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Patch Notes - 1.4.111 - 18-Apr-2017


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#41 Team Chevy86

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Posted 14 April 2017 - 08:36 PM

So how about allowing Streak SRMS to be dumb fired? I know this has been brought up in the past, but I see no reason to this day why this isn't a thing.

#42 LORD ORION

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Posted 14 April 2017 - 09:43 PM

I heard there was a new game mode, so I came to check the patch notes.

Nope

Your solution to turrets is wrong. Any RTS will show you how to do it.
FP is still obnoxious with 12v12 maps.
Balance is still boring as hell. Bring back the uber quirks.
Still listening to the pretty cry babies who want bad mech variants to remain terrible.

Stop being bad at game design. ;)

#43 The Unstoppable Puggernaut

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Posted 15 April 2017 - 02:09 AM

A very welcome patch !!!

PGI You've allowed lights/fastmeds to actually get more rewards for their work on the field :)
Took a long time but you did it !

Now please just adjust player PSR divided into the mech you are playing and I might start playing lights as my main again. I'd love to play the AMS Cutefox and support others but I cannot carry meaning it's loss after loss despite almost top scoring my games. I want a break from carrying to do something cool and useful as opposed to kill kill kill.

---

Dom placement for Alpine.

Finally, a solution. Simply moving it took that long?
I am curious as to why when something gets messed up, reverting is never an option and fixing it takes a very long time thus making people rage hurting their experience for a long time.

Now will Crimson straight will be revisited too?


---

Incursion

I think this will be far too complicated for the pug queue. It seems in T1 matches most people can't get a simple nascar right. Conquest is still over the limits for most, they want to kill the last mech before capping... (sigh). This mode sounds cool but all assault needed was... to put the mini base back in (it is quick play after all).

Anyways I look forward to seeing what's happened to the replacement of my fav game mode. Hopefully it's not on par with "Escort" level.

---

New loading screen

Does this mean in FW, we'll actually launch knowing what we're suppose to be doing?
Nothing better then being sent on a scouting mission only to know last second on the drop, why you are actually there. Again good stuff, I am always up for steady improvements.

---

Floating chat

Nice !
Slow and steady progress but I tend to give up on areas like this so the sudden improvements are always welcome.

---

Suggestion.

Might get flamed for it but I don't care. Split the FW into group queues.

#44 Falconer Cyrus

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Posted 15 April 2017 - 04:26 AM

View PostTeam Chevy86, on 14 April 2017 - 08:36 PM, said:

So how about allowing Streak SRMS to be dumb fired? I know this has been brought up in the past, but I see no reason to this day why this isn't a thing.
Streak Crow is strong enough already :)

#45 Falconer Cyrus

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Posted 15 April 2017 - 04:36 AM

> The following maps are currently supported for the Incursion Game Mode:
So, no more map or mode choosing? Which one will become random again?

#46 SQW

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Posted 15 April 2017 - 06:49 AM

Still no match reward for Narc. =(

Seriously, Narc Kill is so difficult to get, but also such a minor aspect, PGI should make the reward reflect the team play aspect appropriately.

#47 AnHell86

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Posted 15 April 2017 - 09:00 AM

View PostTeam Chevy86, on 14 April 2017 - 08:36 PM, said:

So how about allowing Streak SRMS to be dumb fired? I know this has been brought up in the past, but I see no reason to this day why this isn't a thing.


Hi! I agree on this; just give the Streak SRMs an even bigger spread than the SRM counterpart when they are in "dumb-firing" mode. It's a fair tradeoff.

o7

#48 BLOOD WOLF

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Posted 15 April 2017 - 09:04 AM

gonna be incursion on 9/16 maps. So expect to see that mode a little less of. Early warning, its not the MM its just the probability.

#49 Wibble in a Clan can

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Posted 15 April 2017 - 11:35 AM

View PostAnHell86, on 15 April 2017 - 09:00 AM, said:


Hi! I agree on this; just give the Streak SRMs an even bigger spread than the SRM counterpart when they are in "dumb-firing" mode. It's a fair tradeoff.

o7


Yup, a big spread still reduces potential benefit from just dumb firing. Even without this though, due to reduced ROF/greater tonnage cost means they wont OP SRMs in drumfire mode.

#50 Desintegrator

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Posted 16 April 2017 - 12:00 AM

Great job PGI !!

Now we get information on the loading screen !

But you still forgot the information for the ESCORT game mode - if I am on the attaker side or on the defending side.

#51 C E Dwyer

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Posted 16 April 2017 - 02:22 AM

View PostCadoAzazel, on 14 April 2017 - 07:25 PM, said:

Roughneck
"Release Date for MC: July 4th 2017
Release Date for C-Bills: August 8th 2017"

whats with the one month instead of usual 3 months, not complaining just curious.

Am I wrong in thinking destructable walls should take less damage from lasers than other weapon types ?


Low Sales probably. God knows why, it's clearly going to be the Best 60-65 toner in the I.S stable, as it's been designed to be.

It will out perform them all, except maybe the Rifleman Hero, and the quad ballistic Jager in DPS, and the guass builds, if it's arms had been made to the art work, it would be obsoleting, many of the 70 toners as well.

As to the rest of the patch, moving the beacon isn't going to cure the issues with Alpine as a domination map. It still remains in a wide open kill box surrounded on two sides, it sound be removed from the mode, or placed somewhere high.

I like the changes to match rewards, it's going to help more mobile, lighter mechs benefit, while reducing the money making ability of imobile mechs at the back, safely laying down volumes of fire. It's a step in the right direction, hopefully not a leap to far, but the direction is good.

Incursion is a wait and see, it looks fun, people wanted something where the objective matters more than the deathball, I didn't test it, but it certainly looks different enough.

I don't understand the need for the streak changes if it's also not going to effect LRMs as well. In the case of the generator both types most will hit the shields and not damage. In the case of turrets this is even less comprehensible because at least a streak user has to be in range of the weapons, LRMs can be safely launched and do full damage, if a third party has activated it.

This I feel should be revised to both, and as DV suggested using Tag or Narc makes them aquirable.

Edit for loading screen, it looks ok, don't like the colour filter on it though

Edited by Cathy, 16 April 2017 - 02:25 AM.


#52 D V Devnull

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Posted 16 April 2017 - 09:46 AM

View PostSQW, on 15 April 2017 - 06:49 AM, said:

Still no match reward for Narc. =(

Seriously, Narc Kill is so difficult to get, but also such a minor aspect, PGI should make the reward reflect the team play aspect appropriately.

Yeah, just for starters, there should be a mini-bonus for successfully sticking it on in the first place. Then there should be a mini-bonus for Countering ECM, provided it lands on a Mech running an ECM that gets temporarily broken. But then to complete it, the NARC Kill Bonus should be granted without regard to what weapon killed the enemy, just as long as the enemy is affected by your NARC at the time they go down. :)


View PostDesintegrator, on 16 April 2017 - 12:00 AM, said:

But you still forgot the information for the ESCORT game mode - if I am on the attaker side or on the defending side.

You get that information when you're dropped into the mission. Ever notice a message up on the top left, just below the Lance Display? PGI wants both teams to plan entirely on-the-fly, which strangely evidences who's willing to work with each other as a team to succeed. Also, there's the technical issues with the Server-Side Randomizer, which they're trying not to 'trip the wrath of' (as the old saying goes) in order to avoid server crashes. Heck, any chance you noticed the changes with Faction Warfare's "Siege" Mode? They had to change the pre-indication there too, and likely because of the same issue. B)


~D. V. "Expanding on the issues of NARC and Drop Setups..." Devnull

#53 Kael Posavatz

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Posted 16 April 2017 - 02:36 PM

Maybe this has already been addressed but...

What happens when map-voting yields a map that does not support Incursion, or is Incursion simply not going to be offered as a choice when any one of nearly half the maps in QP are available to be voted on?

#54 Tarl Cabot

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Posted 16 April 2017 - 02:53 PM

Quote

It will out perform them all, except maybe the Rifleman Hero, and the quad ballistic Jager in DPS, and the gauss builds, if it's arms had been made to the art work, it would be obsoleting, many of the 70 toners as well.

And how often are said ballistic mechs actually seen/used FP, much less QP? Ballistic builds depend on isXL to get any sort of offensive ability out of it. The Roughneck energy build though will be in that sweet spot as the T-bolts, where it can use a durable STD without worrying being taken out when either ST is lost.

In a game where there is no respawn (QP) or limited respawn (4x in FP) surviving a tad longer when a side is stripped is important.

#55 Wanderer of the Mists

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Posted 17 April 2017 - 02:35 AM

I wish i could download the patch as soon as the servers went down i have to go into town to download it wish i could do it asap with direct download.

#56 Marius Romanis

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Posted 17 April 2017 - 06:07 PM

Why is the March patch notes still stickied/pinned in announcements forum and this April Patch notes thread isnt ?

Edited by CadoAzazel, 17 April 2017 - 06:07 PM.


#57 Felicitatem Parco

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Posted 17 April 2017 - 07:55 PM

View PostKael Posavatz, on 16 April 2017 - 02:36 PM, said:

Maybe this has already been addressed but...

What happens when map-voting yields a map that does not support Incursion, or is Incursion simply not going to be offered as a choice when any one of nearly half the maps in QP are available to be voted on?


It'll happen the same way that happens when an Escort Mode option is presented: The MatchMaker will only present maps that are applicable for that game mode and make it impossible to vote for an unsupported map.

#58 Cy Mitchell

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Posted 17 April 2017 - 08:32 PM

View PostCadoAzazel, on 14 April 2017 - 07:25 PM, said:

Roughneck
"Release Date for MC: July 4th 2017
Release Date for C-Bills: August 8th 2017"

whats with the one month instead of usual 3 months, not complaining just curious.

Am I wrong in thinking destructable walls should take less damage from lasers than other weapon types ?

View PostCathy, on 16 April 2017 - 02:22 AM, said:


Low Sales probably. God knows why, it's clearly going to be the Best 60-65 toner in the I.S stable, as it's been designed to be.

It will out perform them all, except maybe the Rifleman Hero, and the quad ballistic Jager in DPS, and the guass builds, if it's arms had been made to the art work, it would be obsoleting, many of the 70 toners as well.



I am going to hazard a guess and say that I believe that it has to do with the newly announced Competitive Mode. They are going to lock the build for MWOWC sometime around early September. After that players will only be able to use whatever is in the build at the time of the lock. Many of the comp leagues only allow Mech that are available for C-Bills. At the round table this was discussed as a rule for the Competitive Mode too. PGI wants the opportunity to showcase their own personally created Mech that has been added to canon. To do that the Roughneck must be out for C-Bills before the competition client lock. An August release for C-Bills allows the Roughneck to be eligible for the MWOWC tournament.


View PostCadoAzazel, on 17 April 2017 - 06:07 PM, said:

Why is the March patch notes still stickied/pinned in announcements forum and this April Patch notes thread isnt ?


They always have the previous months patch stickied until the new patch is released. Then the new patch will get stickied and the previous patch will get archived.

Edited by Rampage, 17 April 2017 - 08:34 PM.


#59 Dee Eight

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Posted 17 April 2017 - 08:42 PM

View PostFalconer Cyrus, on 15 April 2017 - 04:26 AM, said:

Streak Crow is strong enough already Posted Image


Just run a hybrid with mixed SRM6s and Streak-6s... problem solved.

#60 Sereglach

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Posted 17 April 2017 - 09:25 PM

View PostTeam Chevy86, on 14 April 2017 - 08:36 PM, said:

So how about allowing Streak SRMS to be dumb fired? I know this has been brought up in the past, but I see no reason to this day why this isn't a thing.


It's been asked many-a-time to basically have Streaks treated like short-ranged-flat-trajectory LRMs and do away with the forced spreading of the current SSRM launchers. I'd love to see locked streaks travel at their target similar to LRMs and still be able to dumb-fire when locking just isn't an option for whatever reason.

Edited by Sereglach, 17 April 2017 - 09:25 PM.






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