Edited by Joe Decker, 11 December 2016 - 07:18 AM.
Patch Notes - 1.4.90 - 13-Dec-2016
#141
Posted 11 December 2016 - 07:18 AM
#142
Posted 11 December 2016 - 09:05 AM
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
Posted 11 December 2016 - 09:47 AM
Edited by Thorqemada, 11 December 2016 - 09:47 AM.
#144
Posted 11 December 2016 - 10:12 AM
Mawai, on 11 December 2016 - 09:05 AM, said:
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
Posted 11 December 2016 - 02:21 PM
Mawai, on 11 December 2016 - 09:05 AM, said:
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.
mad kat, on 11 December 2016 - 01:07 AM, said:
you do realize there's also turrets along the route, right? say goodbye to your legs.
#146
Posted 11 December 2016 - 02:42 PM
#147
Posted 11 December 2016 - 07:01 PM
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
#148
Posted 11 December 2016 - 07:13 PM
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
Posted 11 December 2016 - 07:24 PM
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
Posted 11 December 2016 - 07:25 PM
I like the new format and hope that it come overcome some of the things that made the previous iteration so unpopular.
#151
Posted 11 December 2016 - 11:58 PM
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
Posted 12 December 2016 - 01:55 AM
#154
Posted 12 December 2016 - 02:33 AM
Kmieciu, on 12 December 2016 - 02:22 AM, said:
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
Posted 12 December 2016 - 02:50 AM
InnerSphereNews, 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
Posted 12 December 2016 - 04:46 AM
#157
Posted 12 December 2016 - 05:04 AM
#158
Posted 12 December 2016 - 06:20 AM
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.
#160
Posted 12 December 2016 - 07:06 AM
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