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Patch Notes - 1.4.111 - 18-Apr-2017


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#61 Kmieciu

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Posted 18 April 2017 - 02:50 AM

View PostTarl Cabot, on 16 April 2017 - 02:53 PM, said:

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.

If you bring slow, standard engine mechs you might not have the time to reach the battle in time. And you get spawn-killed on your third of fourth mech.

Remember that in a FP match each mech should ideally last about 6 minutes - 7 minutes, and the majority of that time is walking to a fight or waiting for an enemy push.

Edited by Kmieciu, 18 April 2017 - 02:51 AM.


#62 ZortPointNarf

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Posted 18 April 2017 - 03:35 AM

View PostCadoAzazel, on 14 April 2017 - 06:35 AM, said:

(I expect skilled players who do 700-1200 damage most quick play games will be getting penalised for being good and potatoes that do <300 damage regularly, but run around a lot b4 they die / have ams / shoot off arms trying to hit ct's will get a cbill reward increase?)



I for one am very glad to see the game starting to reward decent team work, the 1k KDK3's are devastating and often turn the game, but on conquest a locust capping 5-7 areas should be justly rewarded even without firing a single shot (+5 by recapping areas that have been counter capped), and up to this point if you only do 30 damage your rating drops but you won the game mode, that has kinda put me off playing lights.

"Under the previous system, leaving, being ejected from, or Disbanding a Unit would clear out the current Contract for the player and make them a Freelancer. Under the new system the current player Contract will remain in place after leaving, being ejected from, or Disbanding a Unit. That Contract must expire as normal before the player can accept a new Contract, create a new Unit, or join any existing Unit, even if the Unit is currently operating a Contract with the same Faction."

I am really bummed out by this, I solo Merc for the ability to swap factions when there are events that are rewarding to want to switch sides. This will be ok, if you could pay a early cancellation fee to exit it more quickly, as suggested by someone else (think Dev_Null)

#63 Oswald Skarsol

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Posted 18 April 2017 - 05:24 AM

View PostOdanan, on 14 April 2017 - 11:08 AM, said:

It would be cooler if the manufactures added some small "quirk" to their equipment. For instance: "Martell" medium lasers get +1% range and -1% damage; "Intek" medium lasers get -1% heat and +1% burn time...

That would indeed be cool.

#64 Willard Phule

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Posted 18 April 2017 - 10:32 AM

View PostD V Devnull, on 13 April 2017 - 06:32 PM, said:

Like this patch, except for two things...
  • Disabling Streak SRM from killing stationary targets (MFB/Generator/Turret)

    There should have been a way to work around, such as requiring TAG/NARC/UAV to help acquire a lock. At least then with Direct Sight now not working, the Streak SRM Weapon System would not be facing serious deprecation through inability to hit due to its' active requirement of having a Target Lock before it can be fired. Perhaps we can get this cured in a future Patch or HotFix? Posted Image
Not sure that's a great idea, although I do understand why they did it. Someone else before me suggested that they simply ADD AMS TO THE TURRETS, FIELD BASES AND SUCH...and I have to agree.

Frankly, I'm a bit surprised nobody at PGI ever thought of that. We've had LRMs on turrets before, why not simply give them AMS...or multiple AMS, if necessary. Hell, why not have "anti-air" turrets that are nothing but AMS?

#65 Domoneky

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Posted 18 April 2017 - 11:19 AM

-sigh- once again we get a sub-optimal patch with P2W Mechs and a DOA game mode. its 2013 all over again.

#66 BLOOD WOLF

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Posted 18 April 2017 - 11:32 AM

View PostDomoneky, on 18 April 2017 - 11:19 AM, said:

-sigh- once again we get a sub-optimal patch with P2W Mechs and a DOA game mode. its 2013 all over again.

did you even read what's coming dowm the road, or are you proud of ignorance?

Edited by BLOOD WOLF, 18 April 2017 - 11:32 AM.


#67 johnwolf

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Posted 18 April 2017 - 11:39 AM

Incursion. I like the idea, forcing the player to do a wave of back and forth to obtain befits for their team....it's a great idea...in theory.


There are 3 main reasons why Incursion SUCKS right now and i'll explain why.

One, The base doesn't offer any befits over the long run, ESPECIALLY early game.

Two, the base power ups only effect the base and not the team which means there's really no point to keep grabbing the Energy points.

three, You're trying to force players away from the front lines when there's no multiple respawns. which means it's actually MORE EFFICIENT to just battle it out then destroy the base when done.

It's a good idea...IN THEORY....but the current way on how group and Faction play works doesn't make INCURSION good.

#68 BLOOD WOLF

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Posted 18 April 2017 - 11:41 AM

View Postjohnwolf, on 18 April 2017 - 11:39 AM, said:

Incursion. I like the idea, forcing the player to do a wave of back and forth to obtain befits for their team....it's a great idea...in theory.


There are 3 main reasons why Incursion SUCKS right now and i'll explain why.

One, The base doesn't offer any befits over the long run, ESPECIALLY early game.

Two, the base power ups only effect the base and not the team which means there's really no point to keep grabbing the Energy points.

three, You're trying to force players away from the front lines when there's no multiple respawns. which means it's actually MORE EFFICIENT to just battle it out then destroy the base when done.

It's a good idea...IN THEORY....but the current way on how group and Faction play works doesn't make INCURSION good.

all this before it's tried and tested. Nice induction skills

#69 johnwolf

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Posted 18 April 2017 - 12:21 PM

View PostBLOOD WOLF, on 18 April 2017 - 11:41 AM, said:

all this before it's tried and tested. Nice induction skills


I tried it...i experimented....and no, i am going to stand by it. Nice try to assume though

#70 Domoneky

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Posted 18 April 2017 - 12:31 PM

View PostBLOOD WOLF, on 18 April 2017 - 11:32 AM, said:

did you even read what's coming dowm the road, or are you proud of ignorance?

What they say is irrelevant. their track record speaks for itself. Until Russ issues an official apology for 2013 and the $500 clan packs as well as abusing the IP, steps down as president of PGI, AND give the rights to the MechWarrior franchise to someone who can actually do it justice....I'm not interested in their attempts to appease us with crap like this.

#71 BLOOD WOLF

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Posted 18 April 2017 - 12:34 PM

View PostDomoneky, on 18 April 2017 - 12:31 PM, said:



is he serious? no way.

Edited by BLOOD WOLF, 18 April 2017 - 12:34 PM.


#72 Domoneky

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Posted 18 April 2017 - 12:35 PM

View PostBLOOD WOLF, on 18 April 2017 - 12:34 PM, said:

is he serious? no way.

Maybe I am...Maybe I'm not. Hard to tell Posted Image

#73 Radkres

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Posted 18 April 2017 - 01:24 PM

A suggestion about Air Control Tower

When powered, the Air Control Tower will call in a friendly Air strike over the Enemy Forces.
A new Air Strike will arrive every 7-17 seconds, depending on the map, for as long as the Air Control Tower has power (2 minutes per Fuel Cell).

This might make it a bit more useful. Posted Image[color=#00FFFF]
[/color]

#74 Tarl Cabot

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Posted 18 April 2017 - 02:19 PM

View PostKmieciu, on 18 April 2017 - 02:50 AM, said:

View PostTarl Cabot, on 16 April 2017 - 02:53 PM, said:

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.


If you bring slow, standard engine mechs you might not have the time to reach the battle in time. And you get spawn-killed on your third of fourth mech.

Remember that in a FP match each mech should ideally last about 6 minutes - 7 minutes, and the majority of that time is walking to a fight or waiting for an enemy push.

Should have quoted more of the post because it is relevant where the fragile isXL comes in in a game where actual engine crits have zero effect on a mech, Currently if one loses side torso, check Clan/IS STD=no effect, check isXL=death, check cXL=40% heat/20% movement penalty.

That means for pugs in general, why purchase another expensive isXL or swap out an engine for a IS mech when all an opponent needs to do is take out one ST? And PGI tends castrate quirks left and right. Do not forget that due to vet merc units tending to go Clan for the tech advantage, which is one of the reasons PGI has given the IS a 25-ton weight advantage.

#75 Lexandro Wolf

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Posted 18 April 2017 - 02:26 PM

How exit the floating chat? All Clan chat, not just notifications...

#76 Kmieciu

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Posted 18 April 2017 - 02:37 PM

View PostTarl Cabot, on 18 April 2017 - 02:19 PM, said:

Do not forget that due to vet merc units tending to go Clan for the tech advantage, which is one of the reasons PGI has given the IS a 25-ton weight advantage.

I am well aware of the clan advantages, all I'm saying is that in my opinion IS XLs offer greater chance of success than IS STD engines. That may change with the decoupling of agility and engine size, but right now every IS mech with a high engine cap should use XL.

#77 MovinTarget

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Posted 18 April 2017 - 02:45 PM

View PostWillard Phule, on 18 April 2017 - 10:32 AM, said:

[/list]Not sure that's a great idea, although I do understand why they did it. Someone else before me suggested that they simply ADD AMS TO THE TURRETS, FIELD BASES AND SUCH...and I have to agree.

Frankly, I'm a bit surprised nobody at PGI ever thought of that. We've had LRMs on turrets before, why not simply give them AMS...or multiple AMS, if necessary. Hell, why not have "anti-air" turrets that are nothing but AMS?


Because the hardcore lurmers would be crying when their opponents hide by the ams turrets

2 thoughts:

1) Sometimes clicking the floating chat causes the application to go kablooey.

2) The 4 bases in incursion each yield 300xp upon destruction which means up to 1200xp just for achieving a base rush... While it's attractive for when one is leveling mechs, it seems a tad bit too attractive...

#78 MovinTarget

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Posted 18 April 2017 - 02:49 PM

View PostKmieciu, on 18 April 2017 - 02:37 PM, said:

but right now every IS mech with a high engine cap should use XL.


I would say it's still situational as some mechs have *HUGE* STs and actually are better off with STD engines and also, often many Assaults need the space more than tonnage so (and also have huge STs) so I still feel that finding if a mech is XL-friendly or not is still relevant.

#79 Mochyn Pupur

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Posted 18 April 2017 - 03:04 PM

Best bet for this mode - move it solely to FW, beef the walls up and get rid of the silly power module thing; why in the world(s) would you put a system in place that has no power?

Set it in FW with a 5 or 10 minute graduated delay to power everything up from a central generator if you really want the base to be useless to begin with, that way it may just turn the mode into something useful rather than all I've seen so far as either a routine Assault or Skirmish map with Walls . . .

#80 WiNNiep00h

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Posted 18 April 2017 - 03:36 PM

View PostHerbieTheCar, on 13 April 2017 - 06:23 PM, said:

NEW LOADING SCREEN!!

Finally, something new for all the players with potato computers out there to look at!


I hope they fix it as soon as possible. it looks awfull right now, i think there is a bug with the resolution^^

Also the Ready button does not work in incursion mode and i have no idea how to exit that chat,....the chat symbol is always blinking^^

i like the new game mode


Edit: here a screenshot from the loading screen^^ i'm playing in 2560x1080
Posted Image

Edited by WiNNiep00h, 18 April 2017 - 04:01 PM.






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