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Patch Notes - 1.4.88 - 15-Nov-2016


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#101 Wintersdark

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Posted 11 November 2016 - 03:32 PM

View PostDee Eight, on 11 November 2016 - 01:07 PM, said:


Huge hit boxes.

And massive amounts of firepower. *shrugs*

I'm a huge Kodiak fan, as one may guess, but I can't say I ever thought it should have structure quirks. It was clearly going to be very strong from the start. With Clan XL's in a 100t chassis, it doesn't need structure quirks.

Now, the agility quirks, I wish they'd kept. Lose everything else, but get some twist speed... but no. Thanks, hardpoint inflated KDK-3.

Hell, I swore up and down right up till the quirks were announced that it would have none, because seriously... It doesn't need quirks.

#102 TercieI

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Posted 11 November 2016 - 03:37 PM

View PostPariah Devalis, on 11 November 2016 - 03:31 PM, said:


Ya never know. I totally called the ACH. Let's see if I can be two for two lights predicted. Posted Image


First cool shot's on me if so. :)

#103 Dagorlad13

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Posted 11 November 2016 - 03:40 PM

View PostWintersdark, on 11 November 2016 - 03:32 PM, said:

And massive amounts of firepower. *shrugs*

I'm a huge Kodiak fan, as one may guess, but I can't say I ever thought it should have structure quirks. It was clearly going to be very strong from the start. With Clan XL's in a 100t chassis, it doesn't need structure quirks.

Now, the agility quirks, I wish they'd kept. Lose everything else, but get some twist speed... but no. Thanks, hardpoint inflated KDK-3.

Hell, I swore up and down right up till the quirks were announced that it would have none, because seriously... It doesn't need quirks.


It should be as (un) maneuverable as the Atlas.

#104 Sky Hawk

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Posted 11 November 2016 - 03:42 PM

A nice LRM's cooldown decrease... Yee!... At least, I will surely enjoy it.. And thanks for the alphanumerics! (I really hope people don't screw with it too much...)

#105 Quintt

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Posted 11 November 2016 - 03:48 PM

wow...you people really want to turn your game into Sniper Elite dont you. promoting long range play more and more and more with each passing patch, punishing brawling loadouts, now nerfing the only assault really capable of closing in and doing some work on long range mechs, nerfing mid range even more with the large pulse crap and uacs, (seriously, uac5 nerf for IS ?? wtf are you ppl getting your info from, tier 3 players?) and doing nothing about the increasing meta that has shadowed over everything else for a good part of 3 years (gauss+ppc). Amazing. And...the pheonix hawk, "decent" ?? really ?
Streak buff ???? wtf for, hardly anyone uses them. You sure dont see them in comp for a reason. So all that is left now is to go play some more gauss+ppc mechs, because it is STILL the most efecient way to play. Nevermind giving us more options and choices with which to counter the crushing meta, no no, lets promote it EVEN MORE.

You really should have taken a page out of other developers books, but the decision makers at PGI are too proud and arrogant to do that. "lets carve our own path, even if it is a bad one" is probably the moto at the office. Ego comes first, good development comes second.

#106 Mcgral18

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Posted 11 November 2016 - 03:54 PM

View PostJuodas Varnas, on 11 November 2016 - 11:07 AM, said:

Huh.
I skimmed through the notes and i, personally, can't find anything to complain about!
.
.
.
So... Uhh... What do i even say now?


the cAC PTS values weren't implemented.
That's even worse than the cUAC jam change being implemented from the PTS!


Seriously, that was a good change. They un-gimped the cACs. No more 5.03s cAC on the PTS...but that change didn't make it. A fully positive change, without any controversy...


#PGIPLZ

View PostYuri Kovalesky, on 11 November 2016 - 12:36 PM, said:

Lets see how many broken fix we find in this note:
Clan UAC
• Jam Chance increased to 17% (from 15%)

SINCE WHEN UAC JAM CHANCE IS 17%?
Any UAC i put in this game to use JAM-IN-THE-SECOND-FIRE!!!!!
With -20/30% Jam Chance goes to 3 Shots before Jam!!!


Jam Quirks have always been relative

30% jam quirk on a UAC5?
15%*.7=~10% chance to jam
It's simple

View PostTercieI, on 11 November 2016 - 12:49 PM, said:


I'd prefer 7.

T E R C I E L

Posted Image


Oh, 6 is enough for my new Deck-le


P O T A T O

#107 Mystere

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Posted 11 November 2016 - 03:58 PM

View PostQuintt, on 11 November 2016 - 03:48 PM, said:

Streak buff ???? wtf for, hardly anyone uses them. You sure dont see them in comp for a reason.


Yes, and the reason is that their use is banned by the MRBC. Posted Image

#108 Wintersdark

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Posted 11 November 2016 - 04:00 PM

View PostIronClaws, on 11 November 2016 - 03:40 PM, said:


It should be as (un) maneuverable as the Atlas.


An Atlas with a 300 rated engine twists faster than a Kodiak with a 400 rated engine.

Kodiak's are WAY less agile than Atlas's. Just saying.

#109 Lily from animove

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Posted 11 November 2016 - 04:06 PM

well I also find it odd, when speaking about "balance" PGI always seem to forget the AC 15 when they compare any (U) AC's.


lso, can I buy some LPL from the IS pls. They are surely superior now as they are having a superior beamduration and thedamage range now doesn't differ that much anymore. Sure the max damage range does differ, buw now with the reduced max damage I'd prefer th lower beam duration.

#110 XxXAbsolutZeroXxX

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Posted 11 November 2016 - 04:11 PM

Those boosted CUAC-20 jam times will hurt. The 5 second jam time was already long for CUAC-20 noobs like me. Now its 8 seconds. The learning curve will be much steeper. It might be necessary to curb those skilled with the weapon. But from my limited experience I can't say I've seen anyone dishing out ungodly amounts of damage with CUAC-20's.

CERLL's might need decrease on burn time. Not 100% certain. If they cut the burn time on CERLL's I would probably stack 8 of them on an assault for a cool 88 damage at extreme ranges. The long burn time might be necessary to prevent people like me from abusing that.

Other than that and some other minor points, excellent balance patch imo.

Definitely a step in the right direction!

Edited by I Zeratul I, 11 November 2016 - 04:15 PM.


#111 Mcgral18

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Posted 11 November 2016 - 04:18 PM

View PostI Zeratul I, on 11 November 2016 - 04:11 PM, said:

Those boosted CUAC-20 jam times will hurt. The 5 second jam time was already long for CUAC-20 noobs like me. Now its 8 seconds. The learning curve will be much steeper. It might be necessary to curb those skilled with the weapon. But from my limited experience I can't say I've seen anyone dishing out ungodly amounts of damage with CUAC-20's.

CERLL's might need decrease on burn time. Not 100% certain. If they cut the burn time on CERLL's I would probably stack 8 of them on an assault for a cool 88 damage at extreme ranges. The long burn time might be necessary to prevent people like me from abusing that.

Other than that and some other minor points, excellent balance patch imo.

Definitely a step in the right direction!


5 seconds was fine for the UAC20.
There really isn't any logic (in game wise) for nerfing. Just Normalization for the sake of it...which has historically ended horribly for balance.


They could always decrease the cERLL burn time, but increase the cooldown.
Deadly, but bad at short range.

Long cooldowns aren't something to be avoided, if the situation calls for it.

#112 Pariah Devalis

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Posted 11 November 2016 - 04:21 PM

View PostMcgral18, on 11 November 2016 - 04:18 PM, said:


5 seconds was fine for the UAC20.
There really isn't any logic (in game wise) for nerfing. Just Normalization for the sake of it...which has historically ended horribly for balance.


They could always decrease the cERLL burn time, but increase the cooldown.
Deadly, but bad at short range.

Long cooldowns aren't something to be avoided, if the situation calls for it.


Agreed. Which is why I was fine with the concept of a higher heat, higher PPFLD C-ERPPC and a long cooldown. Also makes the weapon system better for smaller mechs that cannot carry multiples, while punishing boating them due to their per weapon heat generation.

But nooooo.

#113 Lily from animove

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Posted 11 November 2016 - 04:27 PM

View PostI Zeratul I, on 11 November 2016 - 04:11 PM, said:

Those boosted CUAC-20 jam times will hurt. The 5 second jam time was already long for CUAC-20 noobs like me. Now its 8 seconds. The learning curve will be much steeper. It might be necessary to curb those skilled with the weapon. But from my limited experience I can't say I've seen anyone dishing out ungodly amounts of damage with CUAC-20's.

CERLL's might need decrease on burn time. Not 100% certain. If they cut the burn time on CERLL's I would probably stack 8 of them on an assault for a cool 88 damage at extreme ranges. The long burn time might be necessary to prevent people like me from abusing that.

Other than that and some other minor points, excellent balance patch imo.

Definitely a step in the right direction!



well if we had a heatscale of 30, nothing would ever happen like this. also, I doubt. firing 8 at once would be healthy at all even with the current heatscale, thast 80 heat not even with ghost heat.

#114 Kuaron

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Posted 11 November 2016 - 04:34 PM

I like most of the changes very much. :)
Going to put back the SRM2s on the BJ-2 and try it again just after patch release. :D

I don’t see the reason for the LRM DPS increase. The LRM20 spread fix was necessary, ofc, but the DPS across the board?!
This weapon type needs a change in it’s mechanic, not a buff in parameters.

I also welcome the strengthening of 8/8 Omnipod quirks.
But what about the HELLBRINGER?
It needs this kind of quirks prob more most of the other Mechs and negative quirks to its ECM shoulder in exchange, to make the variants differ and the non-ECM ones count!

Will we get them?

Also, some of the quirks read like “what weapon is most useless on this already overperforming Mech, so that the 8/8 quirk wouldn’t make it even better?”
I’m looking at you Stormcrow!

#115 PraetorGix

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Posted 11 November 2016 - 04:46 PM

I'm one of the ppl wanting more lights in the game, but it just dawned on me, for what?
They keep nerfing the only lights that are not completely horrendous like they were the second coming of the KDK or something. Some Jenner IIC variants, all Jenners, the Panther and the Wolfhound are still waiting for buffs and instead you decide to kill ACHs a little more. Hey Inouye don't forget the Locust! How about a 60 or 70% upscale for every light while we're at it?

#116 XxXAbsolutZeroXxX

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Posted 11 November 2016 - 04:59 PM

View PostMcgral18, on 11 November 2016 - 04:18 PM, said:


5 seconds was fine for the UAC20.
There really isn't any logic (in game wise) for nerfing. Just Normalization for the sake of it...which has historically ended horribly for balance.

They could always decrease the cERLL burn time, but increase the cooldown.
Deadly, but bad at short range.

Long cooldowns aren't something to be avoided, if the situation calls for it.


For whatever reason, AC20's always seem to receive more than their fair share of nerfs.

Decreasing long laser burn time and increasing cool down might affect weight classes disproportionately.

It would affect light and medium mechs more than it affected heavies or assaults.

Weapon recharge time is the main limiting factor with light and medium snipers.

Weapon heat is moreso the main limiting factor with heavy and assault snipers.

View PostLily from animove, on 11 November 2016 - 04:27 PM, said:

well if we had a heatscale of 30, nothing would ever happen like this. also, I doubt. firing 8 at once would be healthy at all even with the current heatscale, thast 80 heat not even with ghost heat.


Firing 8 ERLL's in groups of 2 or chainfire could be viable. Even if 6 CERLL was the more optimized and ideal build in terms of heat that would still be 66 damage. It would be OP in a lot of ways if burn time were reduced without any other changes.

View PostKuaron, on 11 November 2016 - 04:34 PM, said:

I don’t see the reason for the LRM DPS increase.


They buffed LRM's as many games have no one bothering to mount them.

The same with streaks, especially IS SSRM-2's.

Edited by I Zeratul I, 11 November 2016 - 05:06 PM.


#117 Steve Pryde

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Posted 11 November 2016 - 05:13 PM

View PostFupDup, on 11 November 2016 - 12:21 PM, said:

That sounds fine on paper, but in practice that does nothing about the 2 Gauss + 2 ERPeep "Pokebear" build (which is actually stronger than the DakkaBear).

U could remove the top mounted ballistic hardpoints from Kodiak-3 entirely. That would help at least a little bit.

Btw range nerf for clan lplaser ok but then reduce the beam duration a little bit. A blanked nerf is just... silly.

And that lrm 20 spread buff helps nothing if you're not increasing the spread for lrm5 and 10.

#118 Tarl Cabot

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Posted 11 November 2016 - 05:19 PM

Okay, who said they were to include Design Notes!!!?? Bishop, did you hack the website?! :)

#119 G SE7EN7

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Posted 11 November 2016 - 05:24 PM

View PostDGTLDaemon, on 11 November 2016 - 12:22 PM, said:

Sorry Alex. Didn't realize you were the one moderating this thread - you of all people don't deserve comments like that from me. My comment was obviously directed at those [you'll redact it anyway] who just wiped out 90% of the deck I've been building for the last year. 1083 hours on the Steam counter, 1083 f*cking hours spent building the wrong mechs and developing the wrong gameplay skills. Oh well, congratulations to all those IS whiners who've been crying about the need for Clan nerfs - you got your way, now you can gloat all you want. I'll just shut up for now - got more important things to do than post on the forums, like trying to salvage what's left of my deck.

Dude get over it, the amount of times I have had to rebuild mechs due to nurfs is uncountable. Have you not seen the state of CW? a balance was needed.

#120 Lily from animove

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Posted 11 November 2016 - 05:26 PM

View PostI Zeratul I, on 11 November 2016 - 04:59 PM, said:


For whatever reason, AC20's always seem to receive more than their fair share of nerfs.

Decreasing long laser burn time and increasing cool down might affect weight classes disproportionately.

It would affect light and medium mechs more than it affected heavies or assaults.

Weapon recharge time is the main limiting factor with light and medium snipers.

Weapon heat is moreso the main limiting factor with heavy and assault snipers.



Firing 8 ERLL's in groups of 2 or chainfire could be viable. Even if 6 CERLL was the more optimized and ideal build in terms of heat that would still be 66 damage. It would be OP in a lot of ways if burn time were reduced without any other changes.



They buffed LRM's as many games have no one bothering to mount them.

The same with streaks, especially IS SSRM-2's.


8 in groups of 2? thats 4x firing which means 1.5secs for the chainfire + 1,5 secs bamduration. 3 second facetime is going to hurt badly against you.





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