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Patch Notes - 1.4.88 - 15-Nov-2016


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#321 A Bag Full of Puppies

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Posted 14 November 2016 - 10:09 AM

View PostProsperity Park, on 14 November 2016 - 09:16 AM, said:

It's a "balance pass.". It's meant to make the game more rounded and fair.

If you have a problem of having to retool your various Mechs, then why are you investing time in a game with a Mechlab? And, secondly, what's wrong with some adjustments? Gives you time to explore a new combat environment...

I, for one, am extremely looking forward to the LRM and AC/2 adjustments. I have been tinkering all weekend with my Night Gyrs because the 6xUAC/2 and my LRM90 builds will be getting buffed like crazy tomorrow...



I don't have a problem with balance passes... in theory and I don't even have a problem with this one specifically. I was referring to the "pain" of the time it took to save changes to a mech a few patches ago. I could *almost* see how that would be the reason to groan over having to mod 20+ mechs.

Now it isn't an issue so enjoi! all teh meks U ownz!

#322 Aleksandr Sergeyevich Kerensky

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Posted 14 November 2016 - 10:21 AM

View PostPariah Devalis, on 11 November 2016 - 12:40 PM, said:

I just want to take a moment, here, and state that I really... really... really appreciate that you all added the reasoning and logic behind adjustments.


I agree with this comment! (While I dont agree with all the changes) I absolutely love the communication!

Thank you! A million times thank you!!!

#323 Insufficient Skill

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Posted 14 November 2016 - 10:32 AM

View PostNavid A1, on 13 November 2016 - 03:45 PM, said:

You can not "Boat" UAC20.
Mr. D. Wolf would like to have a word with you ;) DWF-W

On a more serious note though - i have STRG+F'ed through the last couple of pages and was rewarded no hits on the most obvious and logical solution to all the AC OPness: R E C O I L.Properly applied, it takes care of even a single double-tap of an UAC, let alone multiple ones. When the firing stops, guns are slowly aligned back to where the reticle points. With slowly of course being the point of debate for endless forum warriors battles.

Edited by Insufficient Skill, 14 November 2016 - 10:45 AM.


#324 enrage 13

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Posted 14 November 2016 - 12:22 PM

Posted Image

#325 Giklab

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Posted 14 November 2016 - 01:16 PM

I'm sorry if I missed it, didn't read through the entire thread yet. The Clan LPL change is just for the max range, right? Optimal range is unchanged at 600m?

#326 MovinTarget

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Posted 14 November 2016 - 02:06 PM

View PostGiklab, on 14 November 2016 - 01:16 PM, said:

I'm sorry if I missed it, didn't read through the entire thread yet. The Clan LPL change is just for the max range, right? Optimal range is unchanged at 600m?


Clan Large Pulse Laser

• Max Range reduced to 840 (from 1200)

Edited by MovinTarget, 14 November 2016 - 02:06 PM.


#327 Punk Oblivion

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Posted 14 November 2016 - 02:56 PM

View PostProsperity Park, on 14 November 2016 - 10:02 AM, said:

The patch notes show heat reduction for the AC/2, CAC/2, LBX/2, but not the CUAC/2.

Intentional? I guess I will have to email support about it, since moderation does not like getting patch note reports...

I also asked this earlier but got no reply, so bump I guess? If not anything else it will be easy enough to find out playing in the mechlab, but would be nice to know NOW so I can plan builds.

#328 Felicitatem Parco

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Posted 14 November 2016 - 03:06 PM

Yeah, I just resorted to using the official MWO Communication Tool.

I tweeted Russ. Wish me luck.

#329 mad kat

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Posted 14 November 2016 - 03:19 PM

*Sigh*. They just keep nerfing the enforcer 5p. First is the jam chance increase then they increase the heat. Then they increase the jam duration.......

..... How is this game still going?

*Edit* at least my streak 'taro and streak 'mando are happy.

Edited by mad kat, 15 November 2016 - 01:30 AM.


#330 Zeoraimer

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Posted 14 November 2016 - 03:26 PM

So that quad UAC20 Direwhale I never got to test before Ghost Heat was implemented will now be viable? I mean, it might jam so often, that you can't possibly encounter ghost heat?

But seriously, this change is going to have a significant impact on single and double UAC gun users. Boaters will be affected, but not nearly as much.

#331 Gwydion Ward

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Posted 14 November 2016 - 03:27 PM

View PostInsufficient Skill, on 14 November 2016 - 10:32 AM, said:

Mr. D. Wolf would like to have a word with you Posted Image DWF-W

On a more serious note though - i have STRG+F'ed through the last couple of pages and was rewarded no hits on the most obvious and logical solution to all the AC OPness: R E C O I L.Properly applied, it takes care of even a single double-tap of an UAC, let alone multiple ones. When the firing stops, guns are slowly aligned back to where the reticle points. With slowly of course being the point of debate for endless forum warriors battles.


Recoil would be a form or RNG.... RNG is something PGI will NEVER put into the game... even though its the ONE thing that would solve soooooo many issues regarding Pin-point Damage. (Laser-vomit, AC's, Gauss, PPCs)... Everything thats 'broken' with the way damage is dealt.. could be solved with adding in RNG cone-of-fire type effects.

But PGI will never do this.

Years ago the reason was it would 'put to much stress on the servers'. 5 years later, i seriously doubt it'd put to much stress on the servers. They simply dont want to put it in as RNG would likely make all their e-sport players upset.

#332 Felicitatem Parco

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Posted 14 November 2016 - 03:39 PM

View PostGwydion Ward, on 14 November 2016 - 03:27 PM, said:


Recoil would be a form or RNG.... RNG is something PGI will NEVER put into the game... even though its the ONE thing that would solve soooooo many issues regarding Pin-point Damage. (Laser-vomit, AC's, Gauss, PPCs)... Everything thats 'broken' with the way damage is dealt.. could be solved with adding in RNG cone-of-fire type effects.

But PGI will never do this.

Years ago the reason was it would 'put to much stress on the servers'. 5 years later, i seriously doubt it'd put to much stress on the servers. They simply dont want to put it in as RNG would likely make all their e-sport players upset.


RNG will never be in the game?

Override damage. JumpJet reticule shake. MASC reticule shake. UAC jams. All based on RNG principles.

#333 Gwydion Ward

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Posted 14 November 2016 - 03:46 PM

View PostProsperity Park, on 14 November 2016 - 03:39 PM, said:

RNG will never be in the game?

Override damage. JumpJet reticule shake. MASC reticule shake. UAC jams. All based on RNG principles.

I meant in terms of standing there or even walking/running at full speed... and shooting.

Doing anything but MASC or Jump-Jetting, and you get pinpoint damage, all the time. THAT is what they will never change. And its the one thing the game needs if they every truly want to increase the TTK.

#334 Felicitatem Parco

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Posted 14 November 2016 - 03:50 PM

View PostGwydion Ward, on 14 November 2016 - 03:46 PM, said:

I meant in terms of standing there or even walking/running at full speed... and shooting.

Doing anything but MASC or Jump-Jetting, and you get pinpoint damage, all the time. THAT is what they will never change. And its the one thing the game needs if they every truly want to increase the TTK.


All light Mech Pilots would puke in their mouths if they were told they need to hold still to fire accurately.

#335 Gwydion Ward

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Posted 14 November 2016 - 04:09 PM

View PostProsperity Park, on 14 November 2016 - 03:50 PM, said:

All light Mech Pilots would puke in their mouths if they were told they need to hold still to fire accurately.

And so would every assault. And every heavy, and eveyr medium... EVERYONE would rage if they suddenly had to slow down, or even *gasp* stop! in order to have 100% accurate (even with lasers) pin-point damage.

But... that is exactly what is needed.. Otherwise we will always have increasingly short TTK's as people continue to swap from Laser-vomit, to Cause/ppc and back again depending on which way the nerf-bat swings.

#336 Tiantara

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Posted 14 November 2016 - 05:20 PM

- Wow... I kinda like changes transferred from PTS. Especially changes about LRM and SSRM2. Also changing clan pulse good idea as on PTS as on Live servers. That affects some builds but make game more dynamic. Great that I see it in patch. I already want it to try and play. Seems a really good and balanced patch. I only think about ACH... need to see it in real battle to understand changings.

#337 Felicitatem Parco

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Posted 14 November 2016 - 07:51 PM

View PostGwydion Ward, on 14 November 2016 - 04:09 PM, said:

And so would every assault. And every heavy, and eveyr medium... EVERYONE would rage if they suddenly had to slow down, or even *gasp* stop! in order to have 100% accurate (even with lasers) pin-point damage.

But... that is exactly what is needed.. Otherwise we will always have increasingly short TTK's as people continue to swap from Laser-vomit, to Cause/ppc and back again depending on which way the nerf-bat swings.


Are you seriously suggesting that an Assault Mech that holds still to fire is *just as vulnerable* as a Light Mech that holds still to fire?

Really?!

You don't know how Light Mechs work, do you?

Edited by Prosperity Park, 14 November 2016 - 07:52 PM.


#338 Felicitatem Parco

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Posted 14 November 2016 - 07:54 PM

I cannot believe that people want Cone Of Fire for all Mechs that move. Do you know what you gwt with that mechanic?

Firing lines. Stagnant, campfest firing line matches of boredom.

#339 Dee Eight

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Posted 14 November 2016 - 08:14 PM

Really gonna suck for trial mech users... there are a lot of C-LPL and C-UACs in them.

#340 Giklab

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Posted 14 November 2016 - 09:34 PM

View PostMovinTarget, on 14 November 2016 - 02:06 PM, said:


Clan Large Pulse Laser

• Max Range reduced to 840 (from 1200)


I guess that's a yes.





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