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Patch Notes - 1.4.73 - 21-Jun-2016


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#141 MauttyKoray

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Posted 18 June 2016 - 07:05 PM

Posted Image

^I would suggest adding a key to return the functionality of having a zoomed in minimap. During a close fight, having awareness of your teammates in proximity is the difference between knowing where you can go for bringing an enemy into friendly fire, and bumping into someone while backing up for covering.

Edit: WELP, didn't get that far in the Townhall, saw Russ literally address this with my exact suggestion. xD

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• An Uncontested Invasion Defense/Counter Attack Defense Drop will have no affect on Territories owned.


Wouldn't this mean attackers could stop dropping on the planet and the defenders would be unable to do anything because uncontested drops won't affect the territories?

#142 ElricVonRabenfels

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Posted 18 June 2016 - 08:24 PM

Why on earth would you reduce the structure quirks for the Atlas...
Give every Atlas the minus crit chance quirk, and FINALLY give them some armour quirks.

FFS, don't reduce the durability of the Atlas. It's it's main design point and advantage.
And nobody is going to bother with the K even with those new quirks. Well except me, since I already own all variants. I'm a real atlaphile.

Edited by ElricVonRabenfels, 18 June 2016 - 08:24 PM.


#143 Threat Doc

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Posted 18 June 2016 - 08:43 PM

View PostFirestormClone218, on 18 June 2016 - 06:50 PM, said:

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.
I'll be happy to see all of these changes, for once. The two Town Halls prior to last night's, I thought Russ was full of ****, pandering to the little twitcher idiots, and now PGI is finally going in a sensible direction, one that brings the game closer to the lore without removing any of the fun of the game. I think the changes in this patch are just plain baffling because, as Russ and the NGNG team said, you're just used to the way things have been, have grown to accept them, and you're inured to the bad things that have remained in the game all this time. PGI is finally beginning to address these things, and your fear of change comes forward.

It must be opposite day.

#144 Freebrewer Bmore

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Posted 18 June 2016 - 10:02 PM

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

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.


Um, no. KDK-3 is just stupid, and the proof is its ridiculous scores on the leaderboards for the KDK event.

Sturdiness doesn't effin matter when you're putting out the kind of damage a KDK-3 does with minimal heat worries. Yeah, with those high hardpoints and nice range it's better at peeking/hill-humping than brawling, but that's just to say it's ridiculously good at peeking, ridiculously good at suppressive fire, and 80 points of damage with 2 mouseclicks ain't bad brawling either. It's just flat-out easymode. And I'm saying that as someone who owns it and enjoys it but hates playing ANY MECH (including itself) against it and calls it out as a priority target whenever I see one. That means it screams for a nerf.

PGI: what's your data on how often a team wins whenever it has more KDK-3's than the opponent?

Let's see some oppressive ghost heat on CUAC10's. Maybe link w/ CUAC5's?

Edited by Freebrewer Bmore, 18 June 2016 - 11:21 PM.


#145 -Ramrod-

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Posted 18 June 2016 - 10:10 PM

Woulda been nice for the IS lights that doubled in size to get some armor/structure quirk buffs. Literally every mech I pilot is now 1.5x the size. Save for the Hunchback IIC.

#146 Desintegrator

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Posted 18 June 2016 - 10:17 PM

But the nerf for the Raven Huggin is just fine !
It was a killer on the Battlefield for months now, I have seen so many who reached 1000 damage points !

So, that's a great nerf !

But the Oxide hasn't been nerfed much, so maybe because nowbody uses it and you never see it on the Battlefield.
Also it is hard to get a single kill with an Oxide, so there is no need for this nerf !

#147 Dee Eight

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Posted 18 June 2016 - 10:56 PM

View PostAlienized, on 18 June 2016 - 11:12 AM, said:


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.


Again... you're failing to understand... the weapon quirks given to a particular variant have almost always matched the loadout that THAT variant got for weapons. Champion mechs with alternative loads to the basic version are about the only time that isn't done. So since the Mauler 1R has dual ER LL, Dual LRM 15s and Quad AC2s... it was missing quirks related to the energy weapons it carries and they're now corrected that flaw. The point to quirks isn't to lead to meta build exploitation using different weapons than what the mechs were designed around. That's why another Mauler variant went from a 15% ballistic cooldown to a 5% but with a 15% quirk specific to AC2s, and why the warhammer black widow, which is built with MGs, lost its ballistic cooldown to stop folks from building dakka-dakka mechs with them using autocannons. Warhammers have always been primarily energy platforms.

#148 Varvar86

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Posted 19 June 2016 - 01:07 AM

mini-map zoom level need to be adjustable in options or by special key "on the go" (like 1 - full zoom out, 2 - 50% zoom. 3 - old variant).
Even on that promotional picture i can't see battle-grid to coordinate myself on territory. Not everybody gas 2x2 meters resolution screens, you know.
Please make it adjustable otherwise its disaster

#149 Alienized

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Posted 19 June 2016 - 01:12 AM

View PostFrost Lord, on 18 June 2016 - 06:47 PM, said:

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


the thing is that the Quickdraw barely got space in its missile pods because it only had lrm10's. the victor though is so huge on its side torso that srm's only look silly.
the quickdraw can at least fire all srm4's if you fill the missile hardpoints with them. especially the hardpoint in the center torso can only fire 4's at once, not 6.
the dragon looks silly too if you got srm6 in it. there are 5 missiles on the right side of the nose, 1 on the left side Posted Image Posted Image

#150 Alienized

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Posted 19 June 2016 - 01:21 AM

View PostDee Eight, on 18 June 2016 - 10:56 PM, said:


Again... you're failing to understand... the weapon quirks given to a particular variant have almost always matched the loadout that THAT variant got for weapons. Champion mechs with alternative loads to the basic version are about the only time that isn't done. So since the Mauler 1R has dual ER LL, Dual LRM 15s and Quad AC2s... it was missing quirks related to the energy weapons it carries and they're now corrected that flaw. The point to quirks isn't to lead to meta build exploitation using different weapons than what the mechs were designed around. That's why another Mauler variant went from a 15% ballistic cooldown to a 5% but with a 15% quirk specific to AC2s, and why the warhammer black widow, which is built with MGs, lost its ballistic cooldown to stop folks from building dakka-dakka mechs with them using autocannons. Warhammers have always been primarily energy platforms.


nope i totally understood your point. i know the loadout of it. that doesnt mean its good to quirk it for its basic loadout because its totally useless in MWO. no one will drive it like that and everyone knows it.
most will either only put the quad ac2's with lasers in it or just keep the srm's as main weapons.
because 4 srm6 or 4 lrm 15 (after patch 4 ac2 propably) is best to use. i can see that er large lasers and lrm as combination will be used since you can stay on target with the lasers and fire the lrms.

im a total fan of hybrid builds but that combination the mauler has is not something i would use, a simple energy quirk instead of a special er large laser quirk would been far more game oriented and still complimenting the stock loadout if one wants to use it. thats what quirks should been about.

just look at the current dragon-1c quirks. so many possibilities. it brings variety to the mechs instead of limiting them. everyone can do what they want to use and still get quirks on it without making it over the top.

#151 Túatha Dé Danann

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Posted 19 June 2016 - 01:38 AM

You nerfed my Whammy!
Posted Image

#152 Alienized

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Posted 19 June 2016 - 02:20 AM

if only they would finally fix boreal vault. that map has written imbalance written everywhere.
the whole design is just terrible and everyone is getting slaughtered while trying to open the gates or move into the alleys left and right.
IS even harder than clans. it always been like that and the only time IS had a chance been to complete fail range quirks.
instead of applying those AGAIN it would be much better to just fix that damn map already. its the only map you ever need these exrem range quirks everyone was crying about.

it needs a change to make the gate situation similar to grim portico with enough difference to not just be a copy of it

#153 Alstren

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Posted 19 June 2016 - 05:02 AM

View PostFirestormClone218, on 18 June 2016 - 06:50 PM, said:

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.


View PostKay Wolf, on 18 June 2016 - 08:43 PM, said:

I'll be happy to see all of these changes, for once. The two Town Halls prior to last night's, I thought Russ was full of ****, pandering to the little twitcher idiots, and now PGI is finally going in a sensible direction, one that brings the game closer to the lore without removing any of the fun of the game. I think the changes in this patch are just plain baffling because, as Russ and the NGNG team said, you're just used to the way things have been, have grown to accept them, and you're inured to the bad things that have remained in the game all this time. PGI is finally beginning to address these things, and your fear of change comes forward.

It must be opposite day.


Soooo its lore accurate for a Catapult to be smaller than a Firestarter? Yeah that makes sense. Also your assuming I'am butt hurt over them nerfing some of the try hard mechs like the Oxide, when in reality that's one of the few things that this patch got right. I'am baffled that underpowered mechs like the Griffin got bigger and worse for no logical reason. So please in the future don't assume that because someone is tier 1 that they are a whiny try hard.

Edited by FirestormClone218, 19 June 2016 - 05:05 AM.


#154 Kael Posavatz

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Posted 19 June 2016 - 05:35 AM

View PostFirestormClone218, on 18 June 2016 - 06:50 PM, said:

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.


Em...not really. The rescale gave all mechs the same proportionate volume (and surface area), so, yeah, some underperforming mechs got bigger and the opposite. The King Crab looks like an outlier, but people forget it has that huge expanse up top so it really isn't. Some quirk rollback to the most heavily powered mechs, or those that benefited most from rescale (the Nova shrunk in the wash).

As for the rest of the patch. Changes to Frozen City were coming, they've been redoing all of the oldest maps and the results are generally decent. That central mountain in Forest Colony is split which should open up the map for movement which will be a huge plus.

FW loses the annoying need to actually drop into a match if you don't get an enemy, and reduces length of Ceasefire, lots and lots of bug fixes. So I'm not sure what you find baffling.

View PostKay Wolf, on 18 June 2016 - 08:43 PM, said:

I'll be happy to see all of these changes, for once. The two Town Halls prior to last night's, I thought Russ was full of ****, pandering to the little twitcher idiots, and now PGI is finally going in a sensible direction, one that brings the game closer to the lore without removing any of the fun of the game. I think the changes in this patch are just plain baffling because, as Russ and the NGNG team said, you're just used to the way things have been, have grown to accept them, and you're inured to the bad things that have remained in the game all this time. PGI is finally beginning to address these things, and your fear of change comes forward.

It must be opposite day.


By all accounts PGI hired a slew of new people (level designers, mech artists, ect) who could do their jobs.

This brings me back to the heady days in the fall of 2014 when PGI divorced IGP and for a while everything was shiny in the world.

I suppose we'll see how long it lasts.

I plan to enjoy it while I can.

Edited by Kael Posavatz, 19 June 2016 - 05:49 AM.


#155 Rinkata Prime

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Posted 19 June 2016 - 06:15 AM

Nice patch! Love it! Can't wait until Tuesday - release it now! :D

#156 Reza Malin

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Posted 19 June 2016 - 06:30 AM

View PostGerwig, on 17 June 2016 - 04:19 PM, said:

Are these patch notes a ******* joke? A ******** kid can do calculus better than you can design a ******* game.


Black Widow/Banshee 3M pilot detected!

#157 Bishop Six

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Posted 19 June 2016 - 06:41 AM

Ehm ok PGI,

lets sum it up: All of my mechs i'm using in Faction Play are now nerfed....

Its not like we have holiday when we're playing against jade falcon and you nerf ALL the mechs which are useful, thx! Wow thx...

I'm so glad....not.

No really, do you sometimes play FactionPlay? With all these 50 damage Alpha-Ebons, Hellbringer Snipers, KODIAKS and Streak Crows??

Do you really made a meeting like: "Lets nerf IS because the are too strong???"

REALLY??? That's a joke isnt it??

I thought to buy a Cyclops-Package and wanted to buy our new unit colours for MCs and made advertisment to get new players. Im Steiner Loyalist and rarely playing Quickplay, only FP.

Im with MWO for almost 3 years and with this patch its the 1st time (!) im consideriung to make a break....

The level of frustation is already VERY high on Faction play, now its useless to play with that quirks....and no, im not a noob player.

Edited by Bishop Six, 19 June 2016 - 06:49 AM.


#158 Gloris

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Posted 19 June 2016 - 07:27 AM

Let's make lights bigger, they are already too popular in random Queue. I mean basically they are the most played class so a little bit of massive nerfing won't harm them right?

Posted Image

Oh...
OK then...

Edited by Gloris, 19 June 2016 - 07:29 AM.


#159 MovinTarget

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Posted 19 June 2016 - 07:42 AM

View PostGloris, on 19 June 2016 - 07:27 AM, said:

Let's make lights bigger, they are already too popular in random Queue. I mean basically they are the most played class so a little bit of massive nerfing won't harm them right?

Posted Image

Oh...
OK then...


But 6 of that 7% is comprised of oxides...

#160 Threat Doc

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Posted 19 June 2016 - 08:55 AM

View PostFirestormClone218, on 19 June 2016 - 05:02 AM, said:

Soooo its lore accurate for a Catapult to be smaller than a Firestarter?
Actually, I think you should look at the chart that was made up for the resize 'Mechs, and you'll see, if you follow the Catapult and Firestarter lines to the left, where it gives your meter height measurement, you'll see the Catapult is still going to be 2m taller than the Firestarter after the rescale. Now, let's look at the practical concerning Catapult's and Firestarters, as well... Firestarters are harder than hell to hit accurately, while the current Catapult is nothing less than a massive target. I know, because I drive Catapult's all the time, and I've learned how to play it where I can survive very well; after the rescale, that survival ability will become even better.

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Also your assuming...
I don't recall assuming anything.

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So please in the future don't assume that because someone is tier 1 that they are a whiny try hard.
Again, I don't assume anything. I already know that I don't really want to go above Tier 3, which I'm right on the cusp of doing, because I will never be a twitch gamer, aka click-to-kill. I'm a tactical player, and I enjoy playing the game with tactically minded people, not button pushers who get their jollies off placing shots accurately over playing tactically. Tier one players are, typically -notice I did not say ALL-, arrogant and fool-hardy, rushing over hill tops and doing all they can to get behind their enemies... Tier 1 should be the race-to-the-bottom destination, not a vaunted place to be, because it's little more than barbaric indiscriminate slaughter. Thanks, but no thanks.

View PostBishop Six, on 19 June 2016 - 06:41 AM, said:

lets sum it up: All of my mechs i'm using in Faction Play are now nerfed....
Hmmm, now THAT is butt-hurt. Do you know how many times I have had to adjust my 'Mechs and my play style because whiny little twitchers couldn't play the way they wanted to play? At least six times since I entered closed beta in July 2012. Your turn to adjust.

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No really, do you sometimes play FactionPlay? With all these 50 damage Alpha-Ebons, Hellbringer Snipers, KODIAKS and Streak Crows??
If what Russ says PGI are doing is true, Alpha's are going to be severely reduced in the next few months, if not becoming a thing of the past. Alpha strike's are supposed to be a last-ditch effort at survival, not a constant use of firepower and, hopefully, the power drain thing they're getting ready to do will kill those, for the most part.

Quote

The level of frustation is already VERY high on Faction play, now its useless to play with that quirks....and no, im not a noob player.
Things are coming to Faction Play that will change it for the better. If you listened to the latest Town Hall, and you're still talking about leaving, that's on you... what's coming sounds pretty damn good to me, and it's the first time in more than a year that things do really sound good.





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