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Patch Notes - 1.4.73 - 21-Jun-2016


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#121 Tordin

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Posted 18 June 2016 - 09:33 AM

View PostLehmund, on 18 June 2016 - 06:23 AM, said:


Man. Perspectives differ quite a bit depending on who you are facing....

JF won it's territory against Steiner due to coordination and a few highly coordinated, skilled merc groups over a period.

ALL 4 Clans are beaten up because of a single attacking faction: FRR + it's mercs. Mostly because they have a centralized coordination TS hub.

Proof of the matter is in the last week + both Steiner and FRR have been attacking JF. FRR has won at least 5 JF planets in that time while Steiner got..... 0?

Steiner and FRR have access to the exact same mechs. What makes the difference is the pilots (quantity and quality through coordination).

Pilots and units should put their personal experiences aside a little bit and look at the big picture. Overall, I think mech-wise there are some on both sides that needed quirked / nerfed so we can see more meta variety on the battlefield or in most rescale cases, make the geometry/scale fit its volumetric tonnage. Some needed quirk adjustments to let some underused mechs shine and bring down some a notch.

The fact that IS Oxides won't be as OP on the battlefield means IS light pilots will be bringing other light mechs that are now equally good. Does that make IS teams less efficient as a whole? Yes it does. But remember that Clan Jenner IICs also got nerfed and that was a well used mech too.

Overall, IS mechs got nerfed more than clan mechs in this patch, but I doubt the W/L results on the battlefield will change all that much, just mech variety.

Simply because what wins games is not so much mech selection but how teams successfully play to their strengths, as a team.


Well said.

In my opinion. Those who are mercs and play both sides regurarly AND those who are for example loyalists but still buy and use IS and Clan mechs seems to have the most insight and understanding on how quirks/ hitboxes/ scaling/ volume etc works in both good and bad aspects.
In short, players who have never played a mech that gets "nerfed" or "buffed" and complains about it are shallow reasons at best. More based on sympathy/ nostalgia than anything is my guess. I myself try to understand both sides and its not easy to know if changes to certain mechs were for the better or worse overall, until I have piloted them for a while.

Edited by Tordin, 18 June 2016 - 09:33 AM.


#122 Dee Eight

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Posted 18 June 2016 - 09:59 AM

View PostAlienized, on 18 June 2016 - 03:54 AM, said:

Some quirks on IS mechs are.... a tad off... like giving a mauler-1R ER large laser quirks....
if you ever seen a -1r with lasers at all.. it surely havent been er large lasers.


Quirks are based off the tabletop mech stats / loadouts, not off how meta gamers play them.

Edited by Dee Eight, 18 June 2016 - 10:00 AM.


#123 Alienized

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Posted 18 June 2016 - 11:12 AM

View PostDee Eight, on 18 June 2016 - 09:59 AM, said:


Quirks are based off the tabletop mech stats / loadouts, not off how meta gamers play them.


my loadouts are far from meta yet i understand what builds work on mechs for THIS GAME.
everybody should know that you cant simply apply the TT stats/loadouts into here. even PGI.

#124 Aethermech

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Posted 18 June 2016 - 11:35 AM

Roflmao. Where to start....
Rescale looks good. Some mech got bigger sweet. Some got rescaled smaller cool. Some almost didn't change at all, good job with those models on the first try.
Quirks are cancerous. IS players whine about not getting this or that, clanners whine that IS quirks are too over the top. Most of the quirks changed what 5% on a given mech? Oh darn some structure quirks got hammered. Those are really the only quirks other than the 20%+ ones that have a real effect on the game and I'll explain my point of view about that statement. 5 10 and 15% effect quirks on just about everything other than weapon range and heat gen can barely be felt. It's when you can stack the 10% cool down with fast fire skill and a cool down mod that you'll notice a difference. But once you do that you're above the 25% total threshold. If PGI did away with all quirks other than the structure/armor/critical chance ones would anyone honestly notice a difference? I guess you might with the mech that have a UAC jam chance but I doubt most would notice the difference unless someone pointed it out.
I think most of what has people in an uproar is the whole they touched my imaginary toys in a way that doesn't benefit me so now I'm mad syndrome. If it really is a big deal they will probably try to tweak it. They may even reverse everything they plan to do with this patch. But with all you bitching before the patch is even playable what do you think is going to happen? There are people on both sides crying that this and that are broken. They can't make everyone happy but they can make everyone unhappy. I vote for a total removal of quirks for now and let's see what actually happens to the game. I think everyone would be surprized.



P.S. I'm a predominantly IS pilot because most clan mech look like crap. :P Only the last two, Nighy gyr and Huntsman make me want to really play with omni toys.

Edited by Aethermech, 18 June 2016 - 02:38 PM.


#125 The Unstoppable Puggernaut

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Posted 18 June 2016 - 12:36 PM

The Huginn got nerfed again... Again?!
Can PGI share the meeting notes on when this was discussed, I need a lift.

I was looking forward to a reason to play it again and... the final nail in the coffin goes in.

I am losing respect for these hero mechs. Is the challenge how long you can stay alive in them now?

#126 Freebrewer Bmore

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Posted 18 June 2016 - 12:44 PM

+ = enlarged in this patch
- = shrunk in this patch

Thank you:
-Kit Fox
+Blackjack
-Shadow Cat
-Centurion
+Crab
-Dragon
-Quickdraw
+Warhammer
-Awesome

Deserved adjustment but not quite far enough IMHO:
+Marauder

Deserved adjustment but you really went too far:
+Jenner
+Jenner IIC
+Firestarter
+Wolfhound
-Nova
-Catapult

Unwarranted changes that make me frown:
+Spider
+Panther
+Adder
+Enforcer
+Griffin
+Shadowhawk
+Wolverine
-Thunderbolt
+Grasshopper
+Zeus
-Battlemaster
+Highlander
+Executioner
-Dire Wolf

Unchanged but could have used a bit of shrinking:
mediums (see below)
Orion
Gargoyle

The *OPPOSITE* of what was needed!:
+Vindicator
-STALKER!!! omg srsly?????

Reasonable:
everything else


...except it still seems to me that the majority of mediums could stand to get shrunk a bit (except Scrow & Crab). They've always seemed too big considering their lack of either durability or extreme speed. Maybe the relative enlargement of many heavies/assaults will compensate for this? We'll see.

Edited by Freebrewer Bmore, 18 June 2016 - 01:05 PM.


#127 dario03

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Posted 18 June 2016 - 01:36 PM

View Post-Skyrider-, on 18 June 2016 - 09:30 AM, said:

man people have gone crazy over mechs being resized too big. Well not sure if the changes will impact those mechs that much, but the black knight, oxide, and grasshopper kinda were excepted to be nerfed in the near future anyways. But seeing as everyone who is complaining haven't even played the new patch, and the fact that now all the mechs are on a linear volume scale, its almost going to be playing a new game. The larger mechs towards the top of each tonnage cap like the, 35, 55, 75, 95, 100 tonners makes sense to give the smaller mechs of each weight class a new trade off advantage to compete with them. So stop your theory crafting and just let the blocks fall were the may on patch day, cause its hard to tell. Posted Image


Well for some of them it isn't hard to tell. Jenner and Jenner IIc and Spider are now bigger and have a worse movement type with no positives added so they are definitely worse off now. Other IS 35 ton light bigger with no positives added so again worse.

#128 K19

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Posted 18 June 2016 - 01:37 PM

Fix the Victor arm angle plz plz plz plz plz plz Posted Image

Edited by K19, 18 June 2016 - 01:38 PM.


#129 Der BierVampiR

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Posted 18 June 2016 - 02:20 PM

View PostBlackhawkSC, on 17 June 2016 - 04:46 PM, said:

Oxide gets a double nerf (size and quirks) right after a Hero sale, while the KDK-3, arguably the strongest mech in the game right now, gets better hitboxes. PGI logic haha!

Also did someone think the Huginn was too strong or what? Geez.


Many lights were very hard to hit while at the same time they could (and still can!) deliver heavy damage. So i think the result of the rescale seems to be pretty good. PGI has already explained what they wanted to archieve and i like the outcome.
Towards the Kodiak: It`s a very good mech but not at all overpowered. The large center torso made it quite weak in brawling situations. An Atlas is far more sturdy for example.

Guess we have to wait to test the changes but i am pleased with the patch notes so far: THX PGI for your efforts!
The new overworked map is looking damn fine by the way. :)

#130 I L L

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Posted 18 June 2016 - 03:11 PM

So I guess we're done with that whole "No more range quirks over 10%" thing already? What was that, 3 months? Pathetic.

#ripMWO2016neverforget.

#131 Alienized

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Posted 18 June 2016 - 03:18 PM

i just noticed something on my victor-9S.... it has 3 missile hardpoints in the left shoulder. i was putting in 2 srm 6 and all it got are 10 tubes. same for 3 srm 4.

eh?

totally time to remodel that thing.....
thing is so old and needs a total overhaul

#132 Pepito Sbazzeguti

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Posted 18 June 2016 - 04:54 PM

I'm concerned about the minmap change, lot of maps are really big and some not really regular in shape; hud minimap is small and in the example you posted there is a lot of unused space.

I would prefer a CTRL+Mouse Wheel for zoomming minimap in/out.

Then a show/hide minimap button will be appreciated, for all the time you have a target covered by the map.

#133 MovinTarget

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Posted 18 June 2016 - 04:55 PM

View PostAlienized, on 18 June 2016 - 03:18 PM, said:

i just noticed something on my victor-9S.... it has 3 missile hardpoints in the left shoulder. i was putting in 2 srm 6 and all it got are 10 tubes. same for 3 srm 4.

eh?

totally time to remodel that thing..... the
thing is so old and needs a total overhaul


This is common on many IS mechs, you can mount all kinds of missiles but there is a set # of "tubes" they can be routed through.

Been like this for ages if i am not mistaken...

#134 Steel Raven

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Posted 18 June 2016 - 04:56 PM

I know allot of people liked Frozen City for whatever reason but it was always a nightmare for me.

I'll need to play a few games before passing judgment on the new map but I will not miss the old Frozen City.

I would love to see 8 on 8 matches on the old maps but I doubt that will happen anytime soon.

as for the nerfs...the constant overbalancing sort of kills any consistency in this game. Am I piloting the same damn mech I purchased last year? How about last month? Nope!

#135 Alienized

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Posted 18 June 2016 - 05:03 PM

View PostMovinTarget, on 18 June 2016 - 04:55 PM, said:

This is common on many IS mechs, you can mount all kinds of missiles but there is a set # of "tubes" they can be routed through.

Been like this for ages if i am not mistaken...


it is. quite funny tho that propably the only things you can volley properly on the tubes of the victor are lrm5.
everything else not.
that reminds me... as the raven had something similar (narc beacon launcher, filled with lrm's...)single tube missile launcher and all missiles came out alone.

dunno if thats already tragic or just funneh

#136 pacifica812

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Posted 18 June 2016 - 05:28 PM

Hope you guys who were crying over HGN IIC agility are happy and smiling cause this is the one patch you've been waiting for :)

Anyway, I hope the rescale will bring some balance to the force, also one thing I noticed... energy range quirks were said to be limited to 10%, it would seem we are pass that, now that certain mechs got their ranges raised to 15%...



#137 Frost Lord

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Posted 18 June 2016 - 06:42 PM

View PostSteel Raven, on 18 June 2016 - 04:56 PM, said:

I know allot of people liked Frozen City for whatever reason but it was always a nightmare for me.

I'll need to play a few games before passing judgment on the new map but I will not miss the old Frozen City.

I would love to see 8 on 8 matches on the old maps but I doubt that will happen anytime soon.

as for the nerfs...the constant overbalancing sort of kills any consistency in this game. Am I piloting the same damn mech I purchased last year? How about last month? Nope!

same i will always start in that trench if i dont have a fast mech so its ever i take the time to go back towards my team and end up getting left behind most the time or i had to go up the slop and get Cort out buy the enemy or get pushed forced into the same spot buy over crowding team mates. deffenatly my worst map since 12v12.

#138 Frost Lord

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Posted 18 June 2016 - 06:47 PM

View PostAlienized, on 18 June 2016 - 05:03 PM, said:


it is. quite funny tho that propably the only things you can volley properly on the tubes of the victor are lrm5.
everything else not.
that reminds me... as the raven had something similar (narc beacon launcher, filled with lrm's...)single tube missile launcher and all missiles came out alone.

dunno if thats already tragic or just funneh

Quick draw cant use anything over 10s for the same reson i like it tho i have a 5 and a 15 makes a cool shifting fire paten 15,5,5,10,10,5,15,5

#139 Alstren

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Posted 18 June 2016 - 06:50 PM

I leave for 4 weeks, and when I come back to check on things... Wow just wow has PGI been snorting crack this entire time? I mean in the past they have made some strange choices, but the majority of the changes in this patch are just plain baffling.

#140 Frost Lord

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Posted 18 June 2016 - 06:52 PM

View PostDer BierVampiR, on 18 June 2016 - 02:20 PM, said:


Many lights were very hard to hit while at the same time they could (and still can!) deliver heavy damage. So i think the result of the rescale seems to be pretty good. PGI has already explained what they wanted to archieve and i like the outcome.
Towards the Kodiak: It`s a very good mech but not at all overpowered. The large center torso made it quite weak in brawling situations. An Atlas is far more sturdy for example.

Guess we have to wait to test the changes but i am pleased with the patch notes so far: THX PGI for your efforts!
The new overworked map is looking damn fine by the way. Posted Image

hard to hit in what? if you are in an assault then well that's the point 65T or less its really easy and im oceanic so im use to having pings over 300.





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