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Patch Notes - 1.4.90 - 13-Dec-2016


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#141 Joe Decker

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Posted 11 December 2016 - 07:18 AM

A couple of interesting and maybe also good Changes. Will definitely look into this. Faction Warfare sees a major Improvement, if we get some Character for Factions and fleshed out Star Systems at some Point it might become even good. I think I will start to play more MWO FW again.

Edited by Joe Decker, 11 December 2016 - 07:18 AM.


#142 Mawai

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Posted 11 December 2016 - 09:05 AM

The biggest issue with the IS vs clan design of the new FW is that the queue times will likely be broken. It is a fundamentally flawed design if there are no release valves of clan vs clan or is vs is to absorb the excess players of whichever faction try to queue up. Just running clan vs IS matches will NOT work.

If the only matches are clan vs IS then a 60/40 imbalance in player counts results in a 30 minute queue time after an hour of uptime and that only grows monotonically as long as the imbalance in players queuing persists.

Basically, the queues for whichever side has more players will result in a sub-par playing experience from the beginning ... which would not be a good thing for FW or MWO.

https://mwomercs.com...ost__p__5519155

#143 Thorqemada

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Posted 11 December 2016 - 09:47 AM

This "Tug of War" thing makes a whole lot of sense - my Applause for it!

Edited by Thorqemada, 11 December 2016 - 09:47 AM.


#144 MovinTarget

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Posted 11 December 2016 - 10:12 AM

View PostMawai, on 11 December 2016 - 09:05 AM, said:

The biggest issue with the IS vs clan design of the new FW is that the queue times will likely be broken. It is a fundamentally flawed design if there are no release valves of clan vs clan or is vs is to absorb the excess players of whichever faction try to queue up. Just running clan vs IS matches will NOT work.

If the only matches are clan vs IS then a 60/40 imbalance in player counts results in a 30 minute queue time after an hour of uptime and that only grows monotonically as long as the imbalance in players queuing persists.

Basically, the queues for whichever side has more players will result in a sub-par playing experience from the beginning ... which would not be a good thing for FW or MWO.

https://mwomercs.com...ost__p__5519155


Yes and no.

This is *not* set up the same as the Turkayyid battles where there is literally one bucket where clans are always Attacking/Holding Terrritory and IS is always Defending/Recapturing.

Both sides have a set of 4 planets to attack and therefore 4 planets to defend (from the other side). This is crucial because if one side is overloaded they can branch off and do their own thing, like attack another planet or dry drop and try to get their tag on a planet.

Could there still be wait times? yes, but if the population is pooled as such, it should not be a 30 minute wait unless the disparity is awful... As in a double-the-population awful...

Edited by MovinTarget, 11 December 2016 - 11:12 AM.


#145 Arkhangel

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Posted 11 December 2016 - 02:21 PM

View PostMawai, on 11 December 2016 - 09:05 AM, said:

The biggest issue with the IS vs clan design of the new FW is that the queue times will likely be broken. It is a fundamentally flawed design if there are no release valves of clan vs clan or is vs is to absorb the excess players of whichever faction try to queue up. Just running clan vs IS matches will NOT work.

If the only matches are clan vs IS then a 60/40 imbalance in player counts results in a 30 minute queue time after an hour of uptime and that only grows monotonically as long as the imbalance in players queuing persists.

Basically, the queues for whichever side has more players will result in a sub-par playing experience from the beginning ... which would not be a good thing for FW or MWO.

https://mwomercs.com...ost__p__5519155

you know, if you'd actually fully read the patch notes, Clan vs clan and IS vs IS still happens.

View Postmad kat, on 11 December 2016 - 01:07 AM, said:

Escort mode....... Just bring a pack of locusts and spiders Nothing brings down a fatlass quicker than expert rear armour chewers.

you do realize there's also turrets along the route, right? say goodbye to your legs.

#146 MovinTarget

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Posted 11 December 2016 - 02:42 PM

And if the light packs start winning too easily, break out the streak boats!

#147 Xaat Xuun

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Posted 11 December 2016 - 07:01 PM

how will this effect the supply cache rewards, the items
guess maybe not at all, since they're not skills, just items that need skills



eh . that's all I could think of, so I could post that wasn't said already Posted Image

#148 Outcast1six

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Posted 11 December 2016 - 07:13 PM

Thank you PGI. I really like this patch.

CW changed look fun. My only concern is what its always been. The control of CW by few large groups. I can see MS, 228, Lord and others all going clan and watch the IS queue vaporize in minutes. Back to QP for at least a half way decent chance of not taking on the role of a baby seal.

I am very excited about the new mode and can't wait to try it out. The new assault mode later on as well.

Good to see things progress. Especially if it shuts up the haters

#149 Xeno Phalcon

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Posted 11 December 2016 - 07:24 PM

Escorting a AI atlas against a enemy team of players sounds like the very essence of pain.

Give it two days after patch lands before "Escort mode" gets renamed "Leg the bot" mode, shoulda used a vehicle as the escort so you had a excuse to just give it straight up health.

#150 Cy Mitchell

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Posted 11 December 2016 - 07:25 PM

Tukayyid should no longer be in the conversation. It has been done a couple times. We are now into the holding period in between that and Operation Bulldog. Hopefully PGI will create some interesting lore based events to give some meaning to the battles that are taking place. Maybe soon they can jump the timeline if it looks like FP is going to work well.

I like the new format and hope that it come overcome some of the things that made the previous iteration so unpopular.

#151 Cyrilis

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Posted 11 December 2016 - 11:58 PM

Although I am usually not the guy that states his opinion pre-patch, but...

a 660 meter long range loss on the gauss reads like an overkill to the gun. Just using the numbers and stats, there are hardly any reasons (except personal preference) for using a gauss rifle now. PPCs now just may do better in any way especially after their heat was reduces in the last patch. Please monitor the ingame impact carefully. I can't imagine that this is the best way to address the PPCPPCGAUSSGAUSS meta problem. Actually I do not it to be a big problem atm.

#152 Grinster

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Posted 12 December 2016 - 01:55 AM

Victors were my second ever chassis. I'm looking forward to improving on their performance. Their stats, with one outlier, are only just better than my first mechs - Jenners. The VTR-9B out-performs some of my mediums!

#153 Kmieciu

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Posted 12 December 2016 - 02:22 AM

View PostGrinster, on 12 December 2016 - 01:55 AM, said:

The VTR-9B out-performs some of my mediums!

That's incredible!
Maybe because it is 25-40 tons heavier than a medium mech?

#154 Grinster

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Posted 12 December 2016 - 02:33 AM

View PostKmieciu, on 12 December 2016 - 02:22 AM, said:

That's incredible!
Maybe because it is 25-40 tons heavier than a medium mech?


One implication from my post was my VTR-DS and VTR-9S are worse than all my mediums and all my lights except the Jenners. The other implication from my post was that Jenners and Victors also suffered from being my "trainer mechs".

#155 Widowmaker1981

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Posted 12 December 2016 - 02:50 AM

View PostInnerSphereNews, on 09 December 2016 - 09:37 PM, said:



17 new Decals have been added in this patch, all of which are Faction Decals within the Special (500 MC) category.



• 32nd Recon Combat Group
• Amphigean Light Assault
• Black Widow Company
• Clan Star Adder
• Eridani Light Horse - 151st Light Horse
• Eridani Light Horse - 21st Striker
• Eridani Light Horse - 71st Light Horse
• Gunzburg Eagles
• Head Hunters
• Hsien Hotheads
• Markson's Marauders
• Marshigama's Legionnaires
• McCarron's Armored Cavalry
• Redfield's Renegades
• Sathen's Snipers
• Screaming Eagles
• Vinson's Vigilantes




This is starting to get a bit annoying.. putting in Decals for totally unknown units like http://www.sarna.net...Gunzburg_Eagles with barely a stub in Sarna, that arent represented by a unit in game at all and dont have a lore insignia , yet my unit (http://www.sarna.net/wiki/Battle_Magic) which has 40+ people ingame who would INSTANTLY buy the Decal, is much better fleshed out in Sarna, good looking lore insignia and all and exists in this timeframe.. still no dice.

:(

#156 Toxicresidue

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Posted 12 December 2016 - 04:46 AM

well the longtom is gone, the radar jamming I get that but how does that stop my tag laser from bouncing off of you and giving me a lock on ya?

#157 Dee Eight

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Posted 12 December 2016 - 05:04 AM

I would point out the reason for Gauss is the fact 1 heat for 15 pin point damage. In TT, ER PPCs and ERLL's always outranged gauss rifles, as did AC/2s.

#158 Cyrilis

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Posted 12 December 2016 - 06:20 AM

Hm.. Ok, wasn't aware about that TT fact and yes, dgm/heat is a factor...

I think if you want to keep to the range, a cooldown buff would be appropriate.

Edited by Cyrilis, 12 December 2016 - 07:02 AM.


#159 Falconer Cyrus

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Posted 12 December 2016 - 07:00 AM

View PostToxicresidue, on 12 December 2016 - 04:46 AM, said:

well the longtom is gone, the radar jamming I get that but how does that stop my tag laser from bouncing off of you and giving me a lock on ya?
May be the targeting system stops to distinguish a mech from a rock? :)

#160 Doktorbike

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Posted 12 December 2016 - 07:06 AM

Sorry guys, I have to say it. PGI stole the escort game mode from Critical Rocket!! we have been playing it for months now on his Friday live Twitch stream, we've even been using an Atlas as the VIP. The video doesn't lie PGI, own up to it & give Rocket the credit he's due!! I think friday sept 9th was the first time we played it live.





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