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Patch Notes - 1.4.120 - 20-Jun-2017


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#381 NocturnalBeast

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Posted 21 June 2017 - 10:11 PM

View PostThe Mysterious Fox, on 21 June 2017 - 08:35 PM, said:

i have dual 4k screens, after this patch, mwo keeps crashing if i let the screens go into standby


That sounds like a driver issue.

#382 NocturnalBeast

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Posted 21 June 2017 - 10:20 PM

If anyone hasn't noticed, the skill tree confirms that IS Rotary Autocannons will jam.

#383 Aramuside

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Posted 22 June 2017 - 12:02 AM

View PostHeresWhy, on 21 June 2017 - 01:56 AM, said:

Your mistake was believing that faction play is a viable game mode. It's not. Never was, never will be. It is not and should not be the basis for any argument as it is a representative abortion that non-gamers forced on the studio because they have no concept of player segmentation.

Your intentional misrepresentation of his argument does not make the information incorrect. It's simply acts as a marker for where you land on the spectrum.



Nice work alt but stupid comments.

#384 ZortPointNarf

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Posted 22 June 2017 - 03:54 AM

View PostObsidian Hand, on 21 June 2017 - 05:40 AM, said:

Consider a free Skill Points reset for the mechs that got significant quirk changes, considering that the changes in this patch broke the builds that relied on or complemented pre-patch quirks.

For example, before the patch, the KGC-0000 had good missile quirks, so I built my KGC-0000 into a fairly effective missile boat, with a missile-oriented skill tree to match. Post patch, the KGC-0000 now has absolutely zero missile quirks (while the other KGC variants have them to certain degrees).


Agreed, I think this should be standard for all future quirk changes. I think quite a lot of people build around quirks, and why wouldn't you, if it gives you and advantage or makes a mech playable then it serves it's purpose.

#385 Yumoshiri

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Posted 22 June 2017 - 05:13 AM

lol @salty tears... " omg my night gyr is no longer guarantee for good score!"

that's exactly how it should be. lights finally stand a proper chance against a dual gauss gyr.

#386 Genesis23

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Posted 22 June 2017 - 06:06 AM

View PostYumoshiri, on 22 June 2017 - 05:13 AM, said:

lol @salty tears... " omg my night gyr is no longer guarantee for good score!"

that's exactly how it should be. lights finally stand a proper chance against a dual gauss gyr.


exactly. night gyr was allways a slower alternative to a timbi, basically a baby-kodiak. it was way too mobile for what it should be allowed to.

#387 Zarock

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Posted 22 June 2017 - 06:08 AM

Pgi, I was always the one who said "Hey, lets wait till the patch with bitching about new features/changes/whatever", always tried todefend you guys. But why did you nerf the small pulse lasers into the ground? It ruined a big part of my mechs, which I all already skilled up of course! And I see that c-small pulse lasers deserved a nerf, I could kill Assaults with my 13-spl stormcrow, well not easily, but it wasnt too hard either (depending on the enemy player, of course). But 33% Damage down?! what the hell guys?! Why do you change the Damage?! Set the cooldown higher, set the heat higher, whatever! But not the god damn Damage! Especially not by 2 points! You just released a skill tree which made a lot of players leave the game because it takes so much time to skill all mechs. And now, after most of us skilled the biggest part again, you change base-stats on weapons! are you kidding me??
My main problem with this isnt even the stormcrow getting useless, its my nova with flamers. I used it for Headshots (yes, like the B33f showed, but I actually started doing this months before his video came out). the 6 small pulse lasers now do 24 instead of 36 damage, not even close to the armor+structure of the cockpit.. Its not like going for the cockpit was too easy, if the enemy engages override, Im done, if he doesnt shoot, Im done, if hes not alone or gets help, Im done. Also I have not more than 3 seconds to shoot the cockpit, usually. Thats just enough time for aiming and firing the small pulse lasers. medium lasers take way longer to shoot. How the f am I supposed to get the 1000 headshot achievement now??

This is the first time a change you made really makes me angry, the last one was the mini map, but that mainly confused me. This time, youre starting to ruin the game for me.

#388 Genesis23

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Posted 22 June 2017 - 06:12 AM

View PostEd Steele, on 21 June 2017 - 10:20 PM, said:

If anyone hasn't noticed, the skill tree confirms that IS Rotary Autocannons will jam.


ok, thx for the info since i indeed didnt notice that. but i wonder how big the jam chance will be - as far as we know the rotary has a whirl-up time like a modern gatling gun has in most videogames, and a high jam chance would be absolutely devastating.

#389 Zarock

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Posted 22 June 2017 - 06:27 AM

At least give us free skill points so we can reskill without spending money and xp AGAIN for our mechs, just because you apparently dont want us to use small pulse anymore.

#390 SuperFunkTron

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Posted 22 June 2017 - 06:37 AM

View PostZarock, on 22 June 2017 - 06:27 AM, said:

At least give us free skill points so we can reskill without spending money and xp AGAIN for our mechs, just because you apparently dont want us to use small pulse anymore.

You know you could just switch the small pulse lasers to standard lasers if you are looking for more of a "poke" style of play. Also, did you consider what the original spl values were at the beginning and why they may have reduced it to a level that is still higher than the original?

Seeing as how you type well, I assume you can read but were just too lazy take a look at the first post. They explain that they are aiming to make the lasers more situations specific. So spls are still good, but they stand out with more protracted fighting compared to poking. (Maybe you didn't read the post about new tech coming out next month either but clans have bigger, meaner lasers showing up ;) )

#391 Ripper X

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Posted 22 June 2017 - 07:35 AM

After playing around with the clan small pulses I have come to the conclusion that right now they really aren't worth the ton you spend on them. They do feel a little lack luster. I do agree that they were a bit overpowered but now they do seem a little under powered.

#392 Pihoqahiak

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Posted 22 June 2017 - 07:41 AM

View PostSuperFunkTron, on 22 June 2017 - 06:37 AM, said:

You know you could just switch the small pulse lasers to standard lasers if you are looking for more of a "poke" style of play.


If you are "poking" at 160-180m using Clan SPL then you (and your opponent if you're not being demolished for trying that) are both playing terribly. The only exception I could see is maybe a Cheetah getting away with it for a small amount of time.

#393 NocturnalBeast

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Posted 22 June 2017 - 07:50 AM

View PostRipper X, on 22 June 2017 - 07:35 AM, said:

After playing around with the clan small pulses I have come to the conclusion that right now they really aren't worth the ton you spend on them. They do feel a little lack luster. I do agree that they were a bit overpowered but now they do seem a little under powered.


Clan sm pulse need a heat reduction to make up for the significant damage reduction.

View PostGenesis23, on 22 June 2017 - 06:12 AM, said:


ok, thx for the info since i indeed didnt notice that. but i wonder how big the jam chance will be - as far as we know the rotary has a whirl-up time like a modern gatling gun has in most videogames, and a high jam chance would be absolutely devastating.


Yeah, the skill says something about a "jam bar".

#394 SuperFunkTron

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Posted 22 June 2017 - 07:56 AM

View PostPihoqahiak, on 22 June 2017 - 07:41 AM, said:


If you are "poking" at 160-180m using Clan SPL then you (and your opponent if you're not being demolished for trying that) are both playing terribly. The only exception I could see is maybe a Cheetah getting away with it for a small amount of time.

I would imagine that the player is using some thought when constructing their builds and how to apply them. Small lasers are not poke only weapons as evidenced by mechs like the Gargoyle with 10 small lasers and a medium laser. High exposure but extremely effective at brawling with and without cover. Does 800-1000 damage count as playing terribly?

#395 Zergling

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Posted 22 June 2017 - 08:03 AM

View PostEd Steele, on 22 June 2017 - 07:50 AM, said:

Clan sm pulse need a heat reduction to make up for the significant damage reduction.


Yeah, they have lower Damage/Heat than the Clan Medium Pulse, which is bizarre; every other type of laser has greater Damage/Heat ratio for the smaller weapons.

isER Large = 1.13
isLarge = 1.29
IsMedium = 1.47
isSmall = 1.76

isLarge Pulse = 1.43
isMedium Pulse = 1.58
isSmall Pulse = 1.75

cER Large = 1.00
cER Medium = 1.17
cER Small = 1.67

cLarge Pulse = 1.20
cMedium Pulse = 1.50
cSmall Pulse = 1.48

And before the Clan Small Pulse nerf, it had a higher Damage/Heat ratio than the Clan Medium Pulse too.

Edited by Zergling, 22 June 2017 - 08:03 AM.


#396 Zarock

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Posted 22 June 2017 - 08:04 AM

View PostSuperFunkTron, on 22 June 2017 - 06:37 AM, said:

You know you could just switch the small pulse lasers to standard lasers if you are looking for more of a "poke" style of play. Also, did you consider what the original spl values were at the beginning and why they may have reduced it to a level that is still higher than the original?

Seeing as how you type well, I assume you can read but were just too lazy take a look at the first post. They explain that they are aiming to make the lasers more situations specific. So spls are still good, but they stand out with more protracted fighting compared to poking. (Maybe you didn't read the post about new tech coming out next month either but clans have bigger, meaner lasers showing up Posted Image )


I dont poke with small pulse lasers.. thats not efficient play at all.. And, sorry, but I dont really care about the beginning value, the point is: I have at least 30 mechs where I can change the loadout since theyre simply not useable the way they are. And with a new loadout comes reskilling. When I buy a car from you you cant come over a year after and change the engine, you at least have to buy it back from me (-> give me my money back).
And if there will be weapons (Yes I didnt read it all, but I know about it), will there be weapons with which I can use my mechs again? And why change existing weapon systems NOW if the new weapon systems are not out yet?

But thank you for trying to help :/

#397 Zarock

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Posted 22 June 2017 - 08:12 AM

View PostZergling, on 22 June 2017 - 08:03 AM, said:


Yeah, they have lower Damage/Heat than the Clan Medium Pulse, which is bizarre; every other type of laser has greater Damage/Heat ratio for the smaller weapons.

isER Large = 1.13
isLarge = 1.29
IsMedium = 1.47
isSmall = 1.76

isLarge Pulse = 1.43
isMedium Pulse = 1.58
isSmall Pulse = 1.75

cER Large = 1.00
cER Medium = 1.17
cER Small = 1.67

cLarge Pulse = 1.20
cMedium Pulse = 1.50
cSmall Pulse = 1.48

And before the Clan Small Pulse nerf, it had a higher Damage/Heat ratio than the Clan Medium Pulse too.


Of course it should have a higher damage/heat ratio, you are not taking range into this concept. the one with med pulse can shoot the one with small pulse at twice his range, Of course they cant have the same damage per heat then, where would be the point in using builds with shorter range?

#398 Mycroft000

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Posted 22 June 2017 - 09:10 AM

Played a match last night with the new values on my 6ERSL+4ERML Nova Prime. Clan medium and small lasers have not been nerfed. If anything they may have brought my Nova back from all of the recent nerfs.

#399 SPNKRGrenth

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Posted 22 June 2017 - 09:19 AM

View PostZarock, on 22 June 2017 - 08:12 AM, said:


Of course it should have a higher damage/heat ratio, you are not taking range into this concept. the one with med pulse can shoot the one with small pulse at twice his range, Of course they cant have the same damage per heat then, where would be the point in using builds with shorter range?

I'm not sure if you're using sarcasm or I'm misreading what you posted, but it looks like you're disagreeing with Zergling even though you're both saying the same thing. That Clan small pulse lasers should be more damage per heat efficient them the medium one, just like every other small laser in the game is more heat effective than the larger ones.

In case I'm just dumb, then yeah I agree the Clan small pulse laser should be a bit more heat efficient than it is right now. Heat gen should really be 2.5 instead of 2.7.

#400 DarklightCA

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Posted 22 June 2017 - 09:48 AM

A lot of complaining in this thread.





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