tested the flamer's new "UI Improvement Fix" and . . . no, it's still not a fix. You've gone overkill on your bogus and convoluted mechanics in order to prevent your little "Flamergeddon" . . . which, need I remind you, only came into existence because you, PGI, failed to address the inherent problems with the Flamer's current setup to begin with, which was reported and known years ago. Oh, and it was insightful to see that after the "Magic 4.75 second pseudo-cooldown window" ended, that Flamer firing time didn't reset, but only started to lower was truly enlightening . . . and pathetic . . . as that only exacerbates the Flamers pathetic status even more.
Seriously, the proper fix for the weapon, which I've been saying for over three years now, is to scrap these acceleration/exponential heat gain mechanics and go to fixed, flat values. You're going to need to do this, anyway, when you overhaul the heat system (as I've detailed elsewhere in this thread). It wouldn't even need any special UI work or convoluted mechanics . . . it'd actually be a weapon whose mechanics and function you'd actually be able to read and understand in a mechlab tooltip . . . imagine that. People who don't crawl all over the forums (and particularly Russ's twitter) would actually be able to read and understand the weapon's functionality.
Otherwise the weapon is going to break either one of two directions (because it's only set up -in its convoluted fashion- for this precise heat scale) with the future Heat Scale changes. It's either going to become "Flamergeddon 2.0" or it's going to become an even worse piece of junk then it is now (which, of course Russ is thrilled with its current condition because now "Flamergeddon" happened when they tried to "fix" the weapon system so now that it's back in the scrap heap people don't want to see the weapon fixed, because they already had a scare with dangerous/OP flamers, and thusly Russ isn't hearing about it on Twitter, so all is good for him).
I can only laugh at the flamer hate. Must be someone I've hit in game with mine a few times. So tell us oh wise one what do you have to say about machine guns? No heat. 3 tons and you've more ammo than you'll use in a match even for 4 of them, unless you are just really really bad at this game.
JHackworth, on 17 March 2016 - 05:50 AM, said:
Conquest needs to auto-win if there is no chance of losing after all mechs are dead. Otherwise, you are just making everyone sit and wait, slowing drop queues, increasing qq.
With conquest there is still a chance to lose even with all the of enemy team dead if your team has been ignoring caps and you should lose if you ignore the caps. It is Conquest not Skirmish.
#208
Posted 17 March 2016 - 03:45 PM
Bellum Dominum, on 17 March 2016 - 01:27 PM, said:
Laugh all you want, then try to add something constructive to the discussion. As far as Flamers go, maybe you should reread the post and everything I have to say about them, because your little banter doesn't mean much, other than you think I believe they're OP or something. I'm saying quite the opposite . . . PGI's current iteration is junk and the Flamer should have gotten the actual reengineering and fix that was promised back in December of 2013.
As far as machine guns go, I'd point you in the direction of all the other solid conversations that have been had about them. They need their cone of fire removed and damage returned to .1 per bullet (or 1 DPS), at the very least. That would make them exponentially more viable weapons. Mcgral18 has had some excellent points about them, as well as weapon balance in general; and the conversations have been exponentially more worthwhile and constructive then what you've mustered.
You say you'd never use 3 tons of ammo, ask the Jager DD 6 MG Brawlers and 6 MG Arrow pilots how much MG ammo they could burn through in one match (which actually were more of a thing back when MG's did a solid 1 DPS each . . . 6 DPS with no heat was nothing to scoff at back in that time). Granted, 3 tons is a lot of MG rounds, but it could still be used up. Of course, that was all also back before Clans were in game, and when an AC40 Jager was the most terrifying mech to come across in a brawl. Nowadays they are literally junk builds that are considered some of the worst trash/troll mechs out there.
Edited by Sereglach, 17 March 2016 - 03:48 PM.
#209
Posted 17 March 2016 - 06:24 PM
Bellum Dominum, on 17 March 2016 - 01:27 PM, said:
I can only laugh at the flamer hate. Must be someone I've hit in game with mine a few times. So tell us oh wise one what do you have to say about machine guns? No heat. 3 tons and you've more ammo than you'll use in a match even for 4 of them, unless you are just really really bad at this game.
With conquest there is still a chance to lose even with all the of enemy team dead if your team has been ignoring caps and you should lose if you ignore the caps. It is Conquest not Skirmish.
not necessarily
#210
Posted 17 March 2016 - 08:19 PM
Lord Damian GTO, on 17 March 2016 - 08:33 AM, said:
I think it WAS a mistake to reduce it to 1 minutes. It should have stay at 3 or maybe minimum 2 minutes. 1 is almost to little. On some maps its hard for a slow mech even get to the place.
I'm well aware of the point of them, however the point is - pointless.
Waiting a further 2/3mins for a game to end after one side is entirely dead is just wasting people's time. Nothing more, nothing less. Domination at 3mins would be identical to Conquest, a whole lot of waiting around for a timer/caps.
Even in Conquest if you try and tactically take cap points with 1-4 mechs you're alone and will get rolled by an organised group of 12. You simply cannot treat conquest as the 'run around the map and get cap points' as is intended. You end up fighting battle(s), after all this is Mechwarrior not some game of capture the flag in a kindergarten playground.
Conquest was actually OK as it was. Occasionally you would win on caps, majority was on opposition dead. I've played one game of Conquest since the patch that has not ended in anything BUT people waiting 1-3mins for the caps to build (we lost as we killed them but didn't get cap points in time due to average spawn/cap locations on Grim). Either lower the max caps or speed up the rate at which they accrue.
#211
Posted 17 March 2016 - 11:40 PM
#212
Posted 18 March 2016 - 12:02 AM
Domination is the embodiment of everything that's wrong with nearly every existing map in the game; it defaults to "let's fight/circle around THE THING IN THE MIDDLE" almost 100% of the time.
That said, the new map makes things worse. The only place you really CAN fight is in the middle, because everywhere else is too rocky and/or obstructed to allow combat to flow. In the middle, there's very little cover. The lack of tall structures works on Polar Highlands because there are valleys everywhere that you can duck into and hide, but on this map there just isn't anything like that. Add to all this the fact that there are invisible walls where there shouldn't be, and a lack of invisible walls where you'd expect them to be, and you've got a recipe for a map that just isn't fun to play.
Finally, I didn't think it would happen so soon, but it did. In my most recent match, I put an arty strike on some enemies hiding behind a rock. A teammate, who didn't see the warning smoke, walked right into the strike and was killed. Now, because of someone else's mistake, I'm penalized and must wait before being allowed to join another match. Yes, it's only a few seconds, and no, I don't care. It wasn't my fault, I shouldn't be penalized.
I'm sorry, PGI, but I feel you've really dropped the ball on this one.
#213
Posted 18 March 2016 - 12:30 AM
Well, hardly, I had one conquest match since the patch and that one ended in a pretty decisive stomp for my team. Lost 3-12 with 1 cap taken by our team.
#214
Posted 19 March 2016 - 04:21 AM
Its funny to see the teams that just play normal steam roll guys 'trying' to make their points by sitting back.
#215
Posted 20 March 2016 - 11:20 PM
#216
Posted 20 March 2016 - 11:35 PM
#217
Posted 21 March 2016 - 12:44 AM
- I didn't have any technical problems with it
- I didn't encounter any new bugs (there were some problems with our CW group at one point, but we worked around it)
- I like the new map (a bit long-range for my liking but I don't mind a challenge)
- I like the new game mode (if only more pugs would have the guts to charge when you call for it)
- I like the new pilot skin
- I really prefer the new voting mechanism
- I did not do any meaningful team damage the entire week-end.
- I had a blast dropping in the group queue with pilots from the FWLM TS
- I'm starting to get tired of all the constant whining and droning on the forums. There are quite a few people around that are raising valid points in a respectful manner, but they are being drowned out in a sea of constant moaning. This is one of the most disrespectful communities that I have ever seen, aside from the Steam forums.
#218
Posted 21 March 2016 - 03:51 PM
regarding domination, i honesty hope that more of the PUG players will learn that it's ok to push into the "ring", and that it can be counterproductive at times if they don't. it's ok to take some hits to gain an advantage. peeking isn't really even fun, at least for me anyway. but then again, how many PUG players like me come to the forums on a regular basis?
reading through this thread there is inarguably a lot of hate, which is dumb. really. it's dumb. posting vague comments about how you don't like the new patch/update/etc is dumb. i shake my head when i read them. at least take some time to think about it, specify why, and offer something more than a flippant easy fix that isn't actually as easy as it sounds. i dunno, maybe you're just venting. it seems that few people have thought it out and tested the new things in various ways to provide constructive input. those people are ones that i actually want to respect. they are people for whom i am grateful, even if i don't see what they see. there are many of us who don't know the ins and outs of MWO like the long-time veteran players do; so we need them for their advice, their guides and their skills.
but there are also lots of posts that are in support of the new patch. i haven't had any problems, and i like the blind unchangeable vote system. now i know right away if my vote will become mulitplied next round or if i got what i wanted. at least if my caustic valley vote plummets from 20% to 4% i still know i can make it up later when i have a x9 multiplier. (sorry, not sorry when i use it). it's nice to have a new map. any new map, as it seems they are rare. domination isn't so bad. sometimes (often) i wish my team would just get in there and focus targets though. other times (less often) they do and we do well. players have the ability choose to have fun regardless.
if PGI is a smaller development company with limited options for what they can sell or promote, i certainly wouldn't expect from them what i would expect from Microsoft if they owned MWO. that is plain silliness.
i just wish people would relax instead of react, slow down and think about stuff more, and consider the difference between a right and a privilege. i suppose haters are gonna hate anyways, though.
Edited by FrigginEH, 21 March 2016 - 03:51 PM.
#219
Posted 24 March 2016 - 12:21 AM
#220
Posted 03 April 2016 - 11:29 AM
InnerSphereNews, on 11 March 2016 - 04:58 PM, said:
As a result of this upgrade, and due to an overall adjustment in the way texture files are structured behind-the-scenes, this patch will be significantly larger than our usual patches, weighing in just under 7GB. We apologize for any frustration this patch size may cause, but we believe the end result will be worth it.
U kiddin right? KEEP EM COMMING SON, GB IS NOT A PROB
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