Jump to content

Patch Notes - 1.4.101 - 24-Jan-2017


426 replies to this topic

#1 InnerSphereNews

    Member

  • Developer
  • Developer
  • 2,872 posts

Posted 20 January 2017 - 12:58 PM



Upcoming Patch - January 24th @ 10AM – 1PM PST
Patch Number: 1.4.101
Standalone Client Patch Size: ~300 MB
Steam Client Patch Size: TBA
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.

Quick Links

Greetings MechWarriors,

The Bushwacker has arrived, and is now en-route to the MechBays of eligible MechWarriors. The Bushwacker is a classic 55 ton Inner Sphere Medium with a distinctive history, and we're really excited to see its presence and impact on the battlefields of the Inner Sphere.

With development currently focused toward the release of the new Skill Tree, the Incursion Game Mode, and additional Faction Play improvements, January is a relatively light month in terms of patch content. Of particular note are a number of gameplay and balance changes, including a change to Clan XL Cooling Efficiency and Quirk adjustments for 13 'Mech chassis, a total of 105 'Mech-related fixes and improvements, and an array of other fixes and items.

A brand new launcher and patcher system for the standalone MechWarrior Online client is releasing as part of this patch, to replace the existing launcher and patcher. The primary goal of this launcher is to provide a central method for accessing different builds of MechWarrior Online; specifically the standard MWO client and the MWO Public Test client. The new launcher also brings with it greater stability and performance when installing or updating the client, and provides a more streamlined ‘launchpad’ for accessing MechWarrior Online standalone clients.
Full details and download link for this new launcher will be provided this Monday, prior to the patch on Tuesday.

If you'd like a look at what's coming for MechWarrior Online in the coming months, head over to the Roadmap for January, February, and Beyond. In addition to the marquee items outlined there, 2017 is shaping up to include more waves of quality-of-life improvements and refinements, along with additional features and items currently in the planning and design phase; so stay tuned.

In the meantime, read on for all the details of our January patch, and we'll see you on the battlefield!

- The MechWarrior Team




Bushwacker (Medium)

Following the first successful production and deployment of new BattleMechs in centuries—with such efforts as the Hatchetman and Cataphract—TharHes Industries designed a BattleMech that would break many molds. Unfortunately, their R&D team’s audacity outweighed technical expertise, and the extreme innovations incorporated into the Bushwacker stopped full production; the ’Mech was ultimately shelved for several years.
However, during the early parts of the Clan Invasion, a raid against a Clan Jade Falcon base on Twycross netted an extensive technical library on Clan BattleMechs. As TharHes began dissecting the data, they realized the solutions to the Bushwacker’s design problems were in their hands and they immediately began experimental field trials with early prototypes.
Ultimately the production model’s low profile and inclusion of CASE make for a safer battlefield environment than most BattleMechs, but its hodgepodge of weapons are a classic designed-by-committee House Steiner move that can be tough to overcome.

Release Date for MC: April 4th 2017
Release Date for C-Bills: May 2nd 2017

Bushwacker Module Slots (all variants)
• 'Mech Module Slots: 1
• Weapon Module Slots: 2
• Consumable Slot(s): 2
• 'Mech/Weapon Slot(s): 1 (only available after unlocking that variants Mastery Skill tier)

Bushwacker Variants

• BSW-X1 [S]
The BSW-X1 [S] is a Special version of the BSW-X1, featuring a unique Pattern and a 30% boost to C-Bill earnings. The BSW-X1 [S] is only available through the Collector Bushwacker Pack, and will not be made available for purchase in-game.

• BSW-X1
The BSW-X1 is the standard version of the BSW-X1 [S]. It does not possess the 30% C-Bill boost or the unique Pattern of its [S] counterpart. Until its release date for in-game purchase the standard BSW-X1 is only available through the Standard Bushwacker Pack.

• BSW-X2
Until its release date for in-game purchase the BSW-X2 is only available through the Standard or Collector Bushwacker Pack.

• BSW-S2
Until its release date for in-game purchase the BSW-S2 is only available through the Standard or Collector Bushwacker Pack.

• BSW-P1 (Reinforcement Add-On)
Until its release date for in-game purchase the BSW-P1 is only available as a Reinforcement Add-On to an existing Standard or Collector Bushwacker Pack.

• BSW-P2 (Reinforcement Add-On)
Until its release date for in-game purchase the BSW-P2 is only available as a Reinforcement Add-On to an existing Standard or Collector Bushwacker Pack.

• BSW-HR "High Roller" (Hero Add-On)
The BSW-HR is the Hero variant of the Bushwacker, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the BSW-HR is only available as a Hero Add-On to an existing Standard or Collector Bushwacker Pack.





Along with their complementary delivery to eligible Bushwacker owners, the following Cockpit Items are also now available for purchase in-game:


Med Kit (Bushwacker Standing Cockpit Item): 750 MC


Duct Tape Dangler (Bushwacker Hanging Cockpit Item): 500 MC


Combat Radio (Bushwacker Warhorn): 750 MC


Brass Knuckles (Bushwacker Early Adopter Hanging Item): 750 MC

This patch also includes two new Cockpit Items:

Duct Tape (Standing Cockpit Item): 250 MC


Hanse Davion Memento (Standing Cockpit item): 250 MC

And finally, rostered members of the three MechWarrior Online World Championship Finalists will be receiving in-game Hanging Medals to commemorate their final placements. Each member will receive 25 copies of their respective medal.


MWOWC2016 Gold (EmpyreaL): Not Purchasable


MWOWC2016 Silver (EON Synergy): Not Purchasable


MWOWC2016 Bronze (228th The Wild Ones): Not Purchasable



Bushwacker Standard Pack (and Collector Pack)

"The Guide"

Bushwacker Collector Pack

"The Machete"

These Titles and Badges are only available through their associated Bushwacker Pack. The Collector Pack comes with both.



Only two new Decals are arriving in this patch, releasing as part of the arrival of the Bushwacker. We know there is no shortage of requests for a large array of Decals; our subsequent patches this year will see more substantial Decal additions!

• Ace (Bushwacker Decal)
• Dice (Bushwacker Decal)



AMS: Fixed an issue where certain angles of incoming fire could cause AMS not to react correctly.
Conquest: Fixed an issue where Conquest matches wouldn't resolve in an auto-win under an extremely rare circumstance, wherein all members of both teams had been destroyed, but only one Team had captured any resource points.
Escort (River City): Fixed an issue where the VIP could get stuck in G7/G8.
Faction Play: Fixed an issue where the First Victory XP Bonus would be removed from all 'Mechs in the Drop Deck even if they hadn't been used in that match.
Gauss: Fixed an issue where Gauss strikes could fail to register if the firing 'Mech overheated immediately upon firing.
MASC: Fixed an issue where the MASC meter could appear to be 100% upon dropping into a map, while MASC itself was actually operating at 0%.
OmniPods: Fixed an issue where bonuses received from Quirks tied to OmniPods would remain in effect after a destruction of that OmniPod. This item was a miscommunication. OmniPod Quirks are not lost in the event of OmniPod destruction.
Targeting Computer: Fixed an issue where bonuses received from Targeting Computers would remain in effect after a destruction of the parent component.
Turrets: Fixed an issue where Turrets would fire at Enemy UAVs. Turrets should only have been targeting Enemy 'Mechs.

Clan XL Engines

• The Cooling Efficiency Penalty from Side Torso destruction has been increased to 40% (from 20%).

Clan XL Design Notes: The balance dynamic between the Inner Sphere and Clan Factions is something under heavy evaluation, particularly as we approach a timeline advancement this summer. This adjustment to Clan XL cooling efficiency is a step in that process, making the loss of a Side Torso more impactful on the performance of Clan ‘Mechs.
There's been much discussion about this change since its original announcement in the January Roadmap, and we'd like to expand the explanation originally provided for this change.

First, it's critical to note that the penalty for Side Torso destruction only applies to the base Engine Heat Sinks and any Engine-mounted Heat Sinks. External Heat Sinks will continue operating normally in the event of a Side Torso destruction until either their component in which they are mounted is destroyed, or the Heat Sink itself is destroyed from a critical hit.

Second, we want to stress that we are not solely looking at Engine balance as only being a matter of IS XL versus Clan XL, but between all Engine options available to the player. This includes Standard Engines and smaller Engine sizes of both types. There's been much discussion about the option of IS XL Engines being provided the same benefits as Clan XL Engines, but in light of the other benefits provided by larger Engine sizes and the massive offensive boost XL Engines can facilitate, such a change is not currently conducive to appropriate XL versus Standard Engine balance.

We look forward to your feedback on these changes, but we encourage you to keep in mind that this should not be evaluated strictly as an XL Engine issue, but an overall balance question between Engines of all types.

As mentioned in the previous Roadmap, we would also like to reiterate that we have identified some larger balance points that we will be approaching after the release of the new Skill system in February.




Inner Sphere

Dragon
• DRG-1C
• DRG-1N
• DRG-5N / DRG-5N [C]
• DRG-FANG
• DRG-FLAME

Dragon Design Notes: Continuing the work started last month, the Dragon is seeing its existing Structure Quirks converted into Armor Quirks. We've also provided the chassis with a slight mobility boost. Our intent here is to reinforce the high-durability/high mobility role that the Dragon is known for in lore.

Cataphract
• CTF-0XP
• CTF-1X
• CTF-2X
• CTF-3D / CTF-3D [C]
• CTF-3L
• CTF-4X
• CTF-IM

Cataphract Design Notes: Continuing from last month, the Cataphract is also seeing its Structure Quirks shifted into Armor Quirks.

Warhammer
• WHM-6R / WHM-6R [S]
• WHM-6D
• WHM-7S
• WHM-BW

Warhammer Design Notes: The Warhammer consistently performs beyond other 'Mechs within its weight class, on both the Clan and IS side. It was too generously quirked with both offensive and defensive Quirks that were comparable to 'Mechs with greater inherent drawbacks. In this pass we are reducing its defensive Quirks to better distinguish the Warhammer as a well-rounded weapons platform, and to reduce its 'tank'-like characteristics when compared to other 'Mechs more befitting that role.

Orion
• ON1-K / ON1-K [C]
• ON1-M
• ON1-P
• ON1-V
• ON1-VA

Orion Design Notes: Continuing from last month, the Orion is seeing its Structure Quirks shifted into Armor Quirks.

Zeus
• ZEU-5S
• ZEU-6S / ZEU-6S [R]
• ZEU-6T / ZEU-6T [C]
• ZEU-9S
• ZEU-9S2

Zeus Design Notes: The Zeus is receiving a slight boost to its offensive and mobility capabilities to better augment its inherent role as a ranged weapon platform.

Highlander
• HGN-732
• HGN-432B
• HGN-733
• HGN-733C / HGN-733C [C]
• HGN-733P
• HGN-HM

Highlander Design Notes: Continuing from last month, the Highlander is seeing its Structure Quirks shifted into Armor Quirks.

Atlas
• AS7-D / AS7-D [F]
• AS7-K
• AS7-RS

Atlas Design Notes: While the Atlas is a posterchild for 'unstoppable juggernaut' 'Mech designs in the lore, and a seemingly natural fit for shifting Structure Quirks into Armor Quirks, the data indicates that a number of Atlas variants are currently performing on-target with their current Quirk layout. For now, we are only implementing Structure-to-Armor Quirk adjustments for three Atlas variants we've found to under-perform in that context. As usual we'll monitor the impact of these changes on the data and your feedback, and evaluate from there.

Clans

Kit Fox
• KFX-C

Kit Fox Design Notes: While we kept a series of Machine Gun Rate of Fire Quirks in place after the improvements to the weapon seen in the December patch, after a month of review we feel it's safe to conclude that a number of those remaining RoF Quirks are now more significant than desired. For this patch, we are selectively removing or reducing Rate of Fire Quirks for a handful of OmniPod/Set of 8 Quirks to provide a bit more give and take with RoF Quirks gained through the OmniPod system.

Viper
• VPR-C

Viper Design Notes: Same as above.

Shadow Cat
• SHC-PRIME / SHC-PRIME [I] / SHC-PRIME [C]
• SHC-A
• SHC-B
• SHC-P

Shadow Cat Design Notes: The Shadow Cat is the latest Clan 'Mech to undergo a full Quirk review, and the data has shown that the Cat is currently over-performing relative to the Medium line. In addition to new Set of 8 Quirks, with this patch we are removing its various durability and Machine Gun Quirks in an effort to bring it closer in line with similar 'Mechs within its weight bracket.

Hunchback IIC
• HBK-IIC / HBK-IIC [O] / HBK-IIC [C]
• HBK-IIC-A
• HBK-IIC-C

Hunchback IIC Design Notes: Jump-sniping, particularly among the Clan forces, has seen a bit of a resurgence lately. While we're not touching the offensive capabilities of these HBK-IIC variants, we do feel that jump-sniping with cockpit-level mounts needs to come with a bit more opportunity for counterplay than they currently do. To that end, we're reducing Torso Yaw for the listed HBK-IIC variants to make them more vulnerable to mobile threats.

Huntsman
• HMN-PRIME / HMN-PRIME [S]
• HMN-A
• HMN-B
• HMN-C
• HMN-P
• HMN-PA

Huntsman Design Notes: While the Huntsman is not as prominent a jump-snipe chassis as the HKB-IIC, with its overall profile and hardpoint layout we nonetheless wanted to ensure that addressing the Torso Yaw balance point was impartial, and not leading to similar jump-sniping capabilities being locked behind a pre-order barrier. Flexibility is still provided through OmniPod arrangements, however.
In addition to this, we've determined that the Set of 8 Laser Quirk on the Prime variant was enhancing an already optimal Loadout for the 'Mech, contrary to the intent behind Set of 8 Quirks. We have therefore replaced that Set of 8 Quirk with a Missile Heat Gen Quirk.

Summoner
• SMN-PRIME / SMN-PRIME [I]
• SMN-B
• SMN-C
• SMN-D
• SMN-F
• SMN-M
• SMN-PD

Summoner Design Notes: As indicated in the November Patch Design Notes, our data shows the Summoner continues to perform much better than its perceived popularity may suggest, even prior to the release of the Loyalty variants; its performance only increased with the introduction of those Loyalty variant OmniPods. Considering the subsequent data, along with the context of other Quirk changes for other Clan 'Mechs in this pass, we are doing another pass on the Summoner to reduce the Quirks a bit further. While we do not want to outright remove many of its Quirks, we are shifting a number of them to certain Torso mounts, along with removing some of its base Torso Yaw and the Heat Gen Quirk from the CT. The Summoner variants still limited by hardpoint counts and layout should still see most of their existing Quirks retained.

Orion IIC
• ON1-IIC / ON1-IIC [O]
• ON1-IIC-A / ON1-IIC-A [C]
• ON1-IIC-B
• ON1-IIC-C

Orion IIC Design Notes: Continuing from last month, the Orion IIC is seeing its Structure Quirks shifted into Armor Quirks.




Adder: Fixed an issue where Lasers would fire offset from the lenses.
Adder: Fixed an issue where the left leg would hitch when running up an incline.
Arctic Cheetah: Fixed an issue where the left foot would twitch when powering down.
Arctic Cheetah: Fixed a clipping issue with the pilot hand during power sequence.
Atlas: Reduced clipping of rear leg geometry when moving forward.
Awesome: Patched up seam visible from inside cockpit.
BattleMaster: Improved visibility of kill counter monitor.
Catapult: Fixed an issue where Lasers would fire offset from the lenses.
Centurion: Fixed an issue where debris from destroyed Arms would appear untextured.
Cicada: Patched up a hole in the knees that was only visible from the rear.
Cicada: Patched up seam visible from inside cockpit.
Cicada CDA-3F [L]: Fixed an issue where hitting a back portion of the knees would register as a Front CT hit.
Commando: Greatly reduced the intensity of cockpit banking when turning left or right.
Commando: Fixed a small hitbox deadzone in the joint between the RA/RT.
Commando: Fixed an issue where the Commando would fall slowly when destroyed, and continue moving once on the ground.
Commando: Fixed a clipping issue with the RA/LA when turning.
Crab: Fixed an issue where Flamers would fire offset from the barrel.
Crab: Patched up some seams in the side torsos.
Cyclops: Fixed an issue where the knees would turn inward when powering down.
Cyclops: Fixed an issue where the Right Arm was angled slightly outward.
Dire Wolf: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Dire Wolf: Fixed an issue where the CT would appear to jitter when Jump Jetting.
Dire Wolf: Fixed an issue where the 'Mech would briefly move backward mid-flight when Jump Jetting.
Dire Wolf: Fixed an issue where the 'Mech would stretch and jitter a bit when landing.
Dire Wolf: Fixed an issue where the Torso was tilted slightly toward the right.
Dragon (Flame and Fang): Fixed an issue with Pattern coverage on the Right Arm.
Enforcer: Fixed an issue with Arm and Leg animation after landing.
Executioner: Cleaned up the landing animation.
Firestarter: Fixed a twitchy left foot when reversing.
Gargoyle: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Hellbringer: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Hellbringer: Fixed an issue where the remnants of destroyed arms had no collision.
Highlander: Fixed an issue where destroyed pieces of the arms would appear untextured.
Highlander IIC: Patch some seams in the leg/hip geometry.
Hunchback: Fixed an issue where the 'Mech would shift slightly to the left when powering down.
Hunchback IIC: Fixed a jitter when walking slowly.
Hunchback IIC: Adjusted both forearms so that they point straight down, rather than flare out at an angle.
Ice Ferret: Adjusted brightness for the Wolf Pattern to improve banding contrast.
JagerMech: Fixed an issue where the left foot would twitch when powering down.
Jenner IIC: Fixed an issue where the legs would slide forward slightly a moment after landing.
Jenner IIC: Cleaned up some seams and gaps in geometry.
Kit Fox: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Kit Fox: Fixed animation jittering when turning left or right.
Kit Fox: Cleaned up the landing animation.
Kintaro: Fixed a delay in RL/LL animations when turning.
Kodiak: Fixed an issue where the mid-right Jump Jet would fire forward.
Mad Dog: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Marauder IIC (Scorch): Improved coloring of Hero Pattern heat effect.
Mist Lynx: Fixed an issue where certain Standing Cockpit Items would clip through a cockpit cable.
Mist Lynx: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Mist Lynx: Improved landing animation.
Mist Lynx: Fixed collision issues that could cause weaponry to pass through and hit nearby 'Mech geometry.
Night Gyr: Fixed an issue where the default Pattern wasn't displaying the intended amount of Clan metal accenting.
Night Gyr: Removed the brief vertical stall after initiating Jump Jets.
Nova: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Nova: Fixed an issue where the Jump Jets would appear to fire outwards rather than downwards.
Nova: Fixed an issue where the RA would fall slower than the LA when destroyed.
Nova: Fixed an issue where the legs would slide forward slightly a moment after landing.
Panther: Fixed an issue where the lower torso would clip with other torso geometry when torso twisting.
Panther: Fixed an issue where the LT/RT hitbox would increase when the connected arm was destroyed.
Panther: Patched up seam visible from inside cockpit.
Quickdraw: Fixed an issue where hitting weapons equipped in the CT would register as damage against both ST's.
Quickdraw QKD-IV4: Fixed a weapon texturing issue in the RA/LA with the Applejack Pattern applied.
Raven: Fixed an issue where hitting a small portion of the knee joint would register as Arm and CT damage.
Shadow Cat: Fixed an issue where the Shadow Cat could appear to fold in on itself when ragdolling.
Shadow Cat: Fixed collision issues that could cause weaponry to pass through LA/RA geometry while still doing damage.
Shadow Cat SHC-Prime [S]: Fixed an issue where Streak missiles wouldn't target the CT.
Spider: Fixed an issue where destroying the cockpit wouldn't cause the usual explosion.
Spider: Patched up seams and gaps visible from inside the cockpit.
Stormcrow: Fixed an issue where the legs could rotate 360 degrees when ragdolling.
Stormcrow: Fixed an issue where the footprints didn't match the geometry.
Summoner: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Summoner: Fixed an issue where the Right Leg Jump Jets were oriented at an incorrect angle.
Summoner: Fixed an issue where the torso would jitter when moving at slow speeds.
Summoner: Patched a gap in Right Arm geometry.
Thunderbolt: Fixed an issue where Left Torso lasers would fire offset from the lenses.
Trebuchet: Fixed an area on the rear ST region where Decals would clip with geometry.
Timber Wolf: Fixed an issue where Standing Cockpit Items would float slightly above the cockpit.
Timber Wolf: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Timber Wolf TBR-Prime: Fixed an issue where the CT Machine Gun was offset slightly from the chassis.
Timber Wolf: Cleaned up the Jump Jet animation.
UrbanMech: Removed the brief vertical stall after initiating Jump Jets.
Warhawk: Adjusted brightness for the Wolf Pattern to improve banding contrast.
Warhawk: Fixed an issue where the fourth missile firing from a low-slung LRM15 in the WHK-A and B RT OmniPods would appear offset from the tube.
Warhawk: Fixed an issue where bits of Arm geometry would be left over after the Arm was destroyed.
Warhawk: Fixed an issue where the pilot missed a button during the power sequence.
Warhawk WHK-C [S]: Fixed an issue where CT Energy weapons would fire offset from the lens.
Warhawk WHK-C [S]: Cleaned up various issues with death animation.



Audio: Fixed an issue with audio throttling that could result in sparse impact SFX when being hit with Machine Guns.
BattleGrid: Fixed an issue where the Battlegrid could become offset if the user hit Tab after opening or closing the Battlegrid.
Chat: Fixed an issue where Pilot Names containing spaces could be broken into distinct lines if their chat input exceeded the character limit.
Chat: Fixed an issue where Unit chat windows weren't cleared away from the UI after disbanding the Unit.
Cockpit Item Menu: Fixed an issue where the Preview button for the Clan Sidearm Standing Cockpit Item wasn't grayed out.
Faction Play: Clan emblem and IS emblem banners have been added to Invasion gates.
Group: Fixed an issue where cancelling a match search could cause the Launch button to disappear.
MechLab: Accepting a Lobby invite while editing a Loadout will now alert the player about unsaved changes.
MechLab: Fixed a very rare serialization issue which could lead to Loadout discrepancies in a match.
Social Window: Fixed an issue where players could befriend or block themselves through the context menu after assuming Company Command.
Website (Profile Stats): Fixed an issue where 'Mech XP was being shown as total XP for all 'Mechs.
Website (Profile Stats): Fixed an issue where Game Mode C-Bills and XP Earned values were being submitted again for each 'Mech in a Drop Deck. This was leading to inflated and incorrect stats on the web Profile.



Patch Files (Direct Download)

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.

This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.


How to use these patch files
• Download all the above file(s)
• For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
• You do not need to unzip or unpack the patch file(s)
• Launch the standard MWO launcher
• Click the gear icon in the top right of the launcher window
• Choose the 'Specify Patch File Cache' option
• In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
• For example, C:\Users\<username>\Documents\MWO Patch Cache
• Click the blue Patch button
• The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
• Once the patch is complete, launch the game!


#2 Juodas Varnas

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,534 posts
  • LocationGrand Duchy of Lithuania

Posted 20 January 2017 - 01:04 PM

Patch seems pretty good.
Very nice to see all the actual fixes.

Sure the Clan XL nerf will ruffles some feathers of filthy clanners near and far, but i'd like to see it in-game before judging.

#3 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,260 posts
  • LocationCalifornia Central Coast

Posted 20 January 2017 - 01:07 PM

Since when is the WHM outperforming Night Gyrs and Timber Wolves?

#4 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 20 January 2017 - 01:22 PM

What's the justification for Warhammer nerfs? Are people dropping all Warhammers? So nerf Warhammers?

They weren't done ripping apart the IS metas, so they thought they'd turn around and kick the Warhammer one more time?

Edited by MechaBattler, 20 January 2017 - 01:23 PM.


#5 Mechsniper

    Member

  • PipPipPipPipPipPip
  • The Formidable
  • The Formidable
  • 457 posts
  • LocationUnited States

Posted 20 January 2017 - 01:23 PM

It was only able to hold its own vs clan, never OP. IS will fall further into the cesspit until after the upcoming skill tree adjustments are done at least.

#6 Carl Vickers

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Covert
  • The Covert
  • 2,649 posts
  • LocationPerth

Posted 20 January 2017 - 01:35 PM

What you say about the ISXL makes no sense at all.

Clan battlemechs are only enhanced by dropping an XL(and why wouldnt you, all the benefits of XL with no insta death) in them and the only people I have seen using clan standards are potato's with bad builds.

So while Clans get to keep their survivable ST loss engines IS dont get survivable ST loss engines due to fear of offensive boost.

Let me give you a tip PGI, clans already have all that and with more battlemechs for clans on the way as you advance the timeline the gap will only widen. Think about it for just one second.

Clan lights, dont die on ST loss, IS light, need to put in an XL for the speed and weaponry but die due to ST loss, where is the parity there?

Edited by Carl Vickers, 20 January 2017 - 01:39 PM.


#7 YUyahoo

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 20 January 2017 - 01:40 PM

I've never understood why mechs that are performing well are considered to be "overperforming" and PGI feels the need to weaken them to be more "in line" with all of the "underperformers". I understand that balancing is tough to do but I have always believe it better to strengthen the "bottom" than weaken the "top" (...summoner performing "much better than its popularity" and needs to be nerfed, major lols!!!)

#8 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 20 January 2017 - 01:45 PM

Hmmmm. Nerfs to whammers and some clan mechs...

I think PGI has plans to put Morton's Salt out of business...

If the buffed ever so slightly some other IS heavy mechs, that would smooth things over a bit. Not sure loss of 5 internal to each component really kills the mech though....

#9 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 20 January 2017 - 01:45 PM

Shadow Cats are outperforming their peers? Uh... ... You mean among Clan 45 ton mechs? I could see that. Overall? Ehhhh. Among the entire medium bracket? Are you high?

#10 Kali Rinpoche

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 639 posts
  • LocationCrossing, Draconis March

Posted 20 January 2017 - 01:45 PM

So the oh so powerful SMN Prime (in base omnipod loadout) is OP and deserves to be nerfed? I play my SMN-Prime in stock omnipods, which basically means 3 weapons, and it deserved a nerf?

Unfortunately ERPPC have become the meta again b/c of the lack of burst damage in other weapon systems. Jump sniping ppc meta is back.

A better solution might be to undo recent PPC buffs.

Edited by Kali Rinpoche, 25 January 2017 - 05:35 PM.


#11 SpiralFace

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,151 posts
  • LocationAlshain

Posted 20 January 2017 - 01:50 PM

View PostKali Rinpoche, on 20 January 2017 - 01:45 PM, said:

So the oh so powerful SMN Prime (in base omnipod loadout) is OP and deserves to be nerfed? I play my SMN-Prime in stock omnipods, which basically means 3 weapons, and it deserved a nerf?


Looking at the change list, it appears the SMN prime quirks just got shuffled from the Arms + CT to the side torso's. I doesn't seem like at least in the prime configuration anything has been done to it beyond some quirk reshuffling.

#12 SuperFunkTron

    Member

  • PipPipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 910 posts
  • LocationUSA

Posted 20 January 2017 - 01:52 PM

View PostYUyahoo, on 20 January 2017 - 01:40 PM, said:

I've never understood why mechs that are performing well are considered to be "overperforming" and PGI feels the need to weaken them to be more "in line" with all of the "underperformers". I understand that balancing is tough to do but I have always believe it better to strengthen the "bottom" than weaken the "top" (...summoner performing "much better than its popularity" and needs to be nerfed, major lols!!!)


What they mean is that despite lots of people claiming that a mech is doing poorly, the reality is that they are racking up significantly better numbers than other mechs because they have been OVERquirked. If we wanted to strengthen the bottom to catch up, the effect will be more disturbing as more mechs are adjusted with a wider variety of future adjustments necessary. Its much more sensible and simple to reel in the outliers than shift the entire group to the outlier

All in all it's great to see so many issues being ironed out, even if they are more subtle. Shows that the details aren't forgotten by PGI

#13 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 20 January 2017 - 01:52 PM

View PostSpiralFace, on 20 January 2017 - 01:50 PM, said:


Looking at the change list, it appears the SMN prime quirks just got shuffled from the Arms + CT to the side torso's. I doesn't seem like at least in the prime configuration anything has been done to it beyond some quirk reshuffling.


A couple mechs got some odd reshuffling, too. For example, the Huntsmen A-PA. Your base CT twist is reduced by 40 degrees, but if you take matching side torsos you get all 40 back? Am I reading this right?

Edited by Pariah Devalis, 20 January 2017 - 01:54 PM.


#14 SoloidSnake

    Member

  • PipPipPip
  • The God
  • The God
  • 90 posts

Posted 20 January 2017 - 01:56 PM

So on top of the Bushwacker having some abysmal quirks, my Shadow Cats and Warhammers are also getting nerfs. The Shadow Cat does NOT outperform the Huntsman, Nova, or HBK-IIC in any way shape or form. Perhaps being a shoot and scoot brawler with streaks, or being an annoying ERLL sniper, but that is about it, neither playstyles being overly effective. I have literally no idea where you're getting these metrics.

The Warhammer nerf is just uncalled for. PGI you already killed the Black Knight and Grasshoppers with the scale resizes, now you're going after the last and best IS Heavy. For shame.

#15 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,260 posts
  • LocationCalifornia Central Coast

Posted 20 January 2017 - 01:57 PM

View PostPariah Devalis, on 20 January 2017 - 01:52 PM, said:


A couple mechs got some odd reshuffling, too. For example, the Huntsmen A-PA. Your base CT twist is reduced by 40 degrees, but if you take matching side torsos you get all 40 back? Am I reading this right?


Yes, they are trying to nerf the 2 cERPPC Clan 50 tonner poptarting config. The Huntsman could mount 2 ER PPCs at eye level, but if you don't take those omni-pods you can get some of your twist back.

#16 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 20 January 2017 - 02:00 PM

View PostGas Guzzler, on 20 January 2017 - 01:57 PM, said:


Yes, they are trying to nerf the 2 cERPPC Clan 50 tonner poptarting config. The Huntsman could mount 2 ER PPCs at eye level, but if you don't take those omni-pods you can get some of your twist back.


Works for me.

#17 Cy Mitchell

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 2,688 posts

Posted 20 January 2017 - 02:07 PM

Once again Thank You very much for the notes explaining the reasons behind the adjustments. It does not necessarily make some of them sting less but at least we know why the switch is being taken to our behinds. Posted Image

#18 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,950 posts

Posted 20 January 2017 - 02:07 PM

Thanks for the extensive mech fixes.


Here are afew other things regarding mrchs that can use a fix:

- The dire wolf cockpit (in first person view) is excessively jumpy an has high bobbing. It causes motion sickness (at least for me)
- Atlas right leg appears to be sliding on ice when it goes at sppeeds anove 58kph.
- a geometry piece clips and conceals the laser lens in the head energy hard point. (only happens to night gyr hero; Jade Kite)

#19 BLOOD WOLF

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Jaws
  • The Jaws
  • 6,368 posts
  • Locationnowhere

Posted 20 January 2017 - 02:09 PM

Look at all the people crying about IS, when the clans are getting that 40% penalty. Go cry me a river.

View PostSoloidSnake, on 20 January 2017 - 01:56 PM, said:



The Warhammer nerf is just uncalled for. PGI you already killed the Black Knight and Grasshoppers with the scale resizes, now you're going after the last and best IS Heavy. For shame.

wtf are you talking about?

#20 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,947 posts
  • LocationOn the farm in central Minnesota

Posted 20 January 2017 - 02:11 PM

PGI...

I..


Sigh.

Thank you for the Armor/Structure flip on the Cataphract. Truly. One step in the right direction. And then there is the Warhammer. Two fu..ing steps back.

You assert that it "consistently performs beyond all other mechs of its weight class" What? In this game? Huh?
Show the data or it didn't happen.





7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users