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Patch Notes - 1.4.120 - 20-Jun-2017


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#321 FupDup

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Posted 20 June 2017 - 12:23 PM

The Clan ERLL seems to have been nerfed to 11 heat (in-game mechlab) despite this not being listed in the patch notes at all.

Posted Image

Edited by FupDup, 20 June 2017 - 12:28 PM.


#322 Genesis23

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Posted 20 June 2017 - 12:26 PM

View PostDoctor Dinosaur, on 20 June 2017 - 10:58 AM, said:

This is so much bull****. You are telling me weapons with longer ranges should have a higher DPS? Really? Less risk, more reward?


wtf are you talking about? of course a bigger laser should have more dps than a smaller one, as it comes with complety different drawbacks, as an ac10 has more dps than an ac5 for the price of higher weight, less range, more slot use and less ammo per ton as like it should be. thats absolutely normal.

just what is wrong with you people?

Edited by Genesis23, 20 June 2017 - 12:31 PM.


#323 Meldric Ward

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Posted 20 June 2017 - 12:30 PM

You did not really name this damn Button "Comp Play"? Come on, where is the hidden camera?
Oh, seriously!

#324 Steinkrieg

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Posted 20 June 2017 - 12:32 PM

View PostAramuside, on 20 June 2017 - 12:02 PM, said:


Rubbish they clearly lay out that I can use one side of my mechs in that entire mode aka I can't use ANY clan mech when playing IS and vice versa.


Not rubbish at all. All of your mechs are available for the play mode. Within the mode, you self limit by which side you choose. Distinguishing between IS and Clan mechs is not the same as distinguishing between Heros, L, S, and C mechs versus standard variants. Apples and oranges.

#325 Dee Eight

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Posted 20 June 2017 - 01:00 PM

View PostIronically Ironclad Irony, on 20 June 2017 - 10:58 AM, said:

ooof, 1GB patch... >.<


That's tiny for a patch... the individual pak files for all the camo patterns on different mechs...each individual camo pak is 600+ megs. The tartan pak file alone is 654 megs.

Edited by Dee Eight, 20 June 2017 - 01:01 PM.


#326 Navid A1

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Posted 20 June 2017 - 01:06 PM

View PostFupDup, on 20 June 2017 - 12:23 PM, said:

The Clan ERLL seems to have been nerfed to 11 heat (in-game mechlab) despite this not being listed in the patch notes at all.

Posted Image


Great... Just great.

So now we will have to wait 6 months for PGI to acknowledge this was a typo... and another 6 months for them to fix it.

And that is assuming PGI even accepts that it is a typo.

#327 Rusharn

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Posted 20 June 2017 - 01:11 PM

PGI could you please hold off of the nerfs to the Black Knight and the Marauders until we see the full impact of the Energy rebalancing. The mechs that were rebalanced ok, but the Nerfs to the Black Knight and Marauder IIC seem extreme in light of the flat decrease in amny mainstay energy weapon's profiles.

#328 Tarl Cabot

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Posted 20 June 2017 - 01:37 PM

View PostGenesis23, on 20 June 2017 - 06:29 AM, said:


i dont have either of those, but their problem is more a lack of tonnage than of hardpoints, right? so they will certainly profit from weapons like light ppc and gauss, but so will every other mech in the game. heavy laser vomit will be no option, simply because they lack tonnage, iirc.

Lack of tonnage and weapons mounted in arms scratching its own nether region without the ability to raise even one arm at a time. IF PGI could code in the ability to temp raise one arm at a time, the potential of many humanoid mechs' would change.

#329 Alexander Garden

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Posted 20 June 2017 - 01:39 PM

Hey all,

The Heat increase for the Clan ER Large Laser was an unintended change that wasn't caught during the testing of new values in this patch.
A fix for this is slated for inclusion into a potential hot-fix; I'll keep everyone posted on further updates as to when we can expect the hot-fix to go out.

#330 o0cipher0o

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Posted 20 June 2017 - 01:41 PM

Now, i haven't played yet today, but there's one thing bothering me: the change to clan large pulse lasers' duration.

From 1.12 to 1.09.
Three cents of a second less. CENTS!!!

It's a tenth of the time it takes to freaking blink. What kind of actual benefit can that change really bring in a fighting scenario?

Seriously, it's things like this that make people think, with all the rights in this world, that the balance team is playing some kind of spreadsheet warrior. Really.

Ok, after this bit of a rant i'm off to play some matches, let's see what all the (proper) changes have really accomplished.

#331 Ripper X

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Posted 20 June 2017 - 02:00 PM

After playing with the clan small pulses I believe they are better suited for hit and run tactics on faster mechs.

#332 Fox the Apprentice

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Posted 20 June 2017 - 02:15 PM

I'm also getting the unsupported card message on both a 750 Ti and a 1050 Ti.

#333 ThiefofAlways

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Posted 20 June 2017 - 02:41 PM

I have already cancelled $140 dollars of packs and will not be spending anymore money on them as long as they keep nerfing.

#334 Fox the Apprentice

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Posted 20 June 2017 - 02:47 PM

View PostThiefofAlways, on 20 June 2017 - 02:41 PM, said:

I have already cancelled $140 dollars of packs and will not be spending anymore money on them as long as they keep nerfing.

Can I has your stuff?

#335 MovinTarget

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Posted 20 June 2017 - 02:56 PM

After some thought, I am changing my stance, not only should champions and special versions be allowed in comp play, *everything* should be allowed, including heroes and trials.

I have come to the realization that if anything is truly "OP" or "P2W", then comp play will be the best place to expose the glaring outliers.

So no banning/soft banning... everything is fair game and pgi can just nuke the ones that are unfair.

Edited by MovinTarget, 20 June 2017 - 02:57 PM.


#336 Ripper X

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Posted 20 June 2017 - 03:51 PM

View PostThiefofAlways, on 20 June 2017 - 02:41 PM, said:

I have already cancelled $140 dollars of packs and will not be spending anymore money on them as long as they keep nerfing.


PGI has stated many times that MWO will always be changing. If you expect that tech will constantly increase in damage then you are mistaken. Time to kill has needed a buff for the longest time. Small pulse lasers have been far to strong for far to long. Did I like playing with the OP spl. Yes I did. Will I adapt to the new changes? Yes I will.

Expect MWO to change! Except that it will change!

#337 Chados

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Posted 20 June 2017 - 04:16 PM

View PostAlexander Garden, on 20 June 2017 - 01:39 PM, said:

Hey all,

The Heat increase for the Clan ER Large Laser was an unintended change that wasn't caught during the testing of new values in this patch.
A fix for this is slated for inclusion into a potential hot-fix; I'll keep everyone posted on further updates as to when we can expect the hot-fix to go out.


What about stealth-nerfing the QKD-IV4's armor? We fixing that?

#338 MrOpie0405

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Posted 20 June 2017 - 04:34 PM

Has anyone else had problems with the K-9 lighting?

#339 MovinTarget

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Posted 20 June 2017 - 04:48 PM

Only dropped in it a couple of times... once it seemed die really quick but dunno if i was just focused...

#340 Grus

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Posted 20 June 2017 - 05:13 PM

"We still aim for Clan weaponry to maintain an edge over their Inner Sphere counterparts when Clan players are fully utilizing their superior Range, Damage, and DPS in tandem with effective positioning. However, when fighting within the effective Range of Inner Sphere weaponry, 'trading' between opposing 'Mechs will be on more even ground, with Inner Sphere 'Mechs potentially coming out on top due to inherently better Heat efficiency."

If you had more maps this WAY less cover then id agree with this. But the maps we have in game it's too easy to get from dropzone to objective with very limited exposure to long range fire. Your maps are set up to brawl in.. So with that disadvantage please explain how simply saying "positioning" can fix this? If I have to sick in a +500m range that means I have to retreat from defending the objective to maintain distance. And add to the fact that clan drop weight is less than IS again I ask how are clans going to use said advantages?

If the maps were bigger and had 70%less cover I could agree with this. But in order to use said advantages we will need to be faster on the move after contact to kite said aggressor. Meaning we have to bring lighter and faster mech's. Further increasing the drop weight difference and giving a better advantage to IS...

I will adapt, I will overcome. But this is getting a bit ridiculous..

Edit: spacing

Edited by Grus, 20 June 2017 - 05:14 PM.






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