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Patch Notes - 1.4.88 - 15-Nov-2016


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#141 Cy Mitchell

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Posted 11 November 2016 - 09:26 PM

View PostGwydion Ward, on 11 November 2016 - 07:18 PM, said:


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:



While I agree with you that the UAC changes should be made in a way where it punishing boating but does not destroy builds that use one or two, many people have said that the present jam chance for cUAC2 is 14 or 15% not 6%. That would mean that raising the jam chance only 2% to match the other UACs but lower jam duration from 5 to 3 would actually be a buff to cUAC2s from a DPS perspective.

Rather than increased jam chances I would have preferred that cooldown increases by a certain percentage for each additional ballistic weapon that is added. That would keep the single and double ballistic builds viable while putting some constraints on the boat's DPS.

#142 Fox With A Shotgun

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Posted 11 November 2016 - 09:28 PM

Buffs for the Cutefox? I'll take it.

#143 Dodger79

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Posted 11 November 2016 - 09:36 PM

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

Clan UAC/2
• Jam Chance increased to 17% (from 6%)
• Jam Duration reduced to 3s (from 5s)



UAC/5
• Jam Duration increased to 6s (from 5s)
• Heat increased to 1.5 (from 1)



Clan UAC/5
• Jam Chance increased to 17% (from 15%)
• Jam Duration increased to 6.5s (from 5s)
• Heat increased to 1.5 (from 1)



Clan UAC/10
• Jam Chance increased to 17% (from 15%)
• Jam Duration increased to 8s (from 5s)



Clan UAC/20
• Jam Chance increased to 17% (from 15%)
• Jam Duration increased to 8s (from 5s)
Oh, and thank you very much for f*cking up this one... Hell, it was already hard enough to carry a single UAC as a main weapon system without getting jam chance AND duration increased. Now, boating them really is the only way to play them when you cannot relie on them. A single UAC just isn't worth it! Why do you always a weapon when it is overused on a chassis? Nerf boating, increase jam chance and duration with every ballistic mounted on a Mech, but leave the weapon itself alone! I still want a single UAC5 be viable on a Light or Medium (often enough it's almost all he can carry) and not wrecking not-fotm-builds by nerfing weapons and not builds. Really, it's so sad and makes me angry everytime this procedure hurts my more diversed/mixed builds WAY more then the single-trigger-ones...

#144 BWS2K

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Posted 11 November 2016 - 09:37 PM

Quote

While the Summoner isn't exactly seeing wide use these days, our internal data nonetheless shows the chassis putting up consistently high numbers even before the recent release of the two new variants. For now, we are making only minor adjustments to its existing Quirks, and will continue to observe the performance of this chassis as more data becomes available from the recently-released variants. If things do not 'level out', more Quirk adjustments will be considered for the future.


Hmm. I'd be interested in more details as to how this conclusion was reached. It sounds like they're saying: "Not a lot of people use it but those that do are doing well... too well. So we're going to make it even more difficult for them." I'm not sure I understand the logic there. I run some Summoners and they're tricky as all get out to make work. Not whining as much as confused by the explanation.

Really looking forward to putting 'BW' on all my babies though... Posted Image

#145 Gas Guzzler

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Posted 11 November 2016 - 09:42 PM

View PostKageru Ikazuchi, on 11 November 2016 - 08:54 PM, said:

  • KDK Quirk Changes ... not enough.


That 20 degree twist range reduction is going to hurt a bit.

#146 Gwydion Ward

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Posted 11 November 2016 - 10:13 PM

View PostRampage, on 11 November 2016 - 09:26 PM, said:


While I agree with you that the UAC changes should be made in a way where it punishing boating but does not destroy builds that use one or two, many people have said that the present jam chance for cUAC2 is 14 or 15% not 6%. That would mean that raising the jam chance only 2% to match the other UACs but lower jam duration from 5 to 3 would actually be a buff to cUAC2s from a DPS perspective.

Rather than increased jam chances I would have preferred that cooldown increases by a certain percentage for each additional ballistic weapon that is added. That would keep the single and double ballistic builds viable while putting some constraints on the boat's DPS.


I can only go by what they have in the patch notes, if its a typo, then blame PGI for my misconception Posted Image

Still though... Their punishing 'everyone' for something that is being done by people who 'boat'. It'd be like they decided that since someone using 4 ERLL's at once is over-performing, they should then increase the cooldown by 4x.... but then.. now you have someone with a single ERLL that can only shoot once every 4 seconds... all because that is how they decided to 'nerf' the damage output of the guy holding 4 of them.

They really should look into useing a Variation of the Ghost Heat they use to counter 'Laser-vomit' without gimping the people who dont vomit, And do THAT with UAC's.. rather than just blanket-nerfing every single weapon to the point that they make them pointless to use individually.

Adding in a "equipping more than x UAC# at one time causes an increased chance of Jamming." Would solve their "boating" problem, without cutting the legs out of everyone who dosnt boat.

Edited by Gwydion Ward, 11 November 2016 - 10:17 PM.


#147 -Skyrider-

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Posted 11 November 2016 - 10:15 PM

every patch that goes by without giving the viper structure quirks, I die more inside

#148 meteorol

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Posted 11 November 2016 - 10:27 PM

View PostGas Guzzler, on 11 November 2016 - 09:42 PM, said:


That 20 degree twist range reduction is going to hurt a bit.


It's going to hit the SB "way" harder than the KDK-3, which is utterly stupid, because the KDK-3 was the mech in need of a nerf.

#149 Dee Eight

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Posted 11 November 2016 - 10:58 PM

I like how they THINK the optimal Night Gyr prime build involves UACs...therefore how dare the MWO players optimize it by using gauss rifles instead ? So nerf the ballistic cooldown to a UAC cooldown.

#150 A Shoddy Rental Mech

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Posted 11 November 2016 - 11:09 PM

View PostMovinTarget, on 11 November 2016 - 06:52 PM, said:

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.


The clan salt is so much sweeter.


The Feb 20 patch was when the the Nerf Hammer hit the I.S. The Nerf Bat hit the I.S. hard in April, June, and July etc etc etc.

Every time the I.S. had to adjust their decks. Of course, no amount of adjusting drop decks could account for the"overperforming" Kodiak

#151 meteorol

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Posted 11 November 2016 - 11:10 PM

View PostDee Eight, on 11 November 2016 - 10:58 PM, said:

I like how they THINK the optimal Night Gyr prime build involves UACs...therefore how dare the MWO players optimize it by using gauss rifles instead ? So nerf the ballistic cooldown to a UAC cooldown.


And while they are at it, they are wrecking UACS pretty hard, making a single UAC undesirable.
But less ballistic cooldown is not hurting the mech much. I guess i'll just play 4 different variants of Gauss/PPCs on it now. PGIs balance leading to build diversity, as usual.

Edited by meteorol, 11 November 2016 - 11:12 PM.


#152 STEF_

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Posted 11 November 2016 - 11:24 PM

Only a minor thought here:

this quirk list demonstrates once again how much far from playerbase and from real drop experience the Balance Overlord is.

#153 STEF_

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Posted 11 November 2016 - 11:34 PM

View PostWintersdark, on 11 November 2016 - 03:04 PM, said:


yup. Really helps to understand what's going on behind the scenes, and why things are being done. Way better than the more oddball changes in The Old Days, where you'd just be left scratching your head and struggling to understand why something happened.

Particularly when I disagree with some changes, I'm substantially happier understanding why they did what they did. It helps inform further discussion, and allows us to give actually relevant feedback.

for me those reasonings made me more convinced pgi doesn't know thier owe game and play too few real drops.

#154 TDN Dreadnaught

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Posted 11 November 2016 - 11:42 PM

I'm kind of ok with the nerf to the Kodiaks, although I am disappointed by them. As a totem mech Id like it to outperform the other mechs in its weight class cus you know...its...a...totem mech...but whatever.

The UAC changes seem fine by the numbers but as an actual game play component seems faulty. I mean I game for fun. Not to be frustrated that my UAC 20 jams for EIGHT WHOLE SECONDS and THEN has to cooldown. It simply will not be fun to play and last I checked that was the point. Plus, they are brawling weapons, this change is only going to serve to push guys even further into poptarting builds and long range.

I feel like a better idea would be to leave UACs jam an unjam time alone and just increase the heat value. That will handily get to your "burst fire" desire without making the weapon system annoying. And finally if you want people to use the regular counterpart then give us a reason. Maybe a single ballistic slug. Increase the projectile speed so that it can be more pinpoint than a UAC while not having the same DPS...I mean these are great little changes that make regular ballistics viable. ANd I mean this is just off the top of my head here. Feel free to comment folks

Edited by TDN Dreadnaught, 12 November 2016 - 01:20 AM.


#155 latinisator

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Posted 11 November 2016 - 11:59 PM

View PostMystere, on 11 November 2016 - 03:04 PM, said:


CW has a whole lot more bigger ... no, I meant ... "YUUUUUUUUUUUUUUUUUGE!!!!" problems than Clan Mechs performing better.

While that is true, it is not at the same time. CWs main trouble is the low population - the rewards are good imho - but IS units do not want to get slaughtered time and again. So a nerf of the Clans is...necessary. I would have wanted it another way (Clans bring 3 Mechs only, max tonnage 180 - 200t), but I hope that those changes live up CW.

#156 meteorol

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Posted 12 November 2016 - 12:09 AM

View Postlatinisator, on 11 November 2016 - 11:59 PM, said:

While that is true, it is not at the same time. CWs main trouble is the low population - the rewards are good imho - but IS units do not want to get slaughtered time and again. So a nerf of the Clans is...necessary. I would have wanted it another way (Clans bring 3 Mechs only, max tonnage 180 - 200t), but I hope that those changes live up CW.


CWs population was pretty much nonexistent when IS was in favor aswell. You know, we actually had times when every single clan was down to their home planet or 2-3 planets around it.

Low population is a result of CW being flat out bad. It has always been.

#157 Hawok79

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Posted 12 November 2016 - 12:18 AM

There will come a Day in the near future...are no Claners left who want play this Game,and then you are going down.
So keep going this curse and make the Licence free for a company how knows how to deal with Online Games.
You have proven so many Times that you are not able to do it.
In every other Franchise you had been lost,years ago...

#158 DGTLDaemon

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Posted 12 November 2016 - 12:25 AM

View PostMovinTarget, on 11 November 2016 - 06:52 PM, said:

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.

Well, I wasn't going to reply in this thread any more, but since you're phrasing it this way... There is a difference between balancing and nerfing. Balancing implies that you take something and give something back. For example, if PGI indeed wanted to give the cLPL "a bit more distinction in its role when compared against its ER Large Laser counterpart", they could have reduced the range, but buffed the damage or the burn time to make up for it. Instead, they just cut off roughly 1/3rd of the weapon's max range without any compensation. This is not balancing, this is PGI's way of saying "hey, we're seeing too many people using cLPLs, and we want players to stop doing it and use something else". Same with the UACs, same with the stupid Kodiak nerfs. Clan UACs could be balanced by increasing the jam chance and duration, but making them a single-projectile weapon like their IS counterparts. And if PGI were so much concerned about the OP dakka KDK-3, they could have, for example, given it negative UAC jam quirks, but positive LBX quirks. That would provide players with an incentive to actually adapt and try running something different on their Kodiaks. Instead, PGI is once again sending the players the same message: "we don't want to see so many Kodiaks, so let's take steps to discourage players from bringing them". This November patch is not a balance pass, it's just a straight "f*ck you" to the Clans. And the only way to "adapt" to such a balance change is to switch over from the Clan side to the IS side, which I'm NOT going to do.

Edited by DGTLDaemon, 12 November 2016 - 12:35 AM.


#159 A Shoddy Rental Mech

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Posted 12 November 2016 - 12:52 AM

PGI has been whacking the I.S. with The Nerf Bat ever since that glorious 2 month time period between Tukayyid 2 (which the clans won even with a 20 ton advantage) and the nerf hammer hitting in February. You know, the one time the I.S. mechs actually had an advantage over the clan mechs. The I.S. mechs have been nerfed to the point that mercs won't even touch them.

After 7 or 8 whacks at the I.S. PGI finally addresses the "overperforming" Kodiak and Arctic cheetah. Long overdo most would say.

Touch the precious clan mechs once with the nerfbat, and you people lose your minds




View PostThe Nerf Bat, on 19 October 2016 - 11:57 PM, said:

Any I.S. mech that is viable for faction warfare must be whacked by The Nerf Bat.

Top tier I.S. mechs have already been whacked by The Nerf Bat including the Blackjack, Catapult, Warhammer, Maurader, Battlemaster, and Black Knight.

The Feb 20 patch was when the the Nerf Hammer hit.

PATCH NOTES - 1.4.53 - 16-FEB-2016
https://mwomercs.com...-1453-16feb2016

"All remaining negative/detrimental Weapon Quirks on Clan 'Mechs have been removed. A small amount of negative Armor and Turn Quirks remain for certain variants.
• All Inner Sphere Energy Range Quirks are now set at 10% (if present)."

In that patch they whacked the Blackjack with the nerf bat. On top of that the found a buff bat to hit the clan targeting computers. Just look at all the green(buffs) on the PDF of all Clan Quirk changes here .

Anything that was competitive was whacked. Patch after patch after patch.

April
Black Knight gets whacked
http://mwomercs.com/...rk%20Values.pdf

June
Black Knight gets whacked again
http://static.mwomer...006-21-2016.pdf

Resize I.S. mechs get big

July
Blackjack Catapult Warhammer Maurader Battlemaster
http://static.mwomer...rk%20Values.pdf

whack whack whack whack whack



Now we move onto the 2nd tier.

• Enforcer ENF-5P: UAC Jam Chance increased to -20% (from -30%).
• JagerMech JM6-DD: UAC Jam Chance increased to -20% (from -30%).


#160 Tuann

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Posted 12 November 2016 - 02:25 AM

LRM buff, really? is that what this skil based game needs?

oh and for your info dear intelligent data crunching balancers,.. ppl don't use clan Ac because of the multiple slugs instead of 1 slug. the Clan AC is a ****** weapon.

Edited by Tuann, 12 November 2016 - 02:28 AM.






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