Jump to content

Patch Notes - 1.4.65 - 19-Apr-2016


386 replies to this topic

#241 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 19 April 2016 - 03:07 PM

Scouting:
Versus clans just bring 4 griffin 2N w/ ecm to prevent lurms/streaks. Operate as a wolfpack.

Long Tom:
You know they going to have long tom? No problem drop all lights and run through them as a group so that it will kill large groups of their bigger mechs for you. If you are all fast and do this right, you can do multiple bombing runs using their long tom and stay alive... timing is the key.

#242 Akula0815

    Member

  • PipPipPip
  • Mercenary Rank 8
  • Mercenary Rank 8
  • 53 posts
  • LocationHanover, Germany

Posted 19 April 2016 - 03:08 PM

Dear PGI,
you really have the balls to give us that constantly crashing startup of phase3 and in the same moment you announce another mechpack?

Oh dear...

Hope´s fading
aku

#243 D V Devnull

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,340 posts

Posted 19 April 2016 - 03:16 PM

And then, more than 232 posts later, I'm finally able to get a word in edge-wise to call PGI out on their failures... <_<



You have failed your community, PGI. Just for starters, I have noticed that once again after a damnably long time that you're letting Faction Warfare Stats bleed onto the Quick Play Stats. That should never have been allowed to happen, the two stats types should have been kept separated, and shows me that you didn't do proper Quality Assurance Testing. :angry:

Further, there's no incentive now for anyone who was a Long-Term Solo Contractor during the 'Beta 2' phase, previously trying to achieve and get Mech Bays in order to be an effective and useful player in any part of the game. You have effectively pushed the Solo Player out of the game, even if they were trying to develop and become useful before they dared allow themself near even the thought of joining a Unit. People who still are learning should NEVER be forced into a Unit early, because they will only drag the Unit down and create massive problems for all of those people. I'm less than 5 months into this game myself, and finding myself feeling "shoved off of a cliff" in terms of ever having any chance to develop. :(

Also of note, the queue times are far longer than they should have to be now. Splitting the queues has only really resulted in eliminating a Unit's ability to find prospective new recruits. Worse, Solo Players can't learn from members of a Unit anywhere as usefully or quickly as before, and the newest of players really depend on that kind of support. :unsure:

Then to deck it off, you're still kicking people out of the "End Of Match" Screen far too quickly. Not everyone is capable of reading quickly, and some even need time to process what they're reading. Throwing them out when they're still reading is a problem you shouldn't be causing, so quit doing that. It's now even worse on anything 'Faction Warfare'-related, as the extra info isn't being shown after returning to the MechLab, but now instead directly overlaying the other data at the Match's end with only the same amount of time given as before. If you really must kick people out automatically, give them 3 to 5 minutes to be able to read, instead of only about 60 seconds to 90 seconds. Plus, enable the ability to retrieve the Extra Data Summary overlay from the End Of Match Stats, so that people who accidentally click past it can come back and read during that short period of time. Not being able to toggle between those dialogs is mindnumbing insanity. -_-


These are just the shortlist of awful flaws I've seen so far, PGI... Fix things before people including myself run into the rest, because I and many others are sick of companies who can't keep their programming in a proper state of repair. Right now, I can sense the Time Reaper getting ready to use its' scythe on your existence, and your failures have disgusted me enough to go offline. :ph34r:

~Mr. D. V. "You're driving people away, PGI... Especially newer players... Stop doing that." Devnull




(p.s.: You're making me consider uninstalling and leaving.)

#244 VendingMachine

    Member

  • Pip
  • Bridesmaid
  • 16 posts
  • LocationWisconsin

Posted 19 April 2016 - 03:17 PM

View PostDustyHardtail, on 19 April 2016 - 01:02 PM, said:

The structure buffs got moved to the CT, I believe you'll find the leg buffs there. They did this with a lot of the omni pod structure buffs.



I checked earlier and saw only the CT structure quirks. I just checked and you are indeed correct. Thanks for making me look twice!

#245 Hunter Watzas

    Member

  • PipPipPip
  • The Machete
  • The Machete
  • 86 posts

Posted 19 April 2016 - 03:19 PM

Here I was thinking that there was no way for PGI to screw this up...

They always manage the unimaginable.
Like seriously scouting mode with 55 tons per player; you might as well just said Mediums or Lights and made it skirmish
1 minute extraction time... that is just ridiculous

can only generate a max 5 MC per planet... okay seems reasonable but it caps at 180 per planet. So basically you need to constantly be rotating 6 planets. Oh wait, your faction can only attack one planet at a time that is randomly chosen. WTF! yes lets have hundreds of players fight over a single planet on a border as if that was gonna solve the problem. Oh you are a small unit, whats the point now since the best i can do is get on a leaderboard.
Loyalist points... so now the teams that "farmed" all of those earlier get more and those who didn't will now have a hard time getting any of those.
Oh yah, free lancers get brought into group drops... why? they should stay in the FW solo side.

If anything this forces people to join into one bigger unit even at the added cost; you get on the leaderboards and win matches. 'But you won't get mc', assuming you got 30MC a day for a year that is 10800 MC or basically 50 dollars a year in MC (not when its on sale). that much MC doesn't really mean anything,

PPC fixes... do you know how to do math? look at the LPL and then look at the PPC. I know i won't still touch the PPC cause 100 m/s faster still isn't INSTANT and 10 damage for 9.5 heat is still worse than 11 damage for 9 heat. 'But you get more range'... which is good for like 2 or 3 maps, but wait AC5s shoot that far, move just as fast and doesn't have hit registration issues.

Thanks Obama

but seriously this was kind of a let down. I know its atleast a forward step in the right direction but its been how many years?

#246 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 19 April 2016 - 03:23 PM

View PostInnerSphereNews, on 18 April 2016 - 08:15 PM, said:

... LOTS OF INFORMATION ...

I have some questions for you about some things I’ve read, here, and they’re meant to be positive questions… at least, that’s the way I wrote them…
  • I understand the mercenary ticket cost for bringing in new MechWarrior's, and I certainly approve of it... the first question I have is will extant units be grandfathered for their sizes, or will they have to pay for their tickets, as though starting a new unit?
  • Second, can mercenary units have a 10-match tryout period for new potential MechWarrior's, so we can ensure they're right for the unit?
  • “Planets can only be reinforced during the initial 6 hours of an Attack Phase. After this point Planetary Reinforcements are no longer available for acquisition." What if I'm the unit leader and I cannot get on within the first 6 hours of the Attack Phase?
  • “Planetary Reinforcements are removed at the end of each Attack Phase, regardless of whether the same Unit still occupies the Planet." What about making it so those reinforcements go away at the end of a Contract (end of the week), for Mercenaries, or one full week for Loyalists, or if the unit tag switches to a different Faction, whichever is sooner? It's not fair to pay as much as what's being asked, and they go away at the end of a 24-hour period; way too short a time period.
  • “A Satellite Sweep icon on the HUD will inform both your forces and the enemy's forces when the next Satellite Sweep is approaching." and "The Artillery Strike works in consort (how about concert) with the Satellite Sweep, and is engaged during the 5 second window in which data from the Satellite Sweep is available to the Invasion Forces." Is it even possible to coordinate these two, for Scouts to go from 420 to 540 points, a range of 120 points, in order to be able to use the Artillery, or will we be using the first sweep on a more tactical basis, and then the Artillery Strike on the following sweep?
  • For Scouting missions, the numbers don’t add up for gaining points. Can you explain further how the timing and point calculations work, please?
  • “While Attackers will want maximize the amount of Intel they can receive from a successful Scouting mission by capturing as many Data Points as they can, they only need to escape through the Extraction Zone with 1 Data Point in order to win the match." Wait, does this mean the team gets 1 point, 20 points, or 40 points, if they escape with one 'Mech and succeed with only the one point?

For questions 5, 6, and 7 I've read the Transit rules, and I see this game mode being VERY exciting but, at the same time, it's going to require knowledge of the maps and where the data points are to be found, and crack timing to get this done. However, I honestly think this may be harder than you intend, and I still think some more explanation may need to be done, please?

8 ) On the Mercenary Unit Leaderboards section of the notes, you mention "Total Salvage Collected" as an item. Is this still notional, as in so many points, C-Bills, MCs, or items put invisibly into our inventory, or is this something that will be collected for the entirety of the unit?



#247 Domoneky

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,672 posts
  • LocationOn The Map

Posted 19 April 2016 - 03:25 PM

CW Phase 3 is DOA.

#248 Freebrewer Bmore

    Member

  • PipPipPip
  • The Patron Saint
  • The Patron Saint
  • 64 posts
  • LocationBaltimore, MD, USA

Posted 19 April 2016 - 03:33 PM

CATASTROPHIC BUG REPORT:
I am now unable to enter ANY Faction Play matches.

I played a couple Invasion matches successfully before the ceasefire. However, after that, about an hour ago, on the very first Scouting mission I attempted, I got into a brawl with the enemy, in the middle of which the game kicked me back to the Home screen with a "CONNECTION ERROR: Disconnected from game server" message.

All attempts to Rejoin simply go to a black screen for a few moments and then dump me back at the Home screen. All attempts to start a new Faction match of any kind, even with an entirely different dropdeck, lead to a prompt ("CONFIRM REJOIN: Attempting to rejoin a Faction Play match") that offers Rejoin or Cancel as the only options. Rebooting my computer changes nothing. However, for some bizarre reason, I AM able to play Quick Play matches using the same mech that got me stuck in this Faction Rejoin hell.

Other bugs I've noticed:
-- My dropdeck reset itself to Trials once, but I don't know what prompted this.
-- When initially entering the Faction Play screen, the queue population numbers are not listed. Getting them to appear seems to require exiting back to Mechlab, then clicking on Faction Play again.

Edited by Freebrewer Bmore, 19 April 2016 - 03:34 PM.


#249 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 19 April 2016 - 03:37 PM

Tina Benoit, on 19 April 2016 - 03:33 PM, said:

... THIS IS VERY SERIOUS ...
Tina, please make sure at least Russ and Paul take the time to read through this entire thread. Right now, it's on page 13 or 14, and I think with something this HUGE, these folks really need to take the time to read this, take notes, and understand where this community is. I am reading issues in here that are pretty old and have never been addressed; if Paul and/or Russ would take the time to answer these, IN THIS THREAD, and put them to bed, they can understand what the actual state of the game is.

Thank you.

Edited by Kay Wolf, 19 April 2016 - 03:38 PM.


#250 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 19 April 2016 - 03:47 PM

View PostDomoneky, on 19 April 2016 - 03:25 PM, said:

CW Phase 3 is DOA.
I guess I will wait for the hot fixes.

#251 Gerwig

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 154 posts

Posted 19 April 2016 - 03:57 PM

Ghost drops for 2 hours since the cease fire, 0 defenders on the one planet we can drop on all night, thanks OBAMA!~

#252 Ibrandul Mike

    Member

  • PipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 1,913 posts

Posted 19 April 2016 - 04:03 PM

View PostOdanan, on 19 April 2016 - 01:32 PM, said:

I have a question: what about the loyalty points reset on the patch notes?
If my unit takes a mercenary contract now and in 2 weeks becomes a loyalist, do we lose loyalty points?


If your unit takes a mercenary contract, you get Mercenary Reputation Points in that time. There is at the moment no way to lose those points.
If you are a loyalist and desert from them, you get a 7 day penalty (less money while playing and no LP) and the LP go down a certain amount.

#253 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 19 April 2016 - 04:14 PM

View PostMovinTarget, on 19 April 2016 - 03:07 PM, said:

Scouting:
Versus clans just bring 4 griffin 2N w/ ecm to prevent lurms/streaks. Operate as a wolfpack.

Long Tom:
You know they going to have long tom? No problem drop all lights and run through them as a group so that it will kill large groups of their bigger mechs for you. If you are all fast and do this right, you can do multiple bombing runs using their long tom and stay alive... timing is the key.


1. Sounds like classic 4v4 play :P

2. You sneaky sneaky b.. Posted Image

#254 MechWarrior319348

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 997 posts
  • LocationInside a straightjacket

Posted 19 April 2016 - 04:22 PM

Shh shhhh all of you come back to standard queue, we need prey.

#255 Revener

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 223 posts
  • LocationSvea Rike

Posted 19 April 2016 - 04:22 PM

Nice bugs in faction warfare.



timer hit 0, no servers available = no battle . awsome .

also we had some players that crashed a few hours and are not allowed to join Faction war now.
Server wants them to rejoin a few hours old match.

#256 MechWarrior319348

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 997 posts
  • LocationInside a straightjacket

Posted 19 April 2016 - 04:25 PM

View PostKay Wolf, on 19 April 2016 - 03:37 PM, said:

Tina, please make sure at least Russ and Paul take the time to read through this entire thread.


Huh? Tina is here?....... how do i smell guys? Is it Mrs. Tina or Ms. Tina?

#257 R E T I

    Member

  • PipPipPipPipPip
  • The Star
  • The Star
  • 109 posts

Posted 19 April 2016 - 04:34 PM

When if you arent in one of the big units like MS or Kcom etc etc and dont want to, go ahead uninstall now. I want my old CW back. First day all i can say is BOOOOOOOOOOOO FAILLLLLLL.

#258 udoshi

    Member

  • PipPip
  • Bad Company
  • 21 posts

Posted 19 April 2016 - 04:40 PM

Hey PGI, why did you reduce dropdeck weights again?

265/270 was great, why back to the default 250?

I think someone messed up a line in the patch somewhere, because it wasn't in the notes.

#259 AdamBaines

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,384 posts

Posted 19 April 2016 - 04:46 PM

View PostDirk Le Daring, on 19 April 2016 - 01:31 PM, said:




This will help you comprehend where I am coming from... http://mwomercs.com/...r-corps-and-cw/


So are you saying that, even though "lone wolves" or single player house players are playing in a CW solo queue that they are not in Community Warfare? That because they are not facing other units, they are not fighting the community, so not really in CW?

#260 Mordale

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 3,008 posts
  • Locationon some backwater rock of a planet

Posted 19 April 2016 - 04:51 PM

WOW!!!!!! 3 PLUS YEARS and we get THIS!!!!!

NO,..i will not buy your mechs anymore,.........





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users