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Patch Notes - 1.4.85 - 18-Oct-2016


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#61 Prof RJ Gumby

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Posted 18 October 2016 - 01:53 AM

In recent news:
- ENF-5P gets nerfed
- JM6-DD gets nerfed
- NVA-B gets nerfed
- SHD-5M gets nerfed
- WHK-A gets nerfed
- KDK3 stays as it is.

Is this a joke? Because I don't get it. I would maybe stomach lack of any mech changes (because there was no time or because power draw is coming, or whatever), but despite we have a certain glaring balance issue spoiling games, they go and 'balance' one random quirk of certain mechs, nerfing and buffing some of the mediocre ones, while they leave the KDK3 alone?

I may need to take a break until I see November patch notes.

Edited by Prof RJ Gumby, 18 October 2016 - 01:54 AM.


#62 Jaspbo1

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Posted 18 October 2016 - 02:03 AM

View PostProf RJ Gumby, on 18 October 2016 - 01:53 AM, said:

In recent news:
- ENF-5P gets nerfed
- JM6-DD gets nerfed
- NVA-B gets nerfed
- SHD-5M gets nerfed
- WHK-A gets nerfed
- KDK3 stays as it is.

Is this a joke? Because I don't get it. I would maybe stomach lack of any mech changes (because there was no time or because power draw is coming, or whatever), but despite we have a certain glaring balance issue spoiling games, they go and 'balance' one random quirk of certain mechs, nerfing and buffing some of the mediocre ones, while they leave the KDK3 alone?

I may need to take a break until I see November patch notes.

The Kodiak was squishy and "easily" (For a 100 tonner) taken down before the structure quirks, so yeah they buffed them, but the only one that never had issues was the KDK 3. So why the heck did that thing get buffs too? It's top of the food chain, a 'mech that goes 60+ with 4 Alpha and low cooldown, high mounted weaponry and good armour...

It makes you question what is going on exactly at PGI's office. It's Dire Wolf syndrome all over again. King Crabs, Dire Wolves and Atlases are going extinct. All hail our new bear shaped overlords.

Edited by Jaspbo1, 18 October 2016 - 02:03 AM.


#63 Duke Nedo

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Posted 18 October 2016 - 02:08 AM

Yeah, definitely missing adjustments to KDK-3. Had also been nice to see some quirk touch-ups on the mechs that were double-nerfed by the resize plus the last structure quirk normalization round.

#64 LennStar

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Posted 18 October 2016 - 02:15 AM

View PostPFC Carsten, on 18 October 2016 - 12:24 AM, said:

Sorry to sound a bit sour, but two things really bother me since they're not magic to fix or to correct:

1.) Really no fix for Alpine Domination zone location after now well over six (6!!) months? This HAS to be a joke. PGI, do you even play your own game?

2.) Map overhauls... seeing other peoples stats of map votes as well as my own (what's got voted in the end, not my own vote): The overhauled maps seem not to resonate well with the player base. As long as they're available it's almost always HPG Manifold, Canyon Network and even though it's pretty hot, Tourmaline. The overhauled maps (esp. Forest, Caustic and River City) do not seem to be much liked. Maybe there's too much clutter, too little visibility. Because Grim, Frozen and to an extend Viridian (which was stuffed from the beginning) are not as low as votes go.

Maybe look at your internal stats on what gets voted and adapt your approach to overhauls a bit?


1.) YES - I mean not the playing but the changed position.

2.) I also wonder what PGI aims when overhauling maps. Granted its hard to know what the people will do when designing a map, but really - what is the aim?
The old Frozen City was one of the most voted for maps. That has decreased immensily. River City similar (with the difference that it was not that loved from start.)

When you look at both maps the change is basically that you got bigger maps with a more boring start. Okay, maybe there is a need to it, lets ignore that.
But the biggest change is the type of fight you had and have now.
Old Frozen City was a prime example of a map suitable for light flank rushes or even sneaking assaults. It was also great for brawler while being valid for long range shots and even still having a place for LRMers in most cases. That was because the map was small so you could move in a shooting position without being completely alone in case you got attacked.
The same applies to canyon, the most voted map, and mostly for HPG too (less manouver options for shooting).
The new Frozen City is either "run to the edge and cross the canyon and run into their ball (or look at each other after trading positions)" or "snipe each other to death".

River City was also a map where you had several options. Less so after the change to 12vs12 because the cave no longer was a thread if you used only 2 or 3 mechs, but it was not possibly to use more because of the increased enemy firepower that made a bad timed or exposed flank a sure way to get stomped.
Now its just a big "go to this position and shoot" where the only option is which side of the hill has the action.

In PGIs case I would just try to flatten the antenna hill in River City and put a LOT more cover in Frozen Citys canyon, so that people can walk through it without getting shot and Lurmed from 9 mechs.
Or when trying to find a principle: Try to change the maps so that you have not one big map where you fight for one point, but a big map consisting of several connected small battlefields that have both high cover and long ranges. (I hope the new Therma is made this way with their 4 places for battle).

Basically make attacks (both frontal and flanking lights) on enemy positions easier. As it has happened with the bog, which has still problems but the change with the additional ramp helped measurably.

Edited by LennStar, 18 October 2016 - 02:19 AM.


#65 Grinster

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Posted 18 October 2016 - 02:25 AM

Going to miss the old Terra Therma. Lots of different ways to play and a lot of games were not "cauldron of death" hammer-fests. I always voted for it.

#66 C E Dwyer

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Posted 18 October 2016 - 03:44 AM

The new Terra map looks excellent.

Glad the Faction Camo is being added.

I will say though.

Expect lots of people that are incapable of finding cover, unless its a 40 storey building to cry about it being a sniper, lurm map, because parts of it look pretty open.

Oh yes nearly forgot.

Why Kodiak and not a Direwolf head, clans are known for their Onmi's

Your quirk changes again show absolutely no logic in why they were changed, does a fraction of 1% really matter, and why are those mechs getting nerf'd when there are clearly better ones that are not.

Finally the Halloween cockpit items look cool, the designs are really good.

Edited by Cathy, 18 October 2016 - 03:51 AM.


#67 Zieten

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Posted 18 October 2016 - 03:51 AM

View PostProf RJ Gumby, on 18 October 2016 - 01:53 AM, said:

In recent news:
- ENF-5P gets nerfed
- JM6-DD gets nerfed
- NVA-B gets nerfed
- SHD-5M gets nerfed
- WHK-A gets nerfed
- KDK3 stays as it is.

Is this a joke? Because I don't get it. I would maybe stomach lack of any mech changes (because there was no time or because power draw is coming, or whatever), but despite we have a certain glaring balance issue spoiling games, they go and 'balance' one random quirk of certain mechs, nerfing and buffing some of the mediocre ones, while they leave the KDK3 alone?

I may need to take a break until I see November patch notes.


I'd love to see the thought process behind this. These are all mechs which are very rarely played (especially the Enforcer and Shadowhawk). I'd really like to know why ressources were spent on adjusting quirks (i.e. nerfing) on mechs which aren't exactly stellar performers in the first place...mindboggeling.

#68 MovinTarget

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Posted 18 October 2016 - 04:06 AM

To the gent asking about map changes and it being boring at the beginning...

Due to quirks/power creep they had to change something... i remember on old forest colony being able to guass snipe their spawn from my spawn seconds into the match... no fun for pilots with long loading times...

On top of that they are trying to make the game good looking to attract new players. This means upscaled, detailed maps that are not gonna be gentle on older gpus.

#69 Colonel ONeill

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Posted 18 October 2016 - 05:07 AM

View PostZieten, on 18 October 2016 - 03:51 AM, said:

I'd love to see the thought process behind this. These are all mechs which are very rarely played (especially the Enforcer and Shadowhawk). I'd really like to know why ressources were spent on adjusting quirks (i.e. nerfing) on mechs which aren't exactly stellar performers in the first place...mindboggeling.

Ohh, that is quite easy. Someone got melted by the DPS Jäger and the Enforcer. The time to get killed was way too low. Result is to change the enemy mechs, not the own playstyle.

I would love, if PGI would ask a couple active players about quirks before they actually change them... Posted Image

#70 Dee Eight

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Posted 18 October 2016 - 05:19 AM

The UAC quirk mechs they selected were buffed/nerfed based on how many UACs they could mount. The ones with the capability for singles only (dragon and wolverine and lynx) got the buff and the others got the nerf. They've already nerfed the KDK-3 twice... once taking away all the engine quirks and the second time removing all but the CT structure quirk. Now its like the energy boatable KDK-1 and KDK-5. And as is repeatedly said... to boat quadruple UAC10s or Gauss requires down-rating the engines... and the side torsos have less armor and that's where the offence is coming from. Don't put yourself into a stationary face duel with them and they're quite killable.

#71 Showdown

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Posted 18 October 2016 - 05:20 AM

Good job on the network optimizations and all the small bug fixes! That's pretty neat.

The balance changes on the other hand are really questionable.

View PostInnerSphereNews, on 17 October 2016 - 02:15 PM, said:

Dragon DRG-5N + DRG-5N [C]: UAC Jam Chance decreased to -40% (from -30%).
Enforcer ENF-5P: UAC Jam Chance increased to -20% (from -30%).
JagerMech JM6-DD: UAC Jam Chance increased to -20% (from -30%).
Mist Lynx MLX-D: UAC Jam Chance decreased to -40% (from -30%).
Nova NVA-B: UAC Jam Chance increased to -20% (from -30%).
Shadowhawk SHD-5M: UAC Jam Chance increased to -20% (30%).
Warhawk WHK-A: UAC Jam Chance increased to -20% (from -30%).
Wolverine WVR-7D + WVR-7D [L]: UAC Jam Chance decreased to -40% (from -30%).
Those are some random incomprehensible nerfs nobody has asked for.
Meanwhile, the KDK-3 is still overpowered and outclassing every other Assault.

And why is the Domination Circle on Alpine Peaks still not balanced?

Edited by Showdown, 18 October 2016 - 05:23 AM.


#72 Graugger

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Posted 18 October 2016 - 05:30 AM

Time to start reporting devs for bias and posting inflammatory subjects on the forums.

#73 Willothius

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Posted 18 October 2016 - 05:31 AM

View PostGothicVash, on 17 October 2016 - 11:16 PM, said:

im hoping the new (L) mech's do actually have that ridiculous camo pattern...

YES! Please give em that psychedelic heatscale paintjob!!

#74 Poppaukko

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Posted 18 October 2016 - 06:33 AM

Still no friend list fix? Or did I miss it?

#75 TorinZ

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Posted 18 October 2016 - 06:38 AM

UAC Jam chance nerfs on some IS mechs, are they getting ready to release the rest of the UACs? I could see why they decided on the changes if that were true...big if though...

#76 Exard3k

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Posted 18 October 2016 - 06:40 AM

View PostDee Eight, on 18 October 2016 - 05:19 AM, said:

The UAC quirk mechs they selected were buffed/nerfed based on how many UACs they could mount. The ones with the capability for singles only (dragon and wolverine and lynx) got the buff and the others got the nerf.


Shadowhawk 5M can only theoretically mount 2x UAC5s. In practice you have a single UAC5 and can't fit a second one because of XL engine. dual ballistics @55tons without XL is ********, build one in mechlab to see it for yourself. 5M is probably the worst Shadow Hawk you can run.

Oh and they forgot about the Orion-V. Dual AC5 possible as well. Actually a viable build for that mech. And the Summoner too.

Edited by Exard3k, 18 October 2016 - 06:44 AM.


#77 Marquis De Lafayette

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Posted 18 October 2016 - 06:42 AM

View PostShowdown, on 18 October 2016 - 05:20 AM, said:

Good job on the network optimizations and all the small bug fixes! That's pretty neat.

The balance changes on the other hand are really questionable.
Those are some random incomprehensible nerfs nobody has asked for.
Meanwhile, the KDK-3 is still overpowered and outclassing every other Assault.

And why is the Domination Circle on Alpine Peaks still not balanced?


Ironically, one of these nerfs can provide an indirect help to the KDK-3...at least in FW. The jager DD was my primary wave 1 mech for a good deal of the time I was IS, precisely because of its dakka ability. It can push out a lot of damage quickly at 720 meters even. It was my kodiak-killer and while it wasn't nearly as good against smaller, quicker mechs it worked well in wave 1 due to the abundance of KDK-3's being dropped first. So, while it is still good it that role (post-nerf. Hey it's still -20%), more jams make it less effective at hosing down those KDK-3's. I don't want to make more out of it than one should.. just noting that jager DD has been an effective mech particularly vs. clan assaults... not so effective that I would have expected a nerf though

#78 Dee Eight

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Posted 18 October 2016 - 06:47 AM

Well the game timeline has reached 3053 at least since they've brought out the bushwacker but we need 3057 to start getting new weapons.

#79 Desintegrator

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Posted 18 October 2016 - 07:54 AM

Oh no - dont touch Terra Therma !!
Noooo....

The best map ever for the last 4 years, so small and tiny and with so many tactical options !
Oh no...

We will remember !

#80 Artur Valour

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Posted 18 October 2016 - 08:04 AM

New Terra Therma looks sick! Wonder how hot it is....?





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