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Hot-Fix Now Scheduled For 15-Dec-2016


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#41 Dagorlad13

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Posted 14 December 2016 - 04:48 PM

View PostCadoAzazel, on 14 December 2016 - 03:40 AM, said:

...most big skilled units ... clan...


There, this is the real problem, not Clan / IS tech balance, because Clan Mechs are nerfed to near parity with IS Mechs now. Unfortunately, this is a FTP game, so there is no good way to force players to permanently choose one side or the other, so the "top" units just flock to whichever side is winning.

#42 MovinTarget

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Posted 14 December 2016 - 05:17 PM

The voceovers are actually kind of nice in conquest, as it willet you know which caps are being lossed or gained without taking your eyes off your target(s).

#43 blackcatf

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Posted 14 December 2016 - 05:29 PM

During my second match tonight, All sound went away (except for machine gun noise when I was close to a BJ-A that wasn't firing machine guns). At the end of match screen, the victory music started playing. Anybody else having sound issues?

#44 MovinTarget

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Posted 14 December 2016 - 05:32 PM

View PostIronClaws, on 14 December 2016 - 04:48 PM, said:


There, this is the real problem, not Clan / IS tech balance, because Clan Mechs are nerfed to near parity with IS Mechs now. Unfortunately, this is a FTP game, so there is no good way to force players to permanently choose one side or the other, so the "top" units just flock to whichever side is winning.


I would suspect and hope that the little intra-faction events will help mitigate this a little bit, now that a "side" =/= a faction... there is no good reason for people to overload cjf when the can go smoke jag and get the same queue *and* get a population bonus... or at least not a penalty, so if people are smart, they'll spread themselves out. *THEN* PGI swoops in with some event that makes cjf and csj fight each other.

Other solution is supply demand: higher payouts for less *active* (NOT MEASURED BY POPULATION)

and/or handicap side with too much activity by reducing drop deck limits accordingly

and or finally just preventing mercs from moving so freely about (yeah, I went there) and put them in one month contracts to prevent rapid shifts along with disbandment/unit quir cooldowns so players can't hop back and forth so easily.

Let the flaming commence...

#45 Dagorlad13

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Posted 14 December 2016 - 05:40 PM

View PostMovinTarget, on 14 December 2016 - 05:32 PM, said:

and or finally just preventing mercs from moving so freely about (yeah, I went there) and put them in one month contracts to prevent rapid shifts along with disbandment/unit quir cooldowns so players can't hop back and forth so easily.


I have advocated this for a long time, but the problem is that people will argue that they have bought both Clan and IS Mechs and that they should be able to play whichever they want. Not to mention, I really hate that lore gets ignored and Clans can hire mercs in MWO, only one or two of the lesser (left behind) Clans ever hired mercs during the Clan Invasion era.

#46 MovinTarget

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Posted 14 December 2016 - 06:08 PM

I haveat least some variants of every mech in this game. I want to play any mechs I want in FP. I have to accept there could be limitations or consequences to my choices. What's so hard to grasp about that?

If i want free play, I can do QP.

If people want to always do whatever they want and expect no consequences, they'll have to deal with the consequence of running things into the ground. If they don't care, then at some point, catering to such customers will be contradictory to the game's survival.

#47 Dagorlad13

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Posted 14 December 2016 - 11:03 PM

View PostMovinTarget, on 14 December 2016 - 06:08 PM, said:

I haveat least some variants of every mech in this game. I want to play any mechs I want in FP. I have to accept there could be limitations or consequences to my choices. What's so hard to grasp about that?

If i want free play, I can do QP.

If people want to always do whatever they want and expect no consequences, they'll have to deal with the consequence of running things into the ground. If they don't care, then at some point, catering to such customers will be contradictory to the game's survival.


Unfortunately the "e-sport" aspect of this game appeals to console shooter kiddies who could not give a damn about the rules or lore of BATTLETECH, or MechWarrior.

#48 tee5

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Posted 15 December 2016 - 03:38 AM

View PostAlexander Garden, on 14 December 2016 - 03:21 PM, said:

- Team 'Mech weight class and status icons (such as ECM) will only appear automatically in the HUD when they are in your direct line of sight (ie. not obstructed by a building or other environmental component).


but I don't want to see this symbols, NEVER? can you please make it in the next patch, that I can opt out of this ICON MADNESS in the settings?

#49 Tul Duru

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Posted 15 December 2016 - 03:45 AM

First, in invasion drops when attacking. Upon destroying the second generator, the attacking team hears the defense audio que of losing another generator.

Finally, let's poke the hot topic of clan drop deck vs IS drop deck. As people have said, we have plenty of clan side given the release of the new clan mech, and groups trying to master it and grind XP. There's also many of the larger and heavily skilled units running around clan right now. (Possible even with a new meta game plan to get planet tags, cause clan start with such a small area. So push clan out, then switch to IS and grab planet tags to fill the units.)

The big problem is that there's no skill balance for the teams in place. If you look at quick play games, the Tier 1s tend to get matched with other tier 1s, the tier 5s go to other tier 5s, and people play with those of the closest available skill level. In faction warfare, this has never been the case, and couldn't be instituted because there were too few people. It also lacks the filter that stops single pug drops from mixing with group drops. So if the tier 4 or 5 players drop as a full game of randos, and end up matched up against a 12 man tier 1 drop from EVIL or EK or such, nothing is going to stop them from getting their throats stomped in.

So as a player who finally made it to tier 4, I dread the day when EVIL is done mastering the Marauder 2c. Becauce we've 12 man dropped with full coms, a plan. Tried fighting and gen rushing, etc. We get stomped on every time. So now they have 15 tons more for when they swing back IS, and we couldn't stop them before, what happens then?

It's not the balance between clan vs IS that's the problem here, it's that the new players end up fighting the top notch players, with nothing to help them or filter that out from happening.

#50 MovinTarget

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Posted 15 December 2016 - 04:42 AM

View PostTul Duru, on 15 December 2016 - 03:45 AM, said:

First, in invasion drops when attacking. Upon destroying the second generator, the attacking team hears the defense audio que of losing another generator.

Finally, let's poke the hot topic of clan drop deck vs IS drop deck. As people have said, we have plenty of clan side given the release of the new clan mech, and groups trying to master it and grind XP. There's also many of the larger and heavily skilled units running around clan right now. (Possible even with a new meta game plan to get planet tags, cause clan start with such a small area. So push clan out, then switch to IS and grab planet tags to fill the units.)

The big problem is that there's no skill balance for the teams in place. If you look at quick play games, the Tier 1s tend to get matched with other tier 1s, the tier 5s go to other tier 5s, and people play with those of the closest available skill level. In faction warfare, this has never been the case, and couldn't be instituted because there were too few people. It also lacks the filter that stops single pug drops from mixing with group drops. So if the tier 4 or 5 players drop as a full game of randos, and end up matched up against a 12 man tier 1 drop from EVIL or EK or such, nothing is going to stop them from getting their throats stomped in.

So as a player who finally made it to tier 4, I dread the day when EVIL is done mastering the Marauder 2c. Becauce we've 12 man dropped with full coms, a plan. Tried fighting and gen rushing, etc. We get stomped on every time. So now they have 15 tons more for when they swing back IS, and we couldn't stop them before, what happens then?

It's not the balance between clan vs IS that's the problem here, it's that the new players end up fighting the top notch players, with nothing to help them or filter that out from happening.


Now that the buckets are reduced, they *might* to skill balance, but last i checked group QP could still get skewed when your group has a mix of tiers represented.

So does that mean we'd see FP as solo drop only? That would make the salt flow...

#51 Appogee

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Posted 15 December 2016 - 05:15 AM

View PostAlexander Garden, on 14 December 2016 - 02:34 PM, said:

Hey all,

The hot-fix has been rescheduled to arrive tomorrow at the appointed time, rather than today, to include some additional items. I've updated the OP with all the new details. Apologies for the somewhat last-minute delay

Thanks as always Alex for keeping us updated.

#52 Nesutizale

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Posted 15 December 2016 - 05:24 AM

Please don't remove the icons for your team even if you don't have direct line of sight it gives you some information about where the rest of your team is without looking down at the radar.
I liked that change a lot.

#53 tee5

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Posted 15 December 2016 - 05:40 AM

View Posttee5, on 15 December 2016 - 03:38 AM, said:

but I don't want to see this symbols, NEVER? can you please make it in the next patch, that I can opt out of this ICON MADNESS in the settings?

View PostNesutizale, on 15 December 2016 - 05:24 AM, said:

Please don't remove the icons for your team even if you don't have direct line of sight it gives you some information about where the rest of your team is without looking down at the radar.
I liked that change a lot.

wow. 2 players. 2 total different opinions.
Guess PGI can't please all of us.
Best would be to make it toggle on/off iin the settings.

Edited by tee5, 15 December 2016 - 05:41 AM.


#54 brove

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Posted 15 December 2016 - 05:44 AM

finally they bring +15tons for IS, we've all been waiting for this. with equal tonnage, my W/L ratio on invasion had already reached 0.6 and rising. ghost drops included. with W/L=1.15 on scouting, 1.0 overall i don't think my bad invasion results are only my fault. either the mm is kinda broken or the "balancing" is going the wrong way.

#55 qeurul

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Posted 15 December 2016 - 06:10 AM

View PostAlexander Garden, on 14 December 2016 - 02:34 PM, said:

Hey all,

The hot-fix has been rescheduled to arrive tomorrow at the appointed time, rather than today, to include some additional items. I've updated the OP with all the new details. Apologies for the somewhat last-minute delay


The changes look good so far, but I still would have one important addition to Escort game mode: Shouldn't the defending team see the predefined route the VIP is going to take, and the exfil point at the end of the route?

That way the defending team could plan their movement accordingly: for example if they see the VIP is going to end up in some choke point in three minutes (ie. saddle in crimson) they could take control of that point in advance. In current state we dont even know if the VIP is going to go full 360 in worst case, so the protection detail is reduced to chick squad for its hen. Thanks!

#56 Mechteric

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Posted 15 December 2016 - 06:50 AM

View PostNesutizale, on 15 December 2016 - 05:24 AM, said:

Please don't remove the icons for your team even if you don't have direct line of sight it gives you some information about where the rest of your team is without looking down at the radar.
I liked that change a lot.


You'll still be able to press the Q key to see them. I think it's a fair thing they're doing.

#57 xe N on

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Posted 15 December 2016 - 08:52 AM

View PostIronClaws, on 14 December 2016 - 04:48 PM, said:

There, this is the real problem, not Clan / IS tech balance, because Clan Mechs are nerfed to near parity with IS Mechs now. Unfortunately, this is a FTP game, so there is no good way to force players to permanently choose one side or the other, so the "top" units just flock to whichever side is winning.


FW is a bad game mode to compare balance, because of missing match maker that at least tries to balance player skill levels.

PUG and group quickplay and however is. And in quick play, from the perspective of a medium mech pilot, best available mechs are currently clan mechs. My scores in my HBK-IICs are crazy. No IS medium mech can match them in mid range combat. Even IS heavies and assaults often cannot reach a comparable level.

That is, however, not entirely clan tech related. But is at least 50 % dedicated to the perfect hard point location and distribution.

Edited by xe N on, 15 December 2016 - 08:55 AM.


#58 MovinTarget

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Posted 15 December 2016 - 09:10 AM

View Postbrove, on 15 December 2016 - 05:44 AM, said:

finally they bring +15tons for IS, we've all been waiting for this. with equal tonnage, my W/L ratio on invasion had already reached 0.6 and rising. ghost drops included. with W/L=1.15 on scouting, 1.0 overall i don't think my bad invasion results are only my fault. either the mm is kinda broken or the "balancing" is going the wrong way.


Yeah, I think they may have gone "path of least resistance" by upping IS tonnage. Last thing IS needs to be is bigger, slower and more ponderous...

The BALLSY call would have to drop Clan to 240 tons. This would generate a lot more salt, but honestly, they could even work some flavor into that move by stating the Clan heads (are they all iKhans?) were bidding for rights of invasion and had opted to reduce their forces overall tonnage in doing so...

#59 Arkhangel

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Posted 15 December 2016 - 09:13 AM

View PostBios303, on 14 December 2016 - 03:00 AM, said:

there go's my third place on the loyalist leaderboard..
some of us work hard to get there - now boom pgi take it away, and as always - gives nothing back (to active players)
PGI dont you think top players on leader board should get at least a free hamburger or something?
some of us did work hard to be there. when I say hard I mean not only to get a lot of KMDD but to help keep this bugy game alive and plus all the ghost drops etc..

-----Nice Idea for you PGI----
also if every few months or every few attack phases - you will give some small prices here and there to top places on leaderboard - for contributing the fight ,it will be a good idea and promotion for Faction play, it will keep more players active on line.(because at the end every one want that cookie)

so come on at least a free burger , or even a 1CB just to lets us know that this leader board is not there for nothing Posted Image ..

p.s its about time (and tnx) that you delivered a good updated to bring some players back to life again.FW getting better. keep it up and make us happy to enjoy the game
because at the end for us the users its all about to have fun and enjoy the game much as you can\want to give us
(so at least a hamburger)
cheers

You know... you could just leave CJF. since you're obviously only there for your E-peen.

#60 MovinTarget

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Posted 15 December 2016 - 09:24 AM

View PostArkhangel, on 15 December 2016 - 09:13 AM, said:

You know... you could just leave CJF. since you're obviously only there for your E-peen.


Lol, I know right? He should try being on the Merc Leaderboard where SharOwkyn had like 22k KMDD last I looked...





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