Patch Notes - 1.4.107 - 21-Mar-2017
#161
Posted 21 March 2017 - 11:15 AM
#162
Posted 21 March 2017 - 11:17 AM
If for Faction Play the Clan would be allowed only 2 Stars of 5 mechs each, for 10 mechs fielded, it would obviate the need for extensive rebalancing tech by nerfing weapons.. A Company of 12 mechs, which is what is very generically set for Quick Play, would be the standard for the Inner Sphere side. The difference in numbers, along with a stricter tonnage allotment would do the balancing easier without having to nerf the Clan Mechs so much, allowing the preservation of the admittedly higher tech of the Clans.
Also, I was on a Faction Play, IS side, and we were down to a sliver left on the World bar, the Clan nearly taking the world, yet the scenario that kept being played was IS having to ATTACK the Bases with the Orbital Cannon etc. It should have been the IS doing the defending and the Clan making the attack as that would have been the logical thing: Clan attacks and takes Orbital Guns to silence the defense, thus taking the planet. Instead it gave the Clan the hardpoints, equal numbers AND weapons turrets to fight for them, when we would have been defending, rather than trying to lead an attack at that late stage in the conflict for that planet. Just something to think about.
#163
Posted 21 March 2017 - 11:20 AM
The only thing missing now is the Direct Download for the Patch Files. Where are they, so I can get things moving? I find it patches faster when I can download with the browser, and then provide directly to the patcher via the on-disk directory.
~Mr. D. V. "Waiting for the 'Zip's..." Devnull
UPDATE: Nevermind. I see you have it up already, PGI.
~Mr. D. V. "Scratch that query..." Devnull
[Edit by Post Author to add the updated info...]
Edited by D V Devnull, 21 March 2017 - 11:25 AM.
#164
Posted 21 March 2017 - 11:36 AM
#165
Posted 21 March 2017 - 11:59 AM
#166
#167
Posted 21 March 2017 - 12:10 PM
#168
Posted 21 March 2017 - 12:11 PM
FRead did not read expected number of byte from file, only 1042 of 0 bytes read
Any idea how to fix this CryEngine error?
Edit - Trying the repair tool. I suffered a crash while the Steam patcher was running. Hope this works.
Edited by tayhimself, 21 March 2017 - 12:22 PM.
#169
Posted 21 March 2017 - 12:14 PM
#170
Posted 21 March 2017 - 01:04 PM
#171
Posted 21 March 2017 - 01:06 PM
how did a 570MB patch ends up being a 15GB "patch". So i saw this upcoming patch being 570mb and like the many patch before this, i had the "Insufficient Disk Space" error. I made sure I had about 3Gb space ready to download this patch, however upon patching, the "Insufficient Disk Space" error came up time and time again. I kept on moving/deleting files to make more space, free up about 20GB and yet same error pops up. Finally i cleared up about 55GB but the patching window disappeared, after launching it again, it says downloading install base of 15Gb. Like, come on, i've been playing this game rather frequently for the past year so why is it "downloading install base" like i'm getting the game for the first time.
Using standalone for the game, started playing a couple months before they launch steam's version.
Not looking forward to each new patch due to the stupid errors each time. Guess what, after finishing with the patch (previous few patches), my "Insufficient Disk Space" gets free up again and it's way more that what is shown here as required.
#172
Posted 21 March 2017 - 01:17 PM
Steelwolfie, on 21 March 2017 - 11:17 AM, said:
If for Faction Play the Clan would be allowed only 2 Stars of 5 mechs each, for 10 mechs fielded, it would obviate the need for extensive rebalancing tech by nerfing weapons.. A Company of 12 mechs, which is what is very generically set for Quick Play, would be the standard for the Inner Sphere side. The difference in numbers, along with a stricter tonnage allotment would do the balancing easier without having to nerf the Clan Mechs so much, allowing the preservation of the admittedly higher tech of the Clans.
Also, I was on a Faction Play, IS side, and we were down to a sliver left on the World bar, the Clan nearly taking the world, yet the scenario that kept being played was IS having to ATTACK the Bases with the Orbital Cannon etc. It should have been the IS doing the defending and the Clan making the attack as that would have been the logical thing: Clan attacks and takes Orbital Guns to silence the defense, thus taking the planet. Instead it gave the Clan the hardpoints, equal numbers AND weapons turrets to fight for them, when we would have been defending, rather than trying to lead an attack at that late stage in the conflict for that planet. Just something to think about.
The quick asnwer is that it's *NOT* that easy to implement... its been suggested several times and they said they can't do it...
#173
Posted 21 March 2017 - 01:53 PM
James Wirth, on 18 March 2017 - 03:54 PM, said:
Well PGI, you're WRONG! Clan targeting computers will now be mostly worthless and Clan weaponry will be as fragile as cheap glass.
Way to keep on screwing over your Clan players.
i cant belive this... a claner crying about balance and advantages... LOL
#174
Posted 21 March 2017 - 02:07 PM
Genesis23, on 21 March 2017 - 12:10 PM, said:
I have no problems when a system the vintner space also needs less healt.
Nice then tell me.
Why do equipment / weapon systems have the same size and weight at IS and Clan difficulty Healt?
Just same question to pgi:
Why do equipment / weapon systems have the same size and weight at IS and Clan difficulty Healt?
Edited by Wolfengel, 21 March 2017 - 02:10 PM.
#175
Posted 21 March 2017 - 02:08 PM
Steelwolfie, on 21 March 2017 - 11:17 AM, said:
ill make it simple for you by using a slightly exagerating the effect comparison.
Thats like giving 6 people AK47's vs 12 people with barettas in Counterstrike, and the baretta people cant pick up the AK if they somehow kill one of the AK dudes.
Which team do you think everyone is going to want to play on ? the one that gets to kill on average by ratio 2 real people or 1 real person.
Which team do you think people are going to want to be on, the team that has to work double as effectively in communication with other "people" on the internet, or the team that can pretty much lone wolf yoloswag ?
#176
Posted 21 March 2017 - 02:31 PM
Genesis23, on 21 March 2017 - 12:10 PM, said:
Thing is, the Clan players complaining about 'whaa nerfs!' are exclusively 'not good', so even with all the clan advantages they haven't been stomping anything into the ground, except themselves.
Edited by Zergling, 21 March 2017 - 02:31 PM.
#177
Posted 21 March 2017 - 02:36 PM
Edited by draiocht, 21 March 2017 - 04:10 PM.
inappropriate language
#178
Posted 21 March 2017 - 02:41 PM
SuperFunkTron, on 21 March 2017 - 11:10 AM, said:
I have read Henny Penny. And all the core Battletech & Mechwarrior books too.
#179
Posted 21 March 2017 - 02:49 PM
Genesis23, on 21 March 2017 - 12:10 PM, said:
Look..I acknowledge that this correction of the component health and the TC was NOT needed, right? of course I can, I am way too busy enjoying stomping everything in the ground with my awesome pretty much everywhere superior tech. I didn't forget how it is on the other side of MWO - its not really fun over there, believe you. I will never get my OPMEGAGODMECHS back and wrongly so. they (PGI) just hurt the game and I know that very well.
SALT.
#180
Posted 21 March 2017 - 02:50 PM
Edward Hazen, on 21 March 2017 - 01:04 PM, said:
...again?
As in the Faction Warfare that existed before the Clans were released for MWO?
Hate to break it to you, but Clans were released for MWO before Community Warfare (as it was called back then).
Steelwolfie, on 21 March 2017 - 11:17 AM, said:
If for Faction Play the Clan would be allowed only 2 Stars of 5 mechs each, for 10 mechs fielded, it would obviate the need for extensive rebalancing tech by nerfing weapons.. A Company of 12 mechs, which is what is very generically set for Quick Play, would be the standard for the Inner Sphere side. The difference in numbers, along with a stricter tonnage allotment would do the balancing easier without having to nerf the Clan Mechs so much, allowing the preservation of the admittedly higher tech of the Clans.
Also, I was on a Faction Play, IS side, and we were down to a sliver left on the World bar, the Clan nearly taking the world, yet the scenario that kept being played was IS having to ATTACK the Bases with the Orbital Cannon etc. It should have been the IS doing the defending and the Clan making the attack as that would have been the logical thing: Clan attacks and takes Orbital Guns to silence the defense, thus taking the planet. Instead it gave the Clan the hardpoints, equal numbers AND weapons turrets to fight for them, when we would have been defending, rather than trying to lead an attack at that late stage in the conflict for that planet. Just something to think about.
This idea has been brought up numerous times and has been shot down each and every time [Redacted]:
First, PGI has explained that they either lack the technology or knowledge to implement lopsided teams. While not impossible in theory, I can see how doing so would cause problems, especially given that the method for making teams in FW is the same base method of forming teams in QP.
Second, and more importantly, if PGI could implement some sort of 10 vs. 12 for CW/FW or whatever they're calling it now, they would be out of their minds to do it! Sure, the idea of balance by difference of numbers looks great on paper and it works in a tactical turn-based game, but in a live-action FPS game where you are playing against other people? That will fly exactly like bricks don't.
Seriously, sit down and ask yourself which side *YOU* would rather be on, and be honest with yourself; the team that had the better toys or the team that had more players?
Massed hoards fighting uselessly against an Ogre are fun and challenging for the player controlling the hoard and for the Ogre. That fun seriously diminishes when you're one of the unless masses.
Edited by draiocht, 21 March 2017 - 03:20 PM.
inappropriate language, unconstructive
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