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Hot-Fix Scheduled For 20-Dec-2016


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#41 Falconer Cyrus

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Posted 20 December 2016 - 03:08 AM

View PostVellron2005, on 20 December 2016 - 12:13 AM, said:

OK, great that PGI is fixing things.. but how about fixing some bugs?

Like the one that says I don't get any money off an invasion match and actually LOSE money if I use consumables?

Or the one that says if I alt+tab out and back into a FW screen, I get graphic glitches?

Or the one where the MWO taskbar icon does not flash when a FW match is found?

And the temporary dead freeze while returning from a match to the main screen.

#42 Falconer Cyrus

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Posted 20 December 2016 - 03:11 AM

View Postvon Haudegen, on 20 December 2016 - 03:01 AM, said:

Many new player had enter the game mode in the last week. Surley they will be farmed out of FP soon but it shows that they are willing to play it if they had a chance to win.
It has been said enough times but I dare to repeat:
there should be achivements unlocking:
- assault mechs playing
- FW playing

Edited by Falconer Cyrus, 20 December 2016 - 03:12 AM.


#43 meteorol

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Posted 20 December 2016 - 03:24 AM

View PostInnerSphereNews, on 19 December 2016 - 07:01 PM, said:


• Clan Scouting Drop Deck Tonnage reduced to 50 (from 55).


[While the forces of the Inner Sphere have at times made decent gains in the Scouting Tug of War during the recent Conflicts, the greater distribution of higher Skill Tiered players on the Clan side, combined with a greater presence of organized, high-tier Units also aligned under the Clan banner, still make Scouting engagements an uphill battle for Inner Sphere forces.



Even at 50t clans have two solid picks, the nova and the HBK, which is more than enough to slaughter IS puggels who are pugging the way they pug. And by that i mean bringing mechs LRM centurions to scouting.

Edited by meteorol, 20 December 2016 - 03:25 AM.


#44 von Haudegen

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Posted 20 December 2016 - 03:36 AM

What are you talking about? Most of the "New Player" for FP have thousands of hours of playtime in QP and houndreds in Invasion before they stop dropping Invasion in the last two years.


View PostFalconer Cyrus, on 20 December 2016 - 03:11 AM, said:

It has been said enough times but I dare to repeat:
there should be achivements unlocking:
- assault mechs playing
- FW playing


#45 Colonel ONeill

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Posted 20 December 2016 - 03:45 AM

View Postvon Haudegen, on 20 December 2016 - 03:01 AM, said:

No, they enjoy it much.

I do not want to explain this too deep, but the general idea:

Skirmish:
Can work with redrops, sure. But the Problem is that most maps are not designed to have a redrop. The fighting ground is too close to the spawn or the spawn is exposed. Good example is Caustic. On HPG you can even get on the walls next to the spawn with some Assaults and punish the redropping players. On Tourmaline is one spawn in e4 so exposed that you can get farmed no matter what direction you leave it. All this might work as long as the gamemode is new and no one exploits it, but there is no doubt this is not going to work in the future.

Domination:
After one team won the 1st wave, there is just no comeback. You can not get back to the circle in time. We need a longer timer, or multiple smaller circles. Or better: Leave it in quickplay as this does not work for CW.

Conquest:
I do not enjoy this mode in Quickplay, but in CW it is a lot more fun. Slight adjustments with spawns, cap points, cap limit,... and we have a really good CW mode in my opinion.

Assault:
With the complete redesign upcoming we should not care too much about it right now.

#46 Tul Duru

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Posted 20 December 2016 - 03:52 AM

Looks at the 5 ton scouting reduction.
Looks at how half the group in scouting drops already used Huntsmen as their primary.
Looks at the next best pick being the Nova, with lots of recommendation

I guess it's time to buy and master a set of Novas.

That being said, I still wish that when voting for a planet, the next battle was actually for the planet that won the vote.


Now, to bring up a fun point that I've heard multiple times for a while now. The clan PUGs are better than the IS PUGs. Now there's a lot of factors that go into this, but the biggest one that people agree on is that it's easier to build a clan mech from stock, than an IS mech.

So if a new player buys a clan mech, armor is preset and unchanging, structure is preset and unchanging, they almost all start with double heat sinks, the engine is unmodifyable XL and many of the stock load outs start with a solid weapon or 2 like PPCs.

The IS new player, gets to consider the armor types vs slots, the structure types vs slots, heat sinks vs triple in size for better heat sinks, some pretty bad stock load outs, the chance of dying from a good side torso shot with their XL engine for crazy C-bills or blowing out their weight with a standard engine, and that's not even going into how many bad mechs there are that no one plays.

The fun part is that the IS mech can be considered better than the clan mechs by many of the people who put thought into it. That being said, it's the experienced player, building a mech with good slots, crazy quirks, and full understanding of the equipment to be there. (Or they just read Metamechs and copy the good builds people already made.)

So when it comes down to it, I can't mess up a timber wolf, or a get a bad one, seeing as I can swap the omnipods and just rebuild better. The IS player has trial mechs with XL engines, and bottom tier mechs with bad stock loadouts and few ways to rebuild better than just buying a better mech instead.

#47 von Haudegen

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Posted 20 December 2016 - 03:54 AM

I agree wit you.
But the solution for skirmish should be better spawnpoints on maps (or new maps!).
Domination could be exchanged to skirmish and conquest seems to be fine.
Assault seems OK too

The invasion maps are terrible map design and we live with them for ages. It can not be go worse than it was before.

View PostColonel ONeill, on 20 December 2016 - 03:45 AM, said:

I do not want to explain this too deep, but the general idea:

Skirmish:
Can work with redrops, sure. But the Problem is that most maps are not designed to have a redrop. The fighting ground is too close to the spawn or the spawn is exposed. Good example is Caustic. On HPG you can even get on the walls next to the spawn with some Assaults and punish the redropping players. On Tourmaline is one spawn in e4 so exposed that you can get farmed no matter what direction you leave it. All this might work as long as the gamemode is new and no one exploits it, but there is no doubt this is not going to work in the future.

Domination:
After one team won the 1st wave, there is just no comeback. You can not get back to the circle in time. We need a longer timer, or multiple smaller circles. Or better: Leave it in quickplay as this does not work for CW.

Conquest:
I do not enjoy this mode in Quickplay, but in CW it is a lot more fun. Slight adjustments with spawns, cap points, cap limit,... and we have a really good CW mode in my opinion.

Assault:
With the complete redesign upcoming we should not care too much about it right now.


#48 Commander Harrison

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Posted 20 December 2016 - 04:18 AM

View PostTalos7, on 19 December 2016 - 11:32 PM, said:

Love how people don't read why they changed the tonnage, or go out of their way to purposely misconstrue the intent.

No this tonnage tweak does not reflect that PGI thinks the Clans are OP. This Hot Fix is not about their equipment. It is about the population distribution on the servers. Because most of the larger units are Clan at the moment and they want them to jump ship back to IS. Once the population gets close to even these restrictions will be lifted (if not feel free to run rampant on the forums).

In the meantime, any IS who cry that Clans are still OP with these nerfs to their drop decks because they still beat them like red headed step-children should feel ashamed.

TLDR: Clan Population > IS. PGI wants to balance faction pop (read: greater skill on the Clan side. i.e. teamwork OP, learn it).


I agree that this change doesn't nerf the clans. I personally don't even use the Stormcrow for scouting either, but to think that this change will get the top teams or players to jump to IS also ridiculous. Top players don't need the Stormcrow to win and they never have. Why would having 5tons less make them jump to IS?

So in the end, this achieves nothing.

Or... it gets the less strong players to move to IS and then we are back to the same problem of the good teams all being clans and there being even more less skillful players being IS.

#49 Rebel Ace Fryslan

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Posted 20 December 2016 - 04:18 AM

Nice changes.

And yep making the scouting more of a thing for IS may help a bit.
We may also need better dropships and turrets on the IS side compared to Clan in invasion.

Ps: What i am a bit pissed of is that matchscore/xp/c-bills for doing objective things is so low.
Scouting points, picking spots @ Escort, conquest bases.

#50 Kmieciu

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Posted 20 December 2016 - 04:23 AM

View Postmeteorol, on 20 December 2016 - 03:24 AM, said:

[/center]

Even at 50t clans have two solid picks, the nova and the HBK, which is more than enough to slaughter IS puggels who are pugging the way they pug. And by that i mean bringing mechs LRM centurions to scouting.

What about the 8xSRM6 Huntsman? Might be fun in scouting...
It's not a joke build when you can bring 600 SRMs and 16 DHS :-)

Edited by Kmieciu, 20 December 2016 - 04:25 AM.


#51 meteorol

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Posted 20 December 2016 - 04:35 AM

View PostKmieciu, on 20 December 2016 - 04:23 AM, said:

What about the 8xSRM6 Huntsman? Might be fun in scouting...
It's not a joke build when you can bring 600 SRMs and 16 DHS :-)


Yeah i actually forgot about the huntsman. Probably a solid pick for scouting aswell. I don't own one so i won't judge it before using it though.

#52 Mirenheart

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Posted 20 December 2016 - 04:39 AM

Clan back to 55 tons. IS upped to 65 tons (because splat cats are funny)

#53 Falconer Cyrus

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Posted 20 December 2016 - 04:42 AM

View Postvon Haudegen, on 20 December 2016 - 03:36 AM, said:

What are you talking about? Most of the "New Player" for FP have thousands of hours of playtime in QP and houndreds in Invasion before they stop dropping Invasion in the last two years.

It is talked about new players, not "new players".

#54 von Haudegen

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Posted 20 December 2016 - 04:59 AM

OK. But are there really new player in the game? The game and the overskilled community is not very friendly to newcomer.

View PostFalconer Cyrus, on 20 December 2016 - 04:42 AM, said:

It is talked about new players, not "new players".


#55 Bios303

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Posted 20 December 2016 - 05:14 AM

yes PGI - [Redacted] - keep nerfing us the clan down:
Clan Scouting Drop Deck Tonnage reduced to 50 (from 55)

We still and always win .. because we are better players.. even that the IS side have redicioules over powered mechs that can aplha none stop er lasers forever- we still killing them easy ..

[Redacted]

Edited by draiocht, 20 December 2016 - 10:34 AM.
insults, illegality


#56 Dequator

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Posted 20 December 2016 - 05:21 AM

Why would we change factions cuz the tonnage nerf?
Winning from 300t disadvantedge is more fun, and force us to git gud in terms of teamwork.
We beated IS with who got a 7 man premade with a full pug team.

48/20 #Neverforget

#57 Tarl Cabot

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Posted 20 December 2016 - 05:26 AM

View PostBios303, on 20 December 2016 - 05:14 AM, said:

yes PGI - [Redacted] - keep nerfing us the clan down:
Clan Scouting Drop Deck Tonnage reduced to 50 (from 55)

We still and always win .. because we are better players.. even that the IS side have redicioules over powered mechs that can aplha none stop er lasers forever- we still killing them easy ..

[Redacted]

ROFL if players are bringing IS mechs w/ERLL, or even LRMS you should be stomping them. But then they are also having to run mechs with isXL engines so no need to leg or take out the CT, just take out a side torso, BOOM!!!

More skittles are on IS than Clan, with Clan having more active and participating merc units. This is PGI quick attempt to sway things a little due to unit population discrepancy between Clans and IS.

Edited by draiocht, 20 December 2016 - 10:29 AM.
Quote Clean-Up


#58 anhell86

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Posted 20 December 2016 - 05:33 AM

Hiya!

I will miss the Crows! :'(

As an IS pug, I had some decent wins against both group and pug queues (mostly against clan pugs). I agree, it is very challenging to go against clans, but I love the challenge!

There is a common denominator in all of my Scout matches as a Pug: No comms = stompfest, no matter if the clanners were pugs or group queues. I started using my microphone to call targets <3.

I do hope that this "fix" is temporary. Many of the suggestions found in previous posts are possible alternatives to the tonnage nerf.

See you in the battlefield!

#59 suffocater

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Posted 20 December 2016 - 05:49 AM

No more tasty bird legs to rip off. Sad story, I never had problems with killing stormcrows, no matter what weapons they had equipped. But hey, my Griffin 2N is fine to fight against anything in scouting.

#60 KEINENGEL

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Posted 20 December 2016 - 06:31 AM

PGI should think of the actual motivation of joining IS, it's not the tonnage or Atlas or whatever something like this. Isssue a questionnaire to understand. Constantly cutting down tonnage is irritating, but nothing more, loyalists will never run for IS just because of that

Edited by KEINENGEL, 20 December 2016 - 06:32 AM.






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