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Patch Notes - 1.4.90 - 13-Dec-2016


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#81 Dee Eight

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Posted 10 December 2016 - 08:40 AM

View PostWillothius, on 10 December 2016 - 08:12 AM, said:

EDIT:
Aren't ALL quirks supposedly being ditched at the upcoming Skill Tree pass? So why still tweak them now? Or was I incorrectly informed?


Major important "core" quirks as Russ put it are being added to the base mech stats.

#82 C E Dwyer

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Posted 10 December 2016 - 08:44 AM

Hmm I might down load the patch on Tuesday, we'll see, I still recon those ST need another 4 on the Victor's if we're not getting jump jet boosts.

I think the MG's will get a cone increase in about three months, on mechs that can pack more than four, we'll see

As for the Atlas if they haven't massively buffed armour and structure I see it lasting no longer than the gun on invasion once the generators are down in team play, and maybe even quick play

Edited by Cathy, 10 December 2016 - 08:48 AM.


#83 Cy Mitchell

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Posted 10 December 2016 - 08:47 AM

View PostDreadwing, on 10 December 2016 - 05:45 AM, said:


I thought you couldn't crit engines and had to destroy the side torso completely? Was that changed?



Nah, I mean that if the Gauss is in the side torso and it goes then it will take the side torse with it which removes the weapn and makes the Clan Mech much slower and less agile making it a sitting duck.

#84 Kuaron

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Posted 10 December 2016 - 08:49 AM

Nice patch, but why increasing heat capacity?
This is the part that makes no sense at all to me.

#85 Cy Mitchell

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Posted 10 December 2016 - 08:54 AM

View PostGas Guzzler, on 10 December 2016 - 07:59 AM, said:

The DHS buffs will help more than just laser vomit, honestly. Ballistic/energy hybrid builds are going to be helped too.


Yes and......

View PostRacerxintegra2k, on 10 December 2016 - 08:10 AM, said:

I would think its pretty obvious. Splat mechs have to get within 270 meters to do any damage at all. Yes you can extend that with modules and quirks but realistically you are at an extreme range disadvantage. To compensate that range disadvantage you were allowed to do a lot of damage in a very short period of time. Current heat penalties were plenty to keep hords of splat mechs from taking over the battlefield. Not sure why you would destroy the high reward for choosing a play style that is barely used. Those players that want to risk getting close will now have less damage to put down before overheating. They will still take it in the face on the way to battle though. High Risk Lower reward, reducing the variety in the game.


It will also help offset those SRM changes. A little more heat but faster heat dissipation. You may not be able to Alpha as many times in a row but your recovery time will be quicker.

#86 Napoleon_Blownapart

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Posted 10 December 2016 - 09:02 AM

now if they just switched the Atlas structure buffs to armor i'd be happy...

#87 Ironwithin

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Posted 10 December 2016 - 09:10 AM

Escort mission? Really ?
I mean good on you guys to try to finally expand gameplay beyond skirmish but escort missions ?
Anyone who has played any game ever that had escort missions knows they are cancer, terrible, painful, deadly a** cancer.
Ah well, maybe PGI gets them finally right after two decades of failed attempts by so many others.

I do look forward to give FP another try with the announced changes. Couldn't hold my attention before, just not fun enough to put up with all the frustrations.

Edited by Ironwithin, 10 December 2016 - 09:19 AM.


#88 Gentleman Reaper

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Posted 10 December 2016 - 09:23 AM

So after the PTS heat sink value changes you decide to do... the opposite?.. WHY?!? Higher heat cap promotes laser vomit, and further penalizes mixed builds. Why can't you go with at least a 0.8 heat cap per heat sink, and then work on rebalancing some weapons to compensate. I hope to see a hotfix restoring the heat cap soon...

#89 Cox Devalis

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Posted 10 December 2016 - 09:31 AM

Ehmm... 4/5 stages of CW are QP maps? Am I getting it right?

#90 BLOOD WOLF

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Posted 10 December 2016 - 09:37 AM

View PostCox Devalis, on 10 December 2016 - 09:31 AM, said:

Ehmm... 4/5 stages of CW are QP maps? Am I getting it right?

yea, but nice big battles with 48 mechs

#91 Anunknownlurker

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Posted 10 December 2016 - 09:37 AM

Quote

[color=#959595]Ehmm... 4/5 stages of CW are QP maps? Am I getting it right? [/color]


@ Cox Devalis - as one of the big turn offs for casual FP pilots, like myself, was the horrible corridor style maps, I for one am pleased to see them trying this. At least it's a change and you never know, it might just work!

Let's give it some time and keep an open mind.

#92 Aan Allein

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Posted 10 December 2016 - 09:43 AM

Well done!

#93 Wildstreak

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Posted 10 December 2016 - 09:49 AM

Gameplay Changes

It is nice to see more variety in Component Health, this time in DHS. If we could only get this for more Equipment.

Are Clan AC changes for all or only Standard?

Making 35 ton IS Mechs except the Firestarter tougher, good comp for the rescaling.

Vindicator toughness increases.

Victor, never came across as tanky. What it needs is mobility, partly seen in the problem with Assault Mech JJs that I found through thorough testing. Soon as I make a comprehensive video showing how I tested them, some capture videos I made from Mechs and possibly add a spreadsheet for Lift Factors if needed, I will provide a topic showing Vertical Heights Mechs can achieve, why I quit measuring Horzontal movement, MASC's REAL effects on jumping Mechs, how this data may affect the new Skill Trees coming since there will be a Jump Jet Tree and where a few problems are.

Now the Zeus could use some toughening up even under the new Skill Tree. I tried taking out the 6S in a few builds, almost every match my Left Torso got targeted leaving me with the Center Torso Energy and Right Arm Missile. Way too easy to remove most of the Zeus firepower by going for the Left Torso.

Why did the Mist Lynx CT health get nerfed?

#94 L1f3H4ck

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Posted 10 December 2016 - 09:55 AM

Grest! I just started to actually like my Dire Whale, and now it will ALPHA STRIKE EVEN MOAR! Sweet!

#95 Jables McBarty

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Posted 10 December 2016 - 09:58 AM

Looking forward to the new FP. Very excited about the game mode progression in Invasion.

#96 Cox Devalis

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Posted 10 December 2016 - 09:59 AM

View PostJimmy DiGriz, on 10 December 2016 - 09:37 AM, said:


@ Cox Devalis - as one of the big turn offs for casual FP pilots, like myself, was the horrible corridor style maps, I for one am pleased to see them trying this. At least it's a change and you never know, it might just work!

Let's give it some time and keep an open mind.


I am trying to keep my mind open but... I left QP because of its maps and extremely stupid nascar movements every round. Now (If I get it right) PGI offers us 80% nascar games on the maps I hate per every attack phase.
Sure, I will give it some time but I'm not sure I want to play this.

#97 Joshua McEvedy

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Posted 10 December 2016 - 10:00 AM

So what about loyalty points for loyalist groups...how is that going to work? Or will all the previous effort go to waste now?

#98 Tank

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Posted 10 December 2016 - 10:45 AM

UrbanMech BUFF CONFIRMED! Posted Image

p.s. I think nobody else cares about this...Posted Image

#99 Deadead

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Posted 10 December 2016 - 10:46 AM

I love allthe changes. ALL OF THEM. That is all. Carry on.

#100 Aramuside

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Posted 10 December 2016 - 10:48 AM

View PostAleski, on 10 December 2016 - 02:02 AM, said:


My Arrow and my Ember are waiting for dat patch too..... Ha ha ha ha ha ha ha ha ha ha... Posted Image

Ho and at the last sale, i've bought a Loup de Guerre and now it is buffed ! Nice ! =)


Ditto on all three. :)





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