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Patch Notes - 1.4.88 - 15-Nov-2016


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#121 XxXAbsolutZeroXxX

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Posted 11 November 2016 - 05:37 PM

View PostLily from animove, on 11 November 2016 - 05:26 PM, said:


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.


I normally run an 85 ton warhawk with 4 x CERPPC.

A single CERPPC generates around 15 heat which comes out to approx 60 heat total(I don't know ghost heat numbers).

A single CERLL generates approx 10 heat. 6 of them should be in the ball park of 4 x CERPPC.

A 100 ton assault should manage 6 CERLL's generating 60 heat(plus ghost heat) and might be able to get away with 1 or 2 additional CERLL.

The main obstacle wouldn't be heat, it would more likely be the long burn time of CERLL.

edit -

Should mention firing in groups of 2 or chainfire isn't done with the goal of achieving 0 ghost heat or avoiding ghost heat completely.

A mere 20% or 30% decrease on ghost heat is good enough some days. Its perfectly ok to shoot a little faster and take ghost heat penalties.

Edited by I Zeratul I, 11 November 2016 - 06:10 PM.


#122 Wintersdark

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Posted 11 November 2016 - 05:38 PM

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

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.


Indeed. I'm actually a big fan of long cooldowns for long range weapons. Long cooldowns are a severe disadvantage in a brawl, but at range aren't a huge problem. So you can use the cooldown to cap deeps, AND keep the long range weapon as a long range weapon.

Long burn times, on the other hand, tend to lead to bad play. They increase spread, increase friendly fire (can't stop the beam while some guy runs into it - yes, yes, git gud, etc, but it's a real problem at low to mid play levels).... Long burn times are just not very much fun; so often you're wasting much of every shot.

#123 slodeath

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Posted 11 November 2016 - 05:52 PM

View PostSteve Pryde, on 11 November 2016 - 05:13 PM, said:

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.




Or you could just reduce the RT and LT slots until all KDK 3 will carry are UAC 2 or machine guns. Bet that would make you happy. The nerfing of the KDK is what has brought the meta of gauss/cerppc sniper that you cant focus fire down because it is 900m away.

#124 Kuaron

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Posted 11 November 2016 - 06:21 PM

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

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


I’d now some reasons still not to do.

Oh, did I just say “stale gameplay” and “little influence on outcome”?
At least now I did.

Edited by Kuaron, 11 November 2016 - 06:21 PM.


#125 3xnihilo

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Posted 11 November 2016 - 06:26 PM

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


I'd prefer 7.

T E R C I E L

:D


Crap, now I have to go buy a 3 and an X

#126 Arkhangel

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Posted 11 November 2016 - 06:36 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.

in case you didn't notice, they nerfed ALL UACs. not just clan ones. actually fully read the patch notes, not just the ones that affect clans.

#127 Arkhangel

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Posted 11 November 2016 - 06:41 PM

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

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.

you know, they're not really punishing brawlers. they're just punishing MetaDiots. if you're a brawling player, you'll always find a way to do it. i always have Posted Image hell, a guy in my unit somehow manages to brawl with LRMs. god knows how, but he does.

Edited by Arkhangel, 11 November 2016 - 06:42 PM.


#128 Audacious Aubergine

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Posted 11 November 2016 - 06:50 PM

View Postluigi256, on 11 November 2016 - 11:32 AM, said:

So does anyone have any small laser builds now that they are getting a slight buff?

UM-R60L

View PostArkhangel, on 11 November 2016 - 06:41 PM, said:

you know, they're not really punishing brawlers. they're just punishing MetaDiots. if you're a brawling player, you'll always find a way to do it. i always have Posted Image hell, a guy in my unit somehow manages to brawl with LRMs. god knows how, but he does.

Incessant back-peddling to stay just outside of 180m, keeping your eye on the target and using the LRMs like an autocannon - that's how it usually goes for me

Edited by Audacious Aubergine, 11 November 2016 - 06:52 PM.


#129 MovinTarget

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Posted 11 November 2016 - 06:52 PM

So much salt... quad lbx10 kodiak shall rise from these ashes and SMASH...

And to the guy "spending the past year crafting" his deck... sorry but you haven't been playing long/paying attention but they nerf op mechs/systems on a regular basis... if anything, i am amazed they let it go as long as they did.

They really don't want the "one drop deck to rule them all" since that gets boring and lopsided and not to mention, its stunts sales.

So sorry you feel you got burnt with a flaming nerf bat, but join the club and adapt with the rest of us.

#130 FeralTitan

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Posted 11 November 2016 - 07:15 PM

I don't know why I think that reading the forums is worth while. I started playing this game at the start of this summer, and since then I keep reading the forums, But all I see is crying and more crying. Its disgusting and sad, At this Point, I've turned off my Voip and this will be the last forum I waste my time reading because if I wanted to endure so much crying, I'd talk to my family instead of playing a game that is supposed to be fun. Seriously, if you hate it so much, either do something to fix it or shut up and leave, but your crying only indicates how lazy and worthless you are hoping someone else will live your life for you

PS, IF the shoe fits, wear it, don't take offense that's not yours

#131 Gwydion Ward

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Posted 11 November 2016 - 07:18 PM

View PostInnerSphereNews, on 11 November 2016 - 11:02 AM, said:


Clan UAC/2

• Jam Chance increased to 17% (from 6%)



Rather than giving a weapon a OVER 2x Jam chance increase Nerf.... (which to me means you've made it useless). And giving nearly all other CUAC's 2 seconds longer jam duration.... Why cant you find a way to add in some code that reads how MANY UAC'c a mech has equipped, and then upp's the jam chance per equiped UAC?

You mentioned:

Quote

While the Kodiak might have prompted our initial investigation into the UAC line of weaponry, we should say upfront that the above changes were not implemented in an attempt to address the performance of the Kodiak alone, but instead were a result of close monitoring all UAC 'boats', such as the Mauler, Night Gyr, Dire Wolf, and others. These 'Mechs were found to be relatively over-performing almost across the board.

Your basing the change off mech's that "Boat" UAC's... but the changes youve made, are essentially making them less and less desireable to use singly. (ie, a Mech that may carry 3 energy and 1 ballistic might as well now use a standard AC2 rather than the UAC2 as their now going to jam OVER 2x as often as they use to.)

You already have 'ghost heat' that tries to minimize how often people 'boat' heavy Energy weapons... or lots of smaller energy weapons without cutting the feet out from under the people who DON'T 'boat' Energy / Laser-vomit, ... Why not do the same thing for UAC's. Figure out a way to implement a "Ghost Jam" chance of sorts, that's not so much a 'ghost' chance, but more a direct "for each UAC of the same type equipped, Jam chance goes up by X". Hell this would even make mechanical sense as the Multiple UAC's are drawing shells from the SAME ammo hoppers... so having more shells moving at a faster rate would cause a increased chance for things to sieze up.

So How about it? Rather than cutting the legs out of 'everyone' who uses UAC's... focus your 'fix' to those who "Boat" them.





*edited to remove the useless color code*

Edited by Gwydion Ward, 11 November 2016 - 08:24 PM.


#132 Commander A9

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Posted 11 November 2016 - 07:28 PM

Thank you for screwing over Clan Ultra Autocannons...again...

Seriously, is the Kodiak still even worth the price it takes to really outfit one out?

What's wrong with you guys!?

#133 Wing 0

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Posted 11 November 2016 - 07:30 PM

Over-Performing my ***. Most of these changes are garbage. PGI. Why don't you guys go back to drawing board while you still can. This announcement clearly tells me you guys DONT Know what you are doing. This November event is pretty well sticking out like sore thumb telling us you're not getting the message.

Edited by Wing 0, 11 November 2016 - 07:38 PM.


#134 Commander A9

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Posted 11 November 2016 - 07:41 PM

I'm really sick of having to wait so goddamn long for a match, even for scouting...

#135 Wing 0

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Posted 11 November 2016 - 07:47 PM

View PostCommander A9, on 11 November 2016 - 07:41 PM, said:

I'm really sick of having to wait so goddamn long for a match, even for scouting...


*points the fingers at PGI* They didn't give us an event that was worth wasting time on.

#136 Commander A9

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Posted 11 November 2016 - 08:07 PM

I suppose not...or perhaps it's because once a planet gets to 100%, people stop fighting on it...

And with only one planet to attack at a time, and no one bothering to defend, well, ****, it's no surprise no one wants to play...

#137 Dodger79

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Posted 11 November 2016 - 08:34 PM

Haven't read all 7 pages, so don't know if already has been answered: with the introduction of "set of 8"-Quirks for Omnis will there be any additional Quirks tied to specific parts which will be in effect even if you mix Omnipods (i mean, that's what they are build and meant for, right?) and set of 8 is pure bonus? Or is it really so that a mxed together SMN, that need all the hardpoints he can get will lose his agility quirks which make him special/unique and somewhat competetive in the heavy class and a mixed TBR will lose his current _negative_ quirks and therefore will get better?

#138 Duncan1dah0

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Posted 11 November 2016 - 08:35 PM

I like the inclusion of the reasoning for the changes. I appreciate the explanations.

#139 YUyahoo

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Posted 11 November 2016 - 08:46 PM

Like many others have said, I do really appreciate the explanation of why things are changed even if I don't agree with the rationale in all cases. The "set of 8" quirks is an interesting idea but to me it also seems to take away from the whole "omni mech" concept as well (not a complaint, just an observation). What I am having a hard time understanding is where PGI draws the line between weapons/mechs under-performing, performing well, performing too well and over-performing. It just doesn't feel right to me to "weaken" mechs that too many people perform too well in...because it feels/sounds like good piloting is getting average mechs "nerfed". It's likely not PGI's intention, but that's how it seems to come across (again, not a complaint, merely an observation and my opinion)

#140 Kageru Ikazuchi

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Posted 11 November 2016 - 08:54 PM

Overall, this looks to be a great patch.
  • MWO WC Postcard ... this is cute.
  • alphanumeric Decals (a-z, 0-9) ... nice.
  • with a (hopefully) minimal amount of abuse ... there's only so much you can do with six numbers or letters, but I'm sure someone will figure something out.
  • Damage received from Override no longer applies to the Head. ... this is huge.
  • Small Laser Range increased ... I don't think this is going to be a big enough change, but it is a step in the right direction.
  • Clan Large Pulse Laser Max Range reduced ... good change. It's not going to increase the use of CLLs, but is a good move.
  • Design Notes ... thank you so much for this little peek behind the curtain. It is much appreciated.
  • The above changes have been made to keep UACs still in a very powerful position, geared toward 'burst DPS', risk-over-reward mechanics, but to nonetheless curb their overall DPS output through sustained use. ... UACs were flat out overpowered. This is going to be an interesting change.
  • Streak SRM2 Cooldown Duration decreased to 2s ... I might have to try out the old [KONG] white whale (6xSSRM CPLT-A1), just for the heck of it. This does not, however, make them all that useful.
  • Phoenix Hawk Quirks ... might be enough for them to compete with the BJ.
  • Only a minor adjustment for the Victor ... not enough for them to compete with other 80-ton assaults.
  • Clan Quirk Changes ... this is going to take some time to digest.
  • KDK Quirk Changes ... not enough.






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