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Patch Notes - 1.4.115 - 16-May-2017


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#401 justcallme A S H

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Posted 16 May 2017 - 08:16 PM

View PostCrockdaddy, on 16 May 2017 - 11:49 AM, said:


I agree. Just spent 30 minutes reading through this and more working to make mech adjustments. Screw it I will play Overwatch / Ark or whatever.


I lasted 20mins and just went to work which was a decidedly better option than trying to theorise a good skill set for a MX90 which has lots it's velocity where Clan has gained some.

Absolute absurdity.

Least I got my refunds fast for the pre-order. Never again will I spent money on this game, let alone play it properly again.

#402 Thatguyoverthere

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Posted 16 May 2017 - 08:25 PM

I'd like to provide some feedback. :)

I think that the skill tree is a step in the right direction. In my opinion, the only complicated part was the historical stuff. It only took a few minutes to figure out though, and once you see how it works, it's the same for every mech.

I like that you're able to customize your mech to a greater degree now, and pick general build-paths for what you're interested in, such as firepower, survival, mobility, operations, jump jets. :)
This does help prevent the min-maxing of your playstyle, which can sometimes be a pain. If there's a best-build-ever build, then you're probably unlikely to not use that build. Now there are more options for any given mech, which definitely mixes up the playstyle. It's been a lot of fun so far!

While you have to select some 'less useful' nodes to reach others, I don't really mind this. They're all useful to some degree, aside from a few specific weapons that you might not have on your mech. The trees are easy to understand as well, and navigation is decent enough. There is a bit of lag when loading the skill selection screen though.



There is one thing that I'm not sure how I feel about, though. The 45,000 CBILL price tag on unlocking any node for a new mech. It seems a little bit high at first? Perhaps if nodes further up the tiers were less expensive, and nodes further down the tiers were more expensive, it wouldn't feel like as much of a hassle in the beginning. Or maybe just use just a significantly lower price. This especially might mean more to new players. I feel that this is important because it allows people to use their money for trying out different mechs, rather than on skill nodes for just one. Plus, more mechs means more mechbays. More mechbays means more purchased MC!

The XP costs make sense because they've always been used on upgrading your mech's skills. The CBILL cost just seems a bit unnecessary when there's already plenty of stuff to use them on. (Engines especially!) Having less of a cost overall would also allow people to 'try before you buy' in a sense when it comes to the multitude of potential specs you could use on a mech.

#403 GweNTLeR

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Posted 16 May 2017 - 08:35 PM

Reading all the salt.... like "I played since xxx, I owened yyy modules, now I have zzz cbills, I hate you bye" seems a little funny to me. I liked both the skill tree and the idea of game evolving. I spent like 1h thinking about what I want from my mechs yesterday and how I want them to be playable and now have an almost universal skill tree.
However, I'd be constructive to recommend PGI to implement "auto-ajust xx node on yy skill tree" button so all the crying noobs would be happy. I don't think it is that hard to do it. Use Djkstra to max all the UNIVERSAL stats at once. JUST DO IT.
P.S. haters gonna hate, noobs gonna quit.

Edited by GweNTLeR, 16 May 2017 - 08:39 PM.


#404 TheSprinkle

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Posted 16 May 2017 - 08:40 PM

Having played with the new tree for about six hours, I'd say that while I'm not 100% happy with it, I think it's pretty decent. My only real complaint is that the UI is still pretty unfriendly and there's a lot of clicking, but I don't really have any trouble grasping any of the concepts. It takes a bit of getting used to, but the in-game impact isn't that bad.
For those saying that the skill tree heavily buffs clan over IS, that has not been my experience playing, with the exception of the Linebacker, which has kept all of its' quirks. The skills stack with the defensive quirks, and this has resulted in several mechs seeing more play today than I've seen them with in the last two years (Victor, Orion, Vindicator, among others).
While this isn't ideal from a complexity perspective, I do think that the trees are significantly better now than they were in any of the PTS sessions, and I like them for the most part. I'd like to see Jump Jets integrated as an extension of the mobility tree, similar to ECM in the sensor tree. Overall, I'd say a lot of people are freaking out over what isn't really as big of a change for gameplay, and that the tree isn't really that unintuitive, just click heavy.

7/10, but keep it up.

#405 Marius Romanis

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Posted 16 May 2017 - 09:00 PM

Going to convince myself not to touch the forums except to read PGI announcement posts / tournaments and not bother playing after today except tournaments/events. LPL's with less range now are useless, even if i did manage 1k damage in my 1st QP game with them after patch it was potatoes on other team not a decent loadout like it used to be.

PPC'S now take longer to recharge with max nodes =(

Edited by CadoAzazel, 16 May 2017 - 10:10 PM.


#406 ShooteyMcShooterson

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Posted 16 May 2017 - 09:15 PM

Put 91 points on a Warhammer 6R so that I feel like it will perform ok with an energy build with srm6 backup and max engine. (Yes, I usually run it with ballistics. I run it with many builds. Mech is fun with it all.)

All I can say is there is sooo much **** boosted on here that I would rather invest into the stuff I felt like was cost prohibitive to get, because it was buried behind even more **** I don't want.

Posted Image


Hill Climb? Screen shake? Torso pitch? Target info gathering? Range? (That's actually why I'm running a rather derpy long range energy build on a 6R. Because I'm forced to click all of these range skills to get any help with heat, and they don't do much for ballistic builds that are rarely used near max range.)

Who do I suddenly have to invest in all of this ******** I never had to invest in before, and you're calling it a boost in player freedom of choice?

You see these points as numbers in this game you work on. We seem them as minutes and hours of our lives wasted on **** we don't want to waste them on.


FIX THIS ASAP PLEASE.

Edited by ShooteyMcShooterson, 16 May 2017 - 09:27 PM.


#407 Helene de Montfort

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Posted 16 May 2017 - 09:26 PM

Just for your information...

Quote


fun

/fʌn/

noun

1. a source of enjoyment, amusement, diversion, etc

2. pleasure, gaiety, or merriment

3. jest or sport (esp in the phrases in or for fun)

4. (facetious, ironic) fun and games, amusement; frivolous activity

5. (informal) like fun
  • (adverb) quickly; vigorously
  • (interjection) not at all! certainly not!
6. make fun of, poke fun at, to ridicule or deride

7. (modifier) full of amusement, diversion, gaiety, etc: a fun sport

verb funs, funning, funned

8. (intransitive) (informal) to act in a joking or sporting manner


Word Origin

C17: perhaps from obsolete fon to make a fool of; see fond1

Collins English Dictionary - Complete & Unabridged 2012 Digital Edition
© William Collins Sons & Co. Ltd. 1979, 1986 © HarperCollins
Publishers 1998, 2000, 2003, 2005, 2006, 2007, 2009, 2012


#408 Alik Kerensky

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Posted 16 May 2017 - 09:45 PM

So what happened to the hundreds of thousands of XP we earned for some chassis of Mechs... since we're only getting 91SP and to open the new/recycle nodes still costs us CB and/or XP? Posted Image

146SP = 6,570,000 CB and 116,800 XP

I had 300+K in Hellbringer alone... now gone.

Edited by Alik Kerensky, 16 May 2017 - 09:56 PM.


#409 HerbieTheCar

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Posted 16 May 2017 - 09:48 PM

View PostEd Steele, on 16 May 2017 - 04:41 PM, said:

To sum up this whole mess of a topic up in one statement, a wise man I know said that "people just like to [insert politically incorrect word for a female dog, that would get this post moderated, here]".

Are you sure you don't work for PGI? Because they could use a good bullshitter like you. Everyone is trying to express their own opinions and you're here suppressing it with ******** PGI has been saying since the beginning. Do you actually think on your own? You're like Trump supporters, you suppress the public opinion and become a broken record of "just wait" "it'll get better" and "oh, they are doing something about it".

#410 DeeHawk

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Posted 16 May 2017 - 09:55 PM

View PostTheSprinkle, on 16 May 2017 - 08:40 PM, said:

Having played with the new tree for about six hours, I'd say that while I'm not 100% happy with it, I think it's pretty decent. My only real complaint is that the UI is still pretty unfriendly and there's a lot of clicking, but I don't really have any trouble grasping any of the concepts. It takes a bit of getting used to, but the in-game impact isn't that bad.
For those saying that the skill tree heavily buffs clan over IS, that has not been my experience playing, with the exception of the Linebacker, which has kept all of its' quirks. The skills stack with the defensive quirks, and this has resulted in several mechs seeing more play today than I've seen them with in the last two years (Victor, Orion, Vindicator, among others).
While this isn't ideal from a complexity perspective, I do think that the trees are significantly better now than they were in any of the PTS sessions, and I like them for the most part. I'd like to see Jump Jets integrated as an extension of the mobility tree, similar to ECM in the sensor tree. Overall, I'd say a lot of people are freaking out over what isn't really as big of a change for gameplay, and that the tree isn't really that unintuitive, just click heavy.

7/10, but keep it up.


See guys, this here above is how you give constructive criticism.

Personally I used about 1 hour on one of the PTS, playing with an early version of the Firepower tree. Since I've been loosely following the front page, and the only issue I had with the tree, was that it took me about 3 min to figure out you have to press "Add SP" to add the 91 SP given from a previous master. Took 10 minutes to skill my first Mech. It's really sad seeing people leave without even trying. I will miss you, even if you are quitters.

#411 TheSprinkle

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Posted 16 May 2017 - 09:59 PM

View PostAlik Kerensky, on 16 May 2017 - 09:45 PM, said:

So what happened to the hundreds of thousands of XP we earned for some chassis of Mechs... since we're only getting 91SP and to open the new/recycle nodes still costs us CB and/or XP? Posted Image

146SP = 6,570,000 CB and 116,800 XP

I had 300+K in Hellbringer alone... now gone.


No, that's your HXP. You get 91 SP for having the mech mastered, and anything left is in the HXP pool.

#412 dyl1x

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Posted 16 May 2017 - 10:08 PM

IMO mech shooters need more guns and more maps. Mechs don't need skills. If skill tree is you fetish just have only a small firepower skill tree. This was a unique game until this patch.

#413 Lurm God

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Posted 16 May 2017 - 10:29 PM

I know chances are developers wont get to this. Rather enjoying it but can you add proper sound to the full gauss charge if you add the 2 skill points. A little disorientating when you hear the charge time out let go thinking it wont shoot but still has .5-1 second to go on the charge

Edited by Lurm God, 16 May 2017 - 10:34 PM.


#414 Alik Kerensky

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Posted 16 May 2017 - 10:30 PM

View PostTheSprinkle, on 16 May 2017 - 09:59 PM, said:


No, that's your HXP. You get 91 SP for having the mech mastered, and anything left is in the HXP pool.


Thanks, I didn't see that.

#415 Katastrophy Kid

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Posted 16 May 2017 - 10:36 PM

My problem with this skill tree setup is that they took away more than they gave and they mixed improvements we bought with modules with mech skills in such a way as to force us to pick things we don't want. I hate this iteration of the 'skill tree.' It should be a Mech Upgrade Tree. Maybe if they had set it up so that all the things we had had before had to be bought and then additional upgrades 'skill' nodes would be unlocked that enhanced the mech's performance.

I just need to reiterate something for everyone trying to get their mechs back to the pre-patch performance level:


The Developers Took Away More Than You Can Get Back


p.s. engine desync is why your mechs pilot like molasses now....

Edited by Katastrophe Kid, 16 May 2017 - 10:52 PM.


#416 DeeHawk

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Posted 16 May 2017 - 11:03 PM

View PostKatastrophe Kid, on 16 May 2017 - 10:36 PM, said:

My problem with this skill tree setup is that they took away more than they gave and they mixed improvements we bought with modules with mech skills in such a way as to force us to pick things we don't want. I hate this iteration of the 'skill tree.' It should be a Mech Upgrade Tree. Maybe if they had set it up so that all the things we had had before had to be bought and then additional upgrades 'skill' nodes would be unlocked that enhanced the mech's performance.

I just need to reiterate something for everyone trying to get their mechs back to the pre-patch performance level:


The Developers Took Away More Than You Can Get Back


p.s. engine desync is why your mechs pilot like molasses now....


They didn't take away anything, since you don't have any rights to the content of the game, including but not limited to the items in your account.
Keep in mind this is a free to play game made by a company. Some think this patch will break the game. I believe we will se a rise in good games and experience less salt overall. (mainly because a lot of the salt went back to sea)

It's unfortunate that it isn't to your liking, but surely you will try and make it work, right buddy?

Edited by DeeHawk, 16 May 2017 - 11:05 PM.


#417 Ninjah

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Posted 16 May 2017 - 11:08 PM

Skill tree is ok but the performance on meta mechs is insane and I only tried out a couple of Clan mechs. This will need A LOT of balancing. My LRM60 Warhawk for example now has lrm cooldown, velocity, spread, ammo rack boosts, target decay, acc/deacc, crazy sensor range boost and God knows what else and it's freaking OP. Did 2k in a Shadowcat in FP last night with 1354 match score (it lived the whole game because of the armor and structure quirks). Ebons, Hellbringers, Mad IICs greatly benefit from lazor duration, cooling efficiency and mobility skills. Our 4 man did a total of 12k damage in another FP match last night against a 8-10 man with a bunch of Battlemasters, Atlases and such. So this may be fun for now but it WILL need a lot of balancing. Anyway the skill tree now allows you to make some absolutely crazy builds and I love it. Keep up the good work!

#418 NocturnalBeast

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Posted 16 May 2017 - 11:10 PM

View PostHerbieTheCar, on 16 May 2017 - 09:48 PM, said:

Are you sure you don't work for PGI? Because they could use a good bullshitter like you. Everyone is trying to express their own opinions and you're here suppressing it with ******** PGI has been saying since the beginning. Do you actually think on your own? You're like Trump supporters, you suppress the public opinion and become a broken record of "just wait" "it'll get better" and "oh, they are doing something about it".


And you are like a good leftist that believes that every opinion should be respected unless they disagree with it. Also, Trump supporters are not the ones who follow the herd.

View PostDeeHawk, on 16 May 2017 - 11:03 PM, said:


They didn't take away anything, since you don't have any rights to the content of the game, including but not limited to the items in your account.
Keep in mind this is a free to play game made by a company. Some think this patch will break the game. I believe we will se a rise in good games and experience less salt overall. (mainly because a lot of the salt went back to sea)

It's unfortunate that it isn't to your liking, but surely you will try and make it work, right buddy?


Since there are so many Trump references in this thread..I hope that this patch "drains the swamp".

Edited by Ed Steele, 16 May 2017 - 11:11 PM.


#419 Horseman

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Posted 16 May 2017 - 11:12 PM

View PostAlik Kerensky, on 16 May 2017 - 09:45 PM, said:

So what happened to the hundreds of thousands of XP we earned for some chassis of Mechs... since we're only getting 91SP and to open the new/recycle nodes still costs us CB and/or XP? Posted Image

146SP = 6,570,000 CB and 116,800 XP

I had 300+K in Hellbringer alone... now gone.
Historical XP. You have to transfer it to specific chassis copy to use it.

View PostDeeHawk, on 16 May 2017 - 09:55 PM, said:

Personally I used about 1 hour on one of the PTS, playing with an early version of the Firepower tree. Since I've been loosely following the front page, and the only issue I had with the tree, was that it took me about 3 min to figure out you have to press "Add SP" to add the 91 SP given from a previous master. Took 10 minutes to skill my first Mech. It's really sad seeing people leave without even trying. I will miss you, even if you are quitters.
To be fair, the UI is awful and very user-unfriendly.

View PostCrockdaddy, on 16 May 2017 - 07:50 PM, said:

I feel the same way. I think the skill tree isn't a bad idea ... it just should have come into a "new version" of Mechwarrior. IE ... MW5 and oh hey here is MWO -- II. I had 400 modules and I have owned 300 mechs over time currently 221 mechs.
A skill tree isn't a bad idea. This skill tree is just bad design, with serious "form over function" issues.

Edited by Horseman, 16 May 2017 - 11:14 PM.


#420 Blottomus

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Posted 16 May 2017 - 11:13 PM

gj on the notes, but way...way... WAY too much extra cluttery clicky BS to get my whole stable of previously mastered mechs back to any reasonable form to play. got my *** handed to me every match I played after patch. I've played since 2012. and MW2,3 etc before that. Some people may like this new waste of time, I really just enjoyed playing matches and not having to dicker around with these clusterfd trees. Today I rage quit and uninstalled. Hey PGI, email me when you unf#ck everything. cheers

blotto

Edited by Blottomus, 16 May 2017 - 11:19 PM.






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