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Patch Notes - 1.4.88 - 15-Nov-2016


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#161 Zeoraimer

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Posted 12 November 2016 - 02:58 AM

View Postmeteorol, on 11 November 2016 - 10:27 PM, said:


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.


Yes! the SB was made for brawling with the MASC and liberal use of (stock config) SRM class weapons. Why adjust a mech AWAY from LORE and stock builds?

Apart from KDK3, I didn't feel the other variants of the chassis needed any nerfs. The yaw adjustments makes it the same as a DWF. If I wanted that, I'd launch in my DWFs...Once again, PGI doesnt "balance" variants, but nerfs a whole chassis. Luckily this time, they didn't remove ALL the quirks off of ALL the KDKs (thats probably the next round).

I also agree with a lot of the sentiments around UAC nerfs (it is nerf, since someone mentioned we didnt get anything back) especially as it affects you so much when you just bring one big UAC or 2 small ones - these scenarios are not a problem IMO.

And is quad clan UAC10 really that much of a problem with the massive heat nerfrealignment a few months ago? I have much more problems dealing with being long range sniped by gauss that I can't tell where it came from, and can't scan the horizon for the shooter because they pop tarted and dropped back into cover.

I feel the UAC changes on both side will just push people towards gong back to just laservomit - booring. If the intention was to push people towards LRMs, do we really want everyone in the team attempting to hide behind each other? There is enough of that going on already, as most LRMers don't stay in the MIDDLE of the team, offering their spread of armour and reducing their missile travel time...

#162 The Unstoppable Puggernaut

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Posted 12 November 2016 - 03:50 AM

Very disappointed by the adjustment decisions made from this patch. I feel what needs to happen is that PGI states reductions/balanes willbe coming down for a mech/chassis/class/weapon and let the community suggest the options. Then the community votes on what options the devs can implement easily.

This gives IS players and clan players the chance to have their say, then vote on the best idea.

I just feel PGI's adjustment method is way too out of place on what's really needed........... unless that was the idea :\
Explaining on this point; if Kodiaks are fast assaults with high damage, why pick an executioner? If it's nerfed, then you might have to (I love both mechs btw that was just an example).

I am just annoyed I FINALLY found a mech that can take 6 med pulses nicely (the nova) and now the quirks have all changed around so I'll have to adjust everything to get a set of 8.

Set of 8 only means btw... you gotta fork out on more mechbays to collect all the omni's instead of just the chassis you needed.
Gotta catch em all ;)

#163 CU29

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Posted 12 November 2016 - 04:21 AM

I wish they would stop nerfing the Kodiak and instead improve the Direwolf's mobility and the King Crab's durability. King Crab quite weak at the moment. CT too fragile making it ineffective when leading an assault. Not sure about other assaults though.

#164 Willothius

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Posted 12 November 2016 - 04:30 AM

View PostDGTLDaemon, on 11 November 2016 - 11:39 AM, said:

A total Clan nerf, as expected. A ton of time and effort wasted on building and leveling the now useless LPL and UAC builds. <redacted>


A ton, eh? that'll fit 2 of those buffed Small Lazors nicely!

Furthermore, yeah, those 2% jam increases will definately lay waste to your entire combat strategy.

#165 NighthawK1337

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Posted 12 November 2016 - 04:46 AM

Finally, the Kitfox is in need of some buffs. I don't think the 8/8 quirks are worth it, seriously who uses those? Nova got slightly nerfed though, personally I don't think it's well deserved because it's such a niche mech (a laser brawler), there are more overused meta mechs like HBK-IIC. I think PGI should buff brawler mechs. #makebrawlinggreatagain

#166 El Bandito

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Posted 12 November 2016 - 04:55 AM

Thanks for the design notes.

#167 anonymous161

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Posted 12 November 2016 - 05:03 AM

How about a patch that adds a single player story? I've been away from this game for several months now and I keep hoping they will add at least a 4 hour campaign at some point.

The last time I spent money on this game was day of the wave 1 clan mechs and it was fun for like a week then they nerfed them and never could get myself to pay money again.

View PostNighthawK1337, on 12 November 2016 - 04:46 AM, said:

Finally, the Kitfox is in need of some buffs. I don't think the 8/8 quirks are worth it, seriously who uses those? Nova got slightly nerfed though, personally I don't think it's well deserved because it's such a niche mech (a laser brawler), there are more overused meta mechs like HBK-IIC. I think PGI should buff brawler mechs. #makebrawlinggreatagain



Whenever they do this it breaks the balance of the game and all you get is a bunch of broken mechs in less than a minute and a ton of bitter complaining, not to mention a lot of headaches form constant shaking of the screen.

#168 Lily from animove

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Posted 12 November 2016 - 05:20 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.


I play IS now on a smurf account and seeing the tactics of IS during scouting, it makes me not wonder why clans dominate IS and then get the gooodies for the invasion. If I'd care now iwould cry inside, but sicne I don't I look there and smile enjoying thoe weird decisions who are the cause for the IS to get rekt.

#169 Daemon04

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Posted 12 November 2016 - 05:39 AM

It seems that the u-ac/c-uac changes would be sufficient enough to nerf the kdk-3.

View PostLily from animove, on 12 November 2016 - 05:20 AM, said:


I play IS now on a smurf account and seeing the tactics of IS during scouting, it makes me not wonder why clans dominate IS and then get the gooodies for the invasion. If I'd care now iwould cry inside, but sicne I don't I look there and smile enjoying thoe weird decisions who are the cause for the IS to get rekt.


You might be seeing the trial crabby suicide scouting squad in there. When proper units show up, clan mechs barely make it out alive. I get it that youve been playing clan for a while but clan tactics differ a little more from IS mech action and especially in scouting. the crabby bs doesnt count this time bc they are no proper counter for novas in any circumstance. Hunchbacks, yes, griffins, yes. crabs.NO

#170 PFC Carsten

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Posted 12 November 2016 - 06:01 AM

Patch. PGI style.

#171 Lily from animove

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Posted 12 November 2016 - 06:04 AM

View PostDaemon04, on 12 November 2016 - 05:39 AM, said:

It seems that the u-ac/c-uac changes would be sufficient enough to nerf the kdk-3.



You might be seeing the trial crabby suicide scouting squad in there. When proper units show up, clan mechs barely make it out alive. I get it that youve been playing clan for a while but clan tactics differ a little more from IS mech action and especially in scouting. the crabby bs doesnt count this time bc they are no proper counter for novas in any circumstance. Hunchbacks, yes, griffins, yes. crabs.NO



no the only crab was me due to having to use trials. The others were mostly CN's and YLW, HBK, GRF

but the matches often are, finding opponent destroying opponents escaping with a puny 6 intel should a match be a win.
and of course when proper IS units appear stuff is different, but unfortunately PGI's stats used to nerf buff and quirk are used on the wides masses derp. thats why most changes come out so bad.

Edited by Lily from animove, 12 November 2016 - 06:05 AM.


#172 K19

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Posted 12 November 2016 - 06:40 AM

Streak SRM2
• Cooldown Duration decreased to 2s (from 3.5s) :D :D :D

fire fire fire run fire :D Kintaro 18 :P

Fix Victor... Chenge arms angle plz you kill Mech remove angle dont need back old only more 10% plz :DD More Fix More stf guns plz plz Posted Image

#173 Livewyr

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Posted 12 November 2016 - 07:13 AM

More of the same.
Like trying to fill a sandbag that is full of holes.

Keep going, this will succeed.

Edited by Livewyr, 12 November 2016 - 07:13 AM.


#174 MoonShaman

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Posted 12 November 2016 - 07:42 AM

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?

I have a Maddog that is an LRM boat and after he runs out of LRMs, (in theory) having suffered very little damage, I can then start brawling with Small Lasers. I also hit upon the idea of using Small Lasers when I was being nuked by enemies up close, but having Medium and Large Lasers was causing me to overheat real fast. In fact, myself and I think it was maybe a Marauder, were the last two guys left. We were up against three or four guys- and we won. All thanks to my Small Lasers and having a lot of my armour left. It was one of those magic moments that you think "This is what I made this for." Also, my Artic Cheet is armed with Small Lasers. Finally, my Nova is armed to the friggin teeth with them (Twelve!) so yeah, I have serval builds that will enjoy this.

#175 Aramuside

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Posted 12 November 2016 - 07:46 AM

View PostIronClaws, on 11 November 2016 - 02:57 PM, said:

We can't possibly have a Clan light that is the equal of the Spider or Firestarter can we?


Well a lot better but as someone said... perhaps raising the other lights to the ACH level? ;)

#176 Aramuside

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Posted 12 November 2016 - 08:05 AM

View PostWing 0, on 11 November 2016 - 07:47 PM, said:


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


If you'd been intelligent and not gone to the clan with 50+% of the players... but no instead blame PGI for your stupidity.... Posted Image

#177 Punk Oblivion

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Posted 12 November 2016 - 08:19 AM

Quote


AC/2
• Heat reduced to 0.6 (from 0.8)
Clan AC/2
• Heat reduced to 0.6 (from 0.8)
Clan LBX/2
• Heat reduced to 0.6 (from 0.8)
Clan UAC/2
• Jam Chance increased to 17% (from 6%)
• Jam Duration reduced to 3s (from 5s)



So question. Does this mean that UAC2's are NOT getting the heat reduction (.8 to .6)? Or was this just missed when it was being put together?


Also, as a primarily ballistic user, I am glad to see heat and jam chance normalization. I always thought the AC2 and AC5 heat amounts should have been swapped. Not to mention how silly it was that the lowest DPS UAC2 got a 4.25 second penalty when jammed, while the highest DPS UAC20 only got a 1 second jam penalty.

Edited by Punk Oblivion, 12 November 2016 - 08:20 AM.


#178 Aramuside

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Posted 12 November 2016 - 08:24 AM

View PostWillothius, on 12 November 2016 - 04:30 AM, said:


A ton, eh? that'll fit 2 of those buffed Small Lazors nicely!

Furthermore, yeah, those 2% jam increases will definately lay waste to your entire combat strategy.


Could that have been a more useless response... did you even read the patch notes or what he posted?

#179 B0oN

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Posted 12 November 2016 - 09:04 AM

Reads patch notes ... hmmm, mixed bag of ArrowIV´s to the average Clanlegactuator, some deserved, some aboslutely not (SB), some good stuff in there too .

Challenge accepted ...
See me drive my IS stable in the next time Posted Image

#180 Pelmeshek

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Posted 12 November 2016 - 09:25 AM

Well PGI again nerf clantech, how all uacs. Мaybe after this should try to do something useful with c-ac, like make all c-ac normal pinpoint weapon, not useless volley of shells.





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