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Patch Notes - 1.4.101 - 24-Jan-2017


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#321 McHoshi

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Posted 24 January 2017 - 02:21 PM

View PostDee Eight, on 24 January 2017 - 12:46 PM, said:

[/b]

How are you being lied to ? Mech quirks are always subject to change/revision.


SMN-M and SMN-PRIME RA ERPPC Velocity Current 10% New 10% Change 0% <--- That´s a Lie!
Because current value has been 30% so a change of 20%! i don´t like lies! Posted Image

#322 Gas Guzzler

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Posted 24 January 2017 - 02:22 PM

View PostMcHoshi, on 24 January 2017 - 02:21 PM, said:


SMN-M and SMN-PRIME RA ERPPC Velocity Current 10% New 10% Change 0% <--- That´s a Lie!
Because current value has been 30% so a change of 20%! i don´t like lies! Posted Image


Lol.

It was PROBABLY more of a typo/error than a lie.

#323 Zergling

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Posted 24 January 2017 - 02:27 PM

Lol, they did nerf Summoner Prime/M right arm ER PPC velocity to 10%?

I suspect the Summoner is overnerfed now. Taking away the 10% heat gen and cooldown quirks was bad enough, but losing 2/3rds of its ER PPC velocity too means all it has going for it is the acceleration and turn rate quirks.

#324 Gas Guzzler

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Posted 24 January 2017 - 02:31 PM

View PostZergling, on 24 January 2017 - 02:27 PM, said:

Lol, they did nerf Summoner Prime/M right arm ER PPC velocity to 10%?

I suspect the Summoner is overnerfed now. Taking away the 10% heat gen and cooldown quirks was bad enough, but losing 2/3rds of its ER PPC velocity too means all it has going for it is the acceleration and turn rate quirks.


Yeah after looking more closely at it I think it went too far.

#325 zudukai

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Posted 24 January 2017 - 02:37 PM

i'm truly mad at the decision to nerf the shadow cat, that's just totally absurd on so many levels.

i'm also quite irritated at the camo changes to the night gyr, before it was the only clan mech that didn't look BAD with the stock camo job... and now you must pay MORE monies.

WTF! SMH!

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#326 Grus

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Posted 24 January 2017 - 03:38 PM

So with all these changes, clan still isn't getting true dubble heatsinks....

#327 Felicitatem Parco

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Posted 24 January 2017 - 03:51 PM

View PostGrus, on 24 January 2017 - 03:38 PM, said:

So with all these changes, clan still isn't getting true dubble heatsinks....


For 1 ton 2 slots I would expect them to perform significantly worse than 1 ton 3 slot DHS. You can't put nearly as many 3 slotters into a Mech as you can 2 slotters, and the CT/Legs are a no-go entirely for the IS.

#328 MovinTarget

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Posted 24 January 2017 - 04:19 PM

I think PGI is achieving balance, it feels like the salt is about equal on both sides....

#329 Tarl Cabot

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Posted 24 January 2017 - 04:40 PM

View PostProsperity Park, on 24 January 2017 - 02:13 PM, said:

I have seen this addressed from two different viewpoints. My personal Viewpoint is that losing two crits means you've lost two-thirds of your engines health because three Crits will kill an engine. Others have said that losing two crits is only a small fraction of your engines overall health because although 3 crits will kill an engine your engines overall health actually deteriorates from working fine to slightly damaged to completely broken with no interim between those last two. So losing two crits should be a minor decrease in performance and losing three crits means kaput.

That second Viewpoint is based on the idea that it only takes a small amount of damage to take a nuclear reactor from working to completely broken. It's not like you can damage 68% of the components inside a nuclear reactor and still have it functional.

However I'm still strongly of the camp that losing two crits means you lost two-thirds of your engine's health and it should barely function.


The 3 crit rule was when there were only STD engines, which have 6 total engine slots. 3 crit rule meant the enough shielding was damaged to scram the engine and shut it down (no Stackpole effect :) ) The additional engine slots in the side torsos only allowed additional opportunities (dice- probability hit/miss/location), in a game where whether most components, be it 1 slot or 7slots, one crit rendered that component non-operational with addtional crits causing more damage to be repaired or completely destroyed, excepts Engine, Gyro and Sensors.

Of course the real issue is that PGI said they had plans to add actual engine crits, in early beta with the STD themselves when they were talking about Health Points but no effects when crit, and when they added the first 20% heat penalty to the cXL. imho without actual engine crits, non-STD engines should follow the cXL penalty settings with different percentages for the Flavor. Then for the players the choices would be STD, be a bit slower, may be not equip enough or larger weapons and avoid the penalties vs go faster, and for the non-meta mechs, equip decent enough payload to where they sit closer to the meta-mechs, allow more mech options without being OP.

Unfortunately, it appears PGi has made up its m.. something. All they really need to do is string us along long enough to get MW5 completed/sold before license comes up for renewal. New tech, constant changing of quirks will cover up the issue but all they need to do is keep enough happy til that appointed time.

#330 Brakkyn

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Posted 24 January 2017 - 04:50 PM

Man, you guys remember the days when anybody could take any 'Mech they wanted, with any weapon configuration, and be effective in battle, and have fun, and not spout doom and gloom and salt and venom, and everything was balanced and everyone was happy?

Me neither.

#331 ingramli

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Posted 24 January 2017 - 06:31 PM

View PostBrakkyn, on 24 January 2017 - 04:50 PM, said:

Man, you guys remember the days when anybody could take any 'Mech they wanted, with any weapon configuration, and be effective in battle, and have fun, and not spout doom and gloom and salt and venom, and everything was balanced and everyone was happy?

Me neither.

I do agree with it. PGI 's approach in team matching gets too complicated IMO. I am total comfortable that no lights or medium in either team, as long as the total tonnage between both sides are balanced.

#332 justcallme A S H

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Posted 24 January 2017 - 09:58 PM

Faction Play music is different... I didn't see that in the notes? Or did I miss it...

I like the change.

#333 Grus

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Posted 24 January 2017 - 10:18 PM

View PostProsperity Park, on 24 January 2017 - 03:51 PM, said:


For 1 ton 2 slots I would expect them to perform significantly worse than 1 ton 3 slot DHS. You can't put nearly as many 3 slotters into a Mech as you can 2 slotters, and the CT/Legs are a no-go entirely for the IS.
not the point. Clan dubble heatsinks sinks are supposed to count for 2 in 2 slots. IS dubble were inferior.

#334 Arkhangel

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Posted 25 January 2017 - 04:57 AM

View PostGrus, on 24 January 2017 - 10:18 PM, said:

not the point. Clan dubble heatsinks sinks are supposed to count for 2 in 2 slots. IS dubble were inferior.

Thing Clanners seem to forget, though, is it's doubled heat DISSIPATION, not capacity. You'll still fry quick if you're trigger-happy.

#335 Ninjah

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Posted 25 January 2017 - 08:54 AM

Hey any of you guys have trouble downloading the game? I did a format and can't download the game due to misc errors, corrupted files and crap like that. Checked my hard drive, no errors, internet is working fine, system is brand new, updated, all drivers are good, tried with the MWO Portal too, same thing.

#336 Dee Eight

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Posted 25 January 2017 - 09:37 AM

View PostGrus, on 24 January 2017 - 01:48 PM, said:

so 2 to 4 crit slots account for 67% of the engine? I'm confused..


Under battletech rules, from which this game was derived, engine crits damage the shielding/cooling jacket around the fusion reaction. 1 hit = permanent 5 extra heat per turn, 2 hits = permanent 10 extra heat per turn, 3 hits = auto engine shutdown and it cannot be restarted until the damage is repaired.

#337 SuperFunkTron

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Posted 25 January 2017 - 09:48 AM

View PostDee Eight, on 25 January 2017 - 09:37 AM, said:


Under battletech rules, from which this game was derived, engine crits damage the shielding/cooling jacket around the fusion reaction. 1 hit = permanent 5 extra heat per turn, 2 hits = permanent 10 extra heat per turn, 3 hits = auto engine shutdown and it cannot be restarted until the damage is repaired.


Are you suggesting mobile repair bays?

#338 John McHobo

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Posted 25 January 2017 - 10:41 AM

View PostSuperFunkTron, on 24 January 2017 - 01:42 PM, said:


Speaking of the Ice Ferret, I just noticed that it hasn't received any quirk adjustments in the last 3 patches when they started doing the overhaul. Did they consider it balanced enough or was it simply overlooked?

Maybe the Ferret is the mech they compared the Shadowcat with, leading them to the conclusion that the Cat is OP...

I am not kidding, this is not meant ironic. I am serious here.
Dead
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#339 Dee Eight

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Posted 25 January 2017 - 11:20 AM

View PostSuperFunkTron, on 25 January 2017 - 09:48 AM, said:


Are you suggesting mobile repair bays?


no i am explaining how engine crits led to more heat issues.

#340 Grus

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Posted 25 January 2017 - 11:50 AM

View PostArkhangel, on 25 January 2017 - 04:57 AM, said:

Thing Clanners seem to forget, though, is it's doubled heat DISSIPATION, not capacity. You'll still fry quick if you're trigger-happy.
well thats in any mech (except is tweaked mechs) the fact is our (clan) heatsinks still don't work like a x2 but more like a 1.6.





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