Patch Notes - 1.4.90 - 13-Dec-2016
#281
Posted 14 December 2016 - 09:07 AM
One thing that I really dislike is not knowing whether you're dropping on attack or defense in invasion until you're literally coming out of the dropship; there are definitely mechs I'd take on one but not the other (ie, taking very slow assaults on a defense, but not on an attack), and without knowing we're all pretty much forced to take a more "safe" mech every time. I'm hoping this gets a fix soon.
It also feels weird to not be able to see groups queued up, waiting for a game; the wait times were definitely great last night, but in the old days if I was playing solo at night or whatever and noticed a partial group queued, I might join to fill out the match. Now, if I don't think I'd take a risk and end up joining a 12-solo team by dropping without a group.
I also think the QP tonnage limits blocking groups from launching is pretty bad, but in all honesty I'll take that over the ready bug from the previous version.
#283
Posted 14 December 2016 - 11:03 AM
Falconer Cyrus, on 14 December 2016 - 09:22 AM, said:
My app will freeze (go gray) for like a second coming out, but that it...
ONE COOL THING ABOUT THIS PATCH that I was *NOT* expecting... I knew it was going to be IS/Clan buckets for the most part, but I've found to can group up with others not in you faction and drop. This is great for those of us in different factions, but perhaps all IS, that want to drop with friends in other factions...
Beats the heck out of having to try to sync drop with 'em!
#284
Posted 14 December 2016 - 12:53 PM
IF there were 10 7players teams queued no one would know they need to break up, having 70 players staring at searching screen will more likely just have possibly 70 players stop playing. No one wants to watch a searching screen.
the way it's set up now, it best to drop solo, and just PuG. stuck with 6 drop callers and a mixed of unorganized mech choices for each of those DC's calling.
seeing how many are in queue and what size the teams are in queue, one could break their team to compensate the mixed team sizes.
At least fix it where players can still communicate while queued
#285
Posted 14 December 2016 - 04:15 PM
Xaat Xuun, on 14 December 2016 - 12:53 PM, said:
IF there were 10 7players teams queued no one would know they need to break up, having 70 players staring at searching screen will more likely just have possibly 70 players stop playing. No one wants to watch a searching screen.
the way it's set up now, it best to drop solo, and just PuG. stuck with 6 drop callers and a mixed of unorganized mech choices for each of those DC's calling.
seeing how many are in queue and what size the teams are in queue, one could break their team to compensate the mixed team sizes.
At least fix it where players can still communicate while queued
Yeah right now. Faction play is essentially quick play ... with respawns ....
#286
Posted 14 December 2016 - 04:49 PM
But, overall I think this is a great step in the right direction. I always have liked the FP invasion games and I'm happy that players have less reason to be in QP and more reason to be in FP. This, in theory, making FP more more active (but unfortunately full of the, shall we say, slower minded players who cant adjust to the greater range of tactics needed beyond hide and snipe) and easier to get a game.
Edited by Talos7, 14 December 2016 - 04:49 PM.
#287
Posted 14 December 2016 - 06:57 PM
There was an illusion of something bigger to come but 4.1 is too far from any of my expectations.
Just found myself rotating a locust in a home screen for 5 minutes without any will to play CW anymore.
#288
Posted 14 December 2016 - 09:39 PM
Escort mode is a lot of fun. BTW why doesn't the Atlas fight back? At least I haven't noticed it!
And machine guns... They are much better and actually useful in a specialized build or even as tonnage filler!
#289
Posted 15 December 2016 - 12:45 AM
Your patch is garbage.
#290
Posted 15 December 2016 - 09:47 AM
Now I am not even able to see if there are other players waiting for a game and I might get stuck in the searching process idefinetly... and I am completely disabled when searching for a game.
I can't even use faction chat or other functions to kill the time in-game.
And why exactly do we need to play CW on QP maps now?
Too much, way too much.
Should have just merged the factions and see how that would have worked out.
Well well well atleast I get my LPs faster now
EDIT:
So I get timeouts from your server, then the client crashes after reconnecting in mid loading screen and then you cannot rejoin the cw game.... except for... wait aahhh under the QP Button... intuitive really o0
Edited by Lorne Malvo, 15 December 2016 - 09:55 AM.
#292
Posted 15 December 2016 - 10:06 AM
-Lots of changes to CW, it can´t stay the way it is.
We will see how it works out.
-New game mode
Enough said.
Neutral things:
-Harder ghost heat penalties for SSRMs
Streaks are a stupid weapon system right now. Outside of boating them against lighter mechs they are unrealiable and ineffective. You need to make up your mind about their base mechanics, maybe giving them a highter CHANCE to hit CT instead of the even distribution they have now or give each salvo a higher chance for one component in general
Bad things:
-Heat cap raised to 1.5
Time and time again it is said that boating, and especially laserboating makes the game quite unenjoyable.
So why on earth are builds rewarded again that do nothing but use 7 medium lasers and nothing else?
-Gauss Range Nerf
It was an undefusable bomb in your mech and harder to use than most other weapons with its charge up.
And now it has the range of an AC5... what is the nichê of the weapon supposed to be?
#293
Posted 15 December 2016 - 10:36 AM
#296
Posted 15 December 2016 - 09:45 PM
just had my first ghost drop since 4.1
#297
Posted 15 December 2016 - 10:46 PM
Then I played it. And it's the same level of "not fun" as before.
It turns out that losing every game, but on a different maps, is the same amount of "not fun" as losing every game on the same maps. Who knew?
#298
Posted 16 December 2016 - 12:51 AM
John McHobo, on 15 December 2016 - 10:06 AM, said:
It was an undefusable bomb in your mech and harder to use than most other weapons with its charge up.
And now it has the range of an AC5... what is the nichê of the weapon supposed to be?
Perhaps the 15pt of single panel damage with almost instantaneous hit and for only 1 point of heat is the niche of the weapon? Lets also not forget the non explosive ammo we could pad out in half ton slots.
That said .... please remove that awful charge mechanism now you've nerfed them PGI.
Edited by Aramuside, 16 December 2016 - 12:51 AM.
#299
Posted 16 December 2016 - 05:51 AM
https://mwomercs.com...is-gauss-rifle/
Explodes every time you hitscan open component with lasers. No problems with clan one. Probably 0.10 hp instead of 10.
Edited by GweNTLeR, 16 December 2016 - 05:51 AM.
#300
Posted 16 December 2016 - 03:59 PM
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