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Patch Notes - 1.4.73 - 21-Jun-2016


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#521 Argond

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Posted 22 June 2016 - 12:44 AM

View PostNo One Lives Forever, on 22 June 2016 - 12:17 AM, said:


How do you disable command wheel sounds? Agree, many people liked Frozen City Old map. It should be in a circulation.


I ll make a screenshot in the evening from my PC (time is 11:44 morning for me now).
It is on first page of audio settings, but I do not remember this setting name.

#522 Michal R

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Posted 22 June 2016 - 01:06 AM

The only good map they do when they change it was RIVER CITY.
Only one map, so FK sad.

It's better to do new map and don't touch older...

But why i'm writing this. Only players read this forum.

Buy mech pack....

#523 No One Lives Forever

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Posted 22 June 2016 - 01:09 AM

Oh yea, there is an option under audio settings to disable command wheel sounds, so thats fine.

#524 Asmosis

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Posted 22 June 2016 - 01:45 AM

View PostAce Selin, on 21 June 2016 - 05:40 AM, said:


Except they didn't consider it for balancing, because they changed the mech sizes without waiting to see how that would play out and nerfed many IS mechs along with the size change.


How exactly do you propose they "see how resizing plays out" without releasing it? this *is* how they get to see how it plays out. Besides, beyond the smallest light mechs, the size of the mech really doesn't affect its ability to be hit much at all (aside from maybe lrms or lbx/srm at near max range).

resizing isn't a balance fix of any sort, its separate from that. its a fundamental game fix.

Edited by Asmosis, 22 June 2016 - 01:46 AM.


#525 -Ramrod-

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Posted 22 June 2016 - 02:24 AM

I'd love to see an armor quirk for the Phoenix Hawks arms. Honestly 95% of it's weapons are in the arm. Needs more than +5 structure :/. But that's my only real complaint with it...though would be awesome if it were as "tall" as the Blackjack.

#526 No One Lives Forever

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Posted 22 June 2016 - 02:34 AM

They most def. should keep old Frozen City as extra map, they could bring back old Forest Colony too as extra. They were good maps.

Edited by No One Lives Forever, 22 June 2016 - 02:40 AM.


#527 Docta Pain

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Posted 22 June 2016 - 02:37 AM

back after a month. new minimap is terrible. absolutely completely tragically HORRIBLE. fire someone.

#528 Lao Shin

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Posted 22 June 2016 - 02:55 AM

trying to play in mwo nowdays... sadly but i can't... hot fix still can't make dat new useless minimap usefull to me... like old one was..... just quit to play in some time becuse of that... lose my premium time indeed sadly.... but this is truly better than play on this minimap.

Edited by Lao Shin, 22 June 2016 - 03:00 AM.


#529 Tiantara

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Posted 22 June 2016 - 03:17 AM

View PostLao Shin, on 22 June 2016 - 02:55 AM, said:

trying to play in mwo nowdays... sadly but i can't... hot fix still can't make dat new useless minimap usefull to me... like old one was..... just quit to play some times becuse of that... lose my premium time indeed sadly.... but this is truly better than play on this minimap.


- Judging on what was mentioned in news - hot fix bring nearly old mini-map back.
1. It shows a little more of whole map, not a whole map.
2. It shows mech and mech in seismic radar.
3. Yes it don't show direction arrows of showed mech (that makes battles predictable) besides that you get vital info of weight mech. Assault or light or medium... or even heavy. And you as a pilot can decide - go in battle or wait for teammates.
4. It bring back field of view and direction arrow of mech movement.
5. + now you can use as information visual contact of enemy (far longer range as used for ragad only and see that mech on map instantly, without asking - "In what quadrant did you see that mech?"
6. You can more precisely put an strike on target. Like Air strike and Arty. That's great and now I really love to use my consumables and spend money on them. Knowing - that they not fly in nowhere.

So you get your nearly old map, but without useless bright texture of really blurry landscape under quadrant names. Thats great I think.

Also - I still play on that new mini-map and understand, that it more fits for long-range battle only. Or mostly for long-range. If you take something like Gauss, ERPPC or like that - you have a chance. But all problems with new map starting when all combat go to close with intense brawling on short-range. Especially when you brawling 1 vs 2 or 3 enemies. And when you piloting light mech.

So... yes I agree with taking off directional triangle of mech on mini-map and putting it back only like tech-info for scout-command mech. That's good decision. Even with map as is - I prefer to know what kind of mech on radar, not in what direction it moving. If it assault and I light - i go to kill or distract it. If it bunch of lights and I'm heavy - i go to my teammates to take cover fire. It's a vital for long strategy and make game a little longer and more interesting. At least - in using all maps, not some "lucky" places only.

Edited by Tiantara, 22 June 2016 - 03:26 AM.


#530 No One Lives Forever

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Posted 22 June 2016 - 03:26 AM

View PostThomasso, on 22 June 2016 - 12:20 AM, said:


Old Frozen City is good map but not for 12 vs 12. That's it.


Its fine for 12 men as an extra map (maybe not great for LRMS, but most new maps are way too friendly for LRMS). And i bet, if you let players choose old or new Frozen Cities before match, many will choose the old one. I would. At least sometimes. I would choose the old Forest Colony too. Anyway, as somebody said, more maps is way better in this case.

Edited by No One Lives Forever, 22 June 2016 - 03:28 AM.


#531 ultraFloon

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Posted 22 June 2016 - 03:30 AM

mini map verry bad Posted Image

#532 Tiantara

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Posted 22 June 2016 - 03:33 AM

View PostNo One Lives Forever, on 22 June 2016 - 03:26 AM, said:

Its fine for 12 men as an extra map (maybe not great for LRMS, but most new maps are way too friendly for LRMS). And i bet, if you put old and new Frozen Cities before many players as a choice before match, many will choose the old one. I would. I would choose the old Forest Colony too. Anyway, as somebody said, more maps is way better in this case.


- Oh! I have one nice and sharp idea about old Frozen City and Forest Colony... We forgot about private games! If it's possible all that changed maps can be placed here for everyone who want to play them. Like... for 4-5 month.If activity on them really that low and no one take them - take them off fully. If activity still presents - let them be as additional map for private play.

#533 Lao Shin

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Posted 22 June 2016 - 03:41 AM

View PostTiantara, on 22 June 2016 - 03:17 AM, said:


- Judging on what was mentioned in news - hot fix bring nearly old mini-map back.
1. It shows a little more of whole map, not a whole map.
2. It shows mech and mech in seismic radar.
3. Yes it don't show direction arrows of showed mech (that makes battles predictable) besides that you get vital info of weight mech. Assault or light or medium... or even heavy. And you as a pilot can decide - go in battle or wait for teammates.
4. It bring back field of view and direction arrow of mech movement.
5. + now you can use as information visual contact of enemy (far longer range as used for ragad only and see that mech on map instantly, without asking - "In what quadrant did you see that mech?"
6. You can more precisely put an strike on target. Like Air strike and Arty. That's great and now I really love to use my consumables and spend money on them. Knowing - that they not fly in nowhere.

So you get your nearly old map, but without useless bright texture of really blurry landscape under quadrant names. Thats great I think.

Also - I still play on that new mini-map and understand, that it more fits for long-range battle only. Or mostly for long-range. If you take something like Gauss, ERPPC or like that - you have a chance. But all problems with new map starting when all combat go to close with intense brawling on short-range. Especially when you brawling 1 vs 2 or 3 enemies. And when you piloting light mech.

So... yes I agree with taking off directional triangle of mech on mini-map and putting it back only like tech-info for scout-command mech. That's good decision. Even with map as is - I prefer to know what kind of mech on radar, not in what direction it moving. If it assault and I light - i go to kill or distract it. If it bunch of lights and I'm heavy - i go to my teammates to take cover fire. It's a vital for long strategy and make game a little longer and more interesting. At least - in using all maps, not some "lucky" places only.


eah u have a lot useless info... but don't have usefull gj....
and again i am not mechcommander i don't need useless mini battlegrid.... i need usefull old minimap.
and now if u atack by bunch of lights mech u can just powerdown and die.... becuse u don't have minimap....

Edited by Lao Shin, 22 June 2016 - 04:02 AM.


#534 McGoat

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Posted 22 June 2016 - 04:14 AM

I can't believe all of these people whining about more information being displayed. With the hotfix the mini map will be damn near perfect in my opinion. How many times have you seen an enemy and had to torso twist in some odd convoluted way to get a glimpse at the grid square you saw them in to relay the information to your team? (Which in QP most of the time is ignored anyways, because they're all just plain awesome). The extra 400m² is enough to usually have a full view of where your team is without having to open the map overlay, which is rather nice.

The problem with it at patch release wasn't the increased information (which again, is kickass) it was that the ability to quickly locate your position on the map was taken away, as in it was/is no longer just a glance. This issue is further compounded on Frozen City where we're all still learning key terrain and identifying features. "Where?" "Uh, f***". Complaining about it now when you know a hotfix is coming is a bit silly.

I'm looking forward to the hotfix.

#535 Tiantara

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Posted 22 June 2016 - 04:18 AM

View PostLao Shin, on 22 June 2016 - 03:41 AM, said:


eah u have a lot useless info... but don't have usefull gj....
and again i am not mechcommander i don't need useless mini battlegrid.... i need usefull old minimap.
and now if u atack by bunch of lights mech u can just powerdown and die.... becuse u don't have minimap....


- Why so? You see mech and can easy turn in right directions (make yourself in right position) as before as soon as you see a red icon on radar. Yes, you don't have now arrows-triangles, but you still can maneuver and take cover easier than it presents now. We don't have old map, but at least we have new with huge part of old functions. Easier to look around and see in which side look visible on radar mech, that makes more useful pilot skill. Better than trying to guess where enemy is, in which way to run and whats going on around you like it presents now. If in future we get info-war technologies for scouting and command mech - we get that triangle-arrow back. But only like tactical advantage and as part of scouting mech as they must be (not a light heavy gunner assassins or easy targets). Lets see game after fix. I have a strong feel that nearly everything gonna be alright.

View PostMcGoat, on 22 June 2016 - 04:14 AM, said:

I can't believe all of these people whining about more information being displayed. With the hotfix the mini map will be damn near perfect in my opinion. How many times have you seen an enemy and had to torso twist in some odd convoluted way to get a glimpse at the grid square you saw them in to relay the information to your team? (Which in QP most of the time is ignored anyways, because they're all just plain awesome). The extra 400m² is enough to usually have a full view of where your team is without having to open the map overlay, which is rather nice.

The problem with it at patch release wasn't the increased information (which again, is kickass) it was that the ability to quickly locate your position on the map was taken away, as in it was/is no longer just a glance. This issue is further compounded on Frozen City where we're all still learning key terrain and identifying features. "Where?" "Uh, f***". Complaining about it now when you know a hotfix is coming is a bit silly.

I'm looking forward to the hotfix.


- Totally agree with you!

Edited by Tiantara, 22 June 2016 - 04:20 AM.


#536 Ch_R0me

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Posted 22 June 2016 - 04:28 AM

View PostThomasso, on 22 June 2016 - 12:20 AM, said:


Old Frozen City is good map but not for 12 vs 12. That's it.

But for scouting... ^_^

#537 BoomTankshot

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Posted 22 June 2016 - 04:34 AM

Me: How to get rid of players?

PGI: Lets remove some quirks on the often used IS-Mechs and make them bigger ... no wait ... MUCH bigger!

Me: How to get new Players to the game?

PGI: Lets make Events for neverending grind, at least they have something to do ... And if they cry about that they didnt have time... Well prolong the window about one week. So we dont need to come up with something really special the next weekend.

Deal ? DEAL !

Well thats it fellow Mechwarriors. Good that Steam realesd MAV early-Acces right now, it helps PGI getting rid of this noisy players ...

#538 Dassh

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Posted 22 June 2016 - 06:02 AM

Experience:
WoT-style minimap is perfectly incompatible with MWO.
Is anybody suprised?
(I think anybody actively playing this game could say this after considering it for a minute.)

Besides this, the maps in WoT/WT/your usual tank-shooter are much smaller compared to the size of vehicles and the vehicles are much slower themselves. Not to mention they have to stop firing, so the matches are very static shootings after the race for the best spots.
Going further, the minimaps in those games are much larger, even with all the above stuff.
This results in a very different gameplay (imho a simple, one-direction and way less tactical one than MWO). And this different gameplay has different needs in the sense of minimap info.
E.g. in that kind of games, knowing the position of the players on the whole map is very important, but knowing the direction they face is irrelevant due to quickly rotating turrets...)

So, it was a failed idea from the start and I think it was possible to realise this before releasing it to public servers.

Edited by Dassh, 22 June 2016 - 06:03 AM.


#539 Dassh

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Posted 22 June 2016 - 06:05 AM

Feedback:

Reading through the upcoming fixes (https://mwomercs.com...ng-new-mini-map), as I see, two important things are still missing:

1. Facing of all players on the map.
I don't need WoT-style diamonds - not even if they can display extra info, like weight-class or dunno - but I need triangles showing who looks what direction.

2. The terrain info has to be more visible, not just some dark background without any contrast.
E.g. a Locust running through River City will watch obstacles and buildings as much as other Mechs.

If you really want to make some improvement in this field, compared to the old minimap, then design the background image a way to make obstacles an elevation easily accessible information for the viewer (so, basically, the "what my surroundings are look like" thing).

Edited by Dassh, 22 June 2016 - 06:08 AM.


#540 MovinTarget

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Posted 22 June 2016 - 06:07 AM

To avoid command wheel abuse, can we either have a limitation on how many times one or any commands can be used per minute by a given player?

That or simply mute a persons command wheel usage if you mute their voip. That way i can get intel from guys that don't abuse it but not from that guy that keeps clicking random commands non-stop...

Edited by MovinTarget, 22 June 2016 - 06:08 AM.






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