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Patch Notes Are Here! (ᗒᗜᗕ)՛̵̖


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#221 nehebkau

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Posted 19 April 2016 - 05:29 AM

View PostZolaz, on 18 April 2016 - 07:05 PM, said:

I like how the white knights comment on how impatient everyone is ... after PGI missed their own self imposed deadlines. Well, nothing new here. The best indicator of future performance, is past performance.


It's not being a white knight -- its 30 years of experience in all aspects of this industry (from technical support, to technician to Engineer, to Lead Engineer Lead Architect to Senior Managing Engineer) Mistaking empathy, the realization that there are actual people at PGI and what they do there is their work and after 8 hours they should get to go home to their family, for white knighting is frustrating.

no one's life depended on the patch notes getting out.

#222 Lucian Nostra

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Posted 19 April 2016 - 05:31 AM

View PostAdamski, on 18 April 2016 - 11:06 PM, said:

I don't see why the Clan LBX and Clan ERPPCs got buffs.

They are both already lighter and smaller than the IS counterparts, no reason they should get buffs at the same time. Especially the cERPPC that does 50% more damage too.


Underlined always makes me laugh like the 2.5 plash damage is actually worth anything

#223 MeiSooHaityu

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Posted 19 April 2016 - 05:35 AM

View PostLucian Nostra, on 19 April 2016 - 05:31 AM, said:


Underlined always makes me laugh like the 2.5 plash damage is actually worth anything


Every little bit helps. That 2.5 damage can mean the difference between living and dying. It could mean the difference between surviving long enough to inflict additional damage on the enemy that could change the momentum in a match.

Every little bit helps. Plus it adds up shot after shot :).

Edited by MeiSooHaityu, 19 April 2016 - 05:35 AM.


#224 Lucian Nostra

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Posted 19 April 2016 - 06:03 AM

View PostMeiSooHaityu, on 19 April 2016 - 05:35 AM, said:


Every little bit helps. That 2.5 damage can mean the difference between living and dying. It could mean the difference between surviving long enough to inflict additional damage on the enemy that could change the momentum in a match.

Every little bit helps. Plus it adds up shot after shot :).


Sounds great in theory but in practice the impact of 2.5 splash is negligible. Lpl spreads and does less damage overall but somehow maintains being a better weapon. lrm 5s tighter spread keeps it better than lrm 20 blasting the entire mech despite it doing 300% more damage

#225 Ex Atlas Overlord

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Posted 19 April 2016 - 06:14 AM

View PostLucian Nostra, on 19 April 2016 - 06:03 AM, said:

Sounds great in theory but in practice the impact of 2.5 splash is negligible. Lpl spreads and does less damage overall but somehow maintains being a better weapon. lrm 5s tighter spread keeps it better than lrm 20 blasting the entire mech despite it doing 300% more damage


LPL doesn't do full damage to the area you hit + extra damage.

LRM 20 doesn't do 20 damage to one spot + extra damage.

They spread THEIR damage.

PPCs do not (if I'm understanding this correctly).

You really shouldn't try to obfuscate the issue.

Edited by Ex Atlas Overlord, 19 April 2016 - 06:15 AM.


#226 MeiSooHaityu

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Posted 19 April 2016 - 06:19 AM

View PostLucian Nostra, on 19 April 2016 - 06:03 AM, said:

Sounds great in theory but in practice the impact of 2.5 splash is negligible. Lpl spreads and does less damage overall but somehow maintains being a better weapon. lrm 5s tighter spread keeps it better than lrm 20 blasting the entire mech despite it doing 300% more damage


I'm not making an argument for the validity of one weapon vs another. In practice I too find better performance in C-LPLasers vs C-ERPPCs. I'm just stating that damage is damage and shouldn't be just dismissed because it is splashed.

I have had many matches where I inflicted damage and even made a kill with a mech that had no armor and red internals. I mean one graze and the engine pops. That splash damage of a hit could mean the difference between me being there firing or me on the ground.

I wouldn't build for "what Ifs" like that per se, but I just wouldn't discount the damage either.

Edited by MeiSooHaityu, 19 April 2016 - 06:19 AM.


#227 Ghogiel

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Posted 19 April 2016 - 06:22 AM

View PostMischiefSC, on 18 April 2016 - 09:09 PM, said:

I love a lot of the changes. I see 2 problems however -

1. If solo loyalists can vote you've got an easy system to abuse. It also still makes intentional coordination of a faction incredibly difficult because you've got units fighting solo players for direction of the faction. Why does 'solo loyalist' even exist? As a role it's hugely open to abuse. Have solo Freelancer and solo Mercenary. Loyalist needs tied to a unit.

There is nothing different to a solo loyalist and a unit loyalist in terms of fighting for direction of a faction. All the different units are in essence an individual. Solo loyalists exist because unit tags will put players in a unit queue. Which is basically the entire reason why the queue is split in the first place, so solo players aren't forced into that queue with units. Forcing solo players to make units just to be a loyalist is an even more stupid idea than the current system.


Quote

2. If solo queue still flips worlds you again create an abusable system. So I can win matches all day in Unit queue but the other faction is dropping 3 12mans in solo queue (which are inherently going to be sync dropped) I'll lose the world? So now the best way to take a world is to run most of us in solo queue, sync-dropping and stomping bads.

Those ideas are going to get abused and create hard feelings. I'm all for solo players to affect scout matches and stuff but these two systems are and have been a bad idea from day one. I brought it up when they first started, it's still a bad idea.

No less abusable than not having solo players flip worlds. In it's current incarnation it's far worse. There is only one queue which is a totally borked farming, ghostdrop, bloated unit spam **** anyway. It's a steaming pile of ****. At least this way people might be able to be tactical and sneak flipping planets via queue jumping or something.
The player base can't all run alts and farm solo queue, flipping planets, if everyone is doing it. You won't be stomping bads, you'll just be playing the same players that would be in the unit queue, but in alts lol.

#228 cazidin

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Posted 19 April 2016 - 07:13 AM

Alright so, a few things about the patch notes.

I like the AMS module change. To many of you this will seem like an insignificant buff but this will make the AMS significantly more effective with that module and is an indirect nerf to LRMs.

I'm disappointed that they hadn't reconsidered their PPC changes but they're a buff in the right direction. I would like PGI to follow this up with another buff in the next patch or maybe even a hotfix if they're so inclined.

I don't use LBX autocannons really but the spread reduction seems really good. Can anyone confirm my observation or will it only help them slightly?

Dangit, PGI nerfed the Black Knight! Though, they did also buff the King Crab slightly... hrm...

#229 Ex Atlas Overlord

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Posted 19 April 2016 - 07:15 AM

View Postcazidin, on 18 April 2016 - 11:32 AM, said:

So. Who else thinks that the LB-X change will be mediocre?


My LBX atlas is stoked

Is it still cool to say "stoked"?

Edited by Ex Atlas Overlord, 19 April 2016 - 07:15 AM.


#230 cazidin

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Posted 19 April 2016 - 07:16 AM

View PostEx Atlas Overlord, on 19 April 2016 - 07:15 AM, said:


My LBX atlas is stoked

Is it still cool to say "stoked"?


Totally bro. It's most excellent.

#231 Triordinant

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Posted 19 April 2016 - 09:52 AM

View Postcazidin, on 19 April 2016 - 07:16 AM, said:

Totally bro. It's most excellent.



#232 Kubernetes

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Posted 19 April 2016 - 10:26 AM

View PostLucian Nostra, on 19 April 2016 - 06:03 AM, said:


Sounds great in theory but in practice the impact of 2.5 splash is negligible. Lpl spreads and does less damage overall but somehow maintains being a better weapon. lrm 5s tighter spread keeps it better than lrm 20 blasting the entire mech despite it doing 300% more damage


Sounds great in theory but in practice extra splash damage is always welcome, particularly against fast lights. Shot in pairs, you're laying out an extra +5 to each adjacent component. That's not negligible. As for LPL vs ERPPC, depends on the mech and pilot. The cLPL is a more versatile weapon, but in my case the weapons stats seem to indicate that I do almost 2x more damage per cERPPC shot than with cLPL.





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