Patch Notes - 1.4.88 - 15-Nov-2016
#181
Posted 12 November 2016 - 09:52 AM
#182
Posted 12 November 2016 - 10:13 AM
also, not digging the UAC changes, that swing is too far in the red.
#183
Posted 12 November 2016 - 10:14 AM
MoonShaman, on 12 November 2016 - 07:42 AM, said:
Clan Mechs use ersmall lasers. The buffs are for small lasers (IS). This change is not going to help your Mad Dog, Nova or Arctic Cheetah.
#184
Posted 12 November 2016 - 10:15 AM
My favorite mech is a dual uac10 maddog and i have four of them.
Why you destroy my lovly build????
Only that the laser vomits now easier can win???
That suck sooo much.
Thx for made me angry thx very glad
#185
Posted 12 November 2016 - 10:16 AM
slodeath, on 11 November 2016 - 05:52 PM, said:
Well, no, it didn't bring that. dual gauss/dual erppc builds are not new; they were one of the first things people made. It's a common Direwolf build as well, in fact.
But the quad 10 / and the 5/10 dakka variants were more popular particularly in the solo queue because they're way easier to use. Just point and click, near or far, and mechs dissolve. The sniper build is dangerous at range, but there's nowhere you can be where you can't get much closer to them than that under cover/concealment.
#186
Posted 12 November 2016 - 10:22 AM
InnerSphereNews, on 11 November 2016 - 11:02 AM, said:
Clan UAC/2
• Jam Chance increased to 17% (from 6%)
Clan UAC/5
• Jam Chance increased to 17% (from 15%)
Clan UAC/10
• Jam Chance increased to 17% (from 15%)
Clan UAC/20
• Jam Chance increased to 17% (from 15%)
I'm sorry you have little chance of jamming a wrong.
Clan UAC/2
On Smurfy 14%
In game JammingChance="0.14"
Clan UAC/5
On Smurfy 15%
In game JammingChance="0.15"
Clan UAC/10
On Smurfy 16%
In game JammingChance="0.16"
Clan UAC/20
On Smurfy 17%
In game JammingChance="0.17"
Edited by Krizalius, 12 November 2016 - 10:22 AM.
#187
Posted 12 November 2016 - 10:23 AM
#188
Posted 12 November 2016 - 10:34 AM
(What does the quote button do? I thought it would quote the message I was replying to, but clearly it does not. Pretend quote worked and showed the NASCAR up there and that this weird edt box doesn't keep dropping the letters because I can actually type at speed..)
Edited by Diznitch, 12 November 2016 - 10:36 AM.
#189
Posted 12 November 2016 - 10:37 AM
we need more lurm buff!
#192
Posted 12 November 2016 - 12:05 PM
http://mwomercs.com/...rop-screen-bug/
Edited by Kurbeks, 12 November 2016 - 12:05 PM.
#193
Posted 12 November 2016 - 12:06 PM
It has to be tier 1, minimum.
#194
Posted 12 November 2016 - 12:20 PM
anonymous161, on 12 November 2016 - 05:03 AM, said:
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.
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.
I agree with you in the single player content, its something that this game really needs.
Screen shake is part of the game and helps with immersion, I'd understand if you said you didn't like brawling but come on complaining about screen shake? You'd rather go with COD's red blurry screen when you get shot and regenerate organs in a few seconds? Personally, I think the meta is getting boring. All the laser vomit, gauss vomit, ERPPC Gauss, its boring as hell, might as well rename the game to peek-a-boo online. Incremental buffs to brawlers won't break mechs if they tread lightly, saying that any buffs to them will break mechs unquestionably is quite negative. Maybe it won't be so bad, a few structure/armor quirks here and there, maybe normalize SSRM and SRM ranges, nerf LRMs(counting this a buff, for everybody), buff SRM and AC velocity, maybe make the machine guns and flamers not terribad. I'm not saying that PPFLD should go, I'm saying that we should recover the lost art of brawling and give incentives to it.
#195
Posted 12 November 2016 - 12:33 PM
Edited by Deadead, 12 November 2016 - 12:35 PM.
#196
Posted 12 November 2016 - 12:51 PM
Quote
I just re-read the actual spreadsheet and saw the changes and, at least for the three I run, you're right - it doesn't affect much of what I do either way. I like the Prime's set buffs just reinforcing what it's already got. 40% ERPPC velocity and 20% Ballistic cooldown for a small speed reduction? I'll take that for a dollar! My earlier comment about the Summoners was just that I wish we could see the data they use to make those changes... like, what are they looking at that makes them say "Hmm... They're too good with the Summoners. Need to take them down a bit." Just pilots getting better in general is a phenomenon that should happen over time.
Edited by BWS2K, 12 November 2016 - 12:51 PM.
#197
Posted 12 November 2016 - 01:08 PM
DGTLDaemon, on 12 November 2016 - 12:25 AM, said:
Your AC change would not be balance either.
Your cLPL change would be ridiculous. Why would it need more than 13 damage?
It has better stats than the isLPL, and is lighter. You could REDUCE damage, range and duration, to make it more comparable, but you can't make it straight up better. You also can't make them the same, because it should be inferior, due to being a ton Lighter (but PGI tends not to do that...Gauss, MG being exceptions, while SRMs have that one insignificant damage, and more significant range difference)
The 600-840 range bracket is tiny, but the 0-600 is also very large. It's a Pulse laser, it didn't need a KM extra range. It was the only Clam lasers (ERLL aside) which didn't have the 70% extended range. At that value, the cLPL still has a KM range (1020)
The current change is big, but the cLPL will remain a viable weapon (unlike the UACs) because it's optimal is completely unaffected.
The KDK-3 needed those changes. The others did not. PGI dun goofed, but I'll accept that change, for the greater good.
I will not stop using Clams, because they are the top performers. Only one top performer was significantly hit, they retain the best Med in the game, with loadouts which were not touched (but some which were)
As an aside....please use paragraphs.
#198
Posted 12 November 2016 - 01:19 PM
Mcgral18, on 12 November 2016 - 01:08 PM, said:
I will not stop using Clams, because they are the top performers. Only one top performer was significantly hit, they retain the best Med in the game, with loadouts which were not touched (but some which were)
I'll keep useing Clans as well.. mostly because i like having 'options' that the omnipods give. But i'll be stripping all the UAC's off my Clan mech's and going back to standard AC's.
I dont 'boat' UAC's, most of my Mech's have only 1 UAC on them.. but the changes they've made to them almost 'force' you to boat them because at least then when 1 or 2 jam, your not completely defenceless for 4-8 seconds.
#199
Posted 12 November 2016 - 01:32 PM
And let Energy-Draw System die. To late in the Life Cycle of MWO to introduce such a new thing. You should have thought about that when creating the game. Try to balance it with Boating-Pennalty-Jam-Rates, or Ghost-Heat, or capacity of Heat-Sinks or or or
But don't introduce such a radical change so late in the game.
DGTLDaemon, on 11 November 2016 - 12:22 PM, said:
I hope you spent this 1083 hours playing and not only building mechs in mechlab? Buy the intensity you complain, I think it was latter.
Forgot that IS mechs have been several times being nerfed in the past? I appreciate PGI trying to balance the game. Most of the time they have good intentions, but do it wrong. But at least they try. But it is not only YOUR Clan who get nerfed, IS gets nerfed too from time to time.
Pariah Devalis, on 11 November 2016 - 04:21 PM, said:
PPFLD?
Kuaron, on 11 November 2016 - 04:34 PM, said:
I also welcome the strengthening of 8/8 Omnipod quirks.
...
But aren't the Omni-Mechs supposed to switch out Omni-Pods? I don't approve this 8/8 Omni-Pods quirks.
FeralTitan, on 11 November 2016 - 07:15 PM, said:
PS, IF the shoe fits, wear it, don't take offense that's not yours
They are only crying because they care so much about the Game, Universe, Battletech, Mechwarrior, Lore etc.
Every normal Player would have said 2 years ago." I am out. There are other more interesting games to play."
So be glad they cry so much, when you hear nobody crying, nobody is caring, and then the game is dead.
Gwydion Ward, on 11 November 2016 - 07:18 PM, said:
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.
this Sir is a good suggestion, sounds better than raising JAM rates of all UAC's.
Hawok79, on 12 November 2016 - 12:18 AM, said:
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...
Call me back, when the competitive Teams use solely IS mechs. Till now they are almost using only Clan mechs.
When balancing there will never be the perfect state of balance. There will always be one side a little bit better.
When Clans came out: Clan>IS, then IS>Clan now Clan>IS , I profitted and I suffered, and I complained (sometimes), and I got used to it, and then I accepted it, that it was maybe right, do the same.
The Nerf Bat, on 12 November 2016 - 12:52 AM, said:
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
Thank you for writing this The Nerf Bat. Claners tend to forget, that IS has been nerfed too.
MoonShaman, on 12 November 2016 - 07:42 AM, said:
Have you read that this range extension is for IS- small Lasers?
EDIT: three spelling errors in the first and second line of text. rest didn't changed.
Edited by tee5, 12 November 2016 - 01:37 PM.
#200
Posted 12 November 2016 - 01:33 PM
Gwydion Ward, on 12 November 2016 - 01:19 PM, said:
I'll keep useing Clans as well.. mostly because i like having 'options' that the omnipods give. But i'll be stripping all the UAC's off my Clan mech's and going back to standard AC's.
I dont 'boat' UAC's, most of my Mech's have only 1 UAC on them.. but the changes they've made to them almost 'force' you to boat them because at least then when 1 or 2 jam, your not completely defenceless for 4-8 seconds.
Wait, you're taking UAC's off clan mechs and putting clan AC's on? Did you really just say that? Or did I misread?
Because Clan AC's remain pointless. There is no reason to mount one instead of a UAC. UAC's have zero chance to jam if you don't Doubletap (read: fire like a regular AC), but still offer the potential to double down on damage.
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