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Patch Notes - 1.4.120 - 20-Jun-2017


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#141 Dee Eight

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Posted 17 June 2017 - 01:13 PM

View PostBobTheBully, on 17 June 2017 - 12:45 PM, said:

The CSPL nerf is pretty harsh, CSPL builds can barely stand up against meta ballistic and SRM builds as it is, and now they are going to be a joke.


rIGHT....because a nova with 12 lasers that did 72 damage for 36 heat with unlimited ammo at 12 tons and 12 spaces didn't at all stand up to ammo limited ballistics and srm builds for way more space and tonnage. A four UAC/10 build on a kodiak only needs 40 tons and 16 spaces without the ammo to do 80 damage for 24 heat.

#142 CK16

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Posted 17 June 2017 - 01:34 PM

I think some of you guys are really over reacting to some of the changes....but then again usually how it goes when Meta's shift from mechs and weapons to the next Meta (that some of the better more innovative players will take time to figure out).

Will change a few things up, just glad my favorite builds/mechs dont rely on META but my own skills and preferences, only have to get use to the ER Med changes a bit, nothing to killer for me.

#143 BobTheBully

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Posted 17 June 2017 - 01:37 PM

View PostDee Eight, on 17 June 2017 - 01:13 PM, said:


rIGHT....because a nova with 12 lasers that did 72 damage for 36 heat with unlimited ammo at 12 tons and 12 spaces didn't at all stand up to ammo limited ballistics and srm builds for way more space and tonnage. A four UAC/10 build on a kodiak only needs 40 tons and 16 spaces without the ammo to do 80 damage for 24 heat.


Don't be silly friend, Uacs have 0 duration and have insane ranges, yes you have to lead with velocity, but that is easy in this game with instant zeroing. While SPL have duration, and no range. Like I mentioned it is a risk and reward weapon, uacs are general use weapons, far easier playstyle as well. Remember that there is far more to this game than just numbers, it is mechwarrior, not battletech.

#144 VitriolicViolet

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Posted 17 June 2017 - 02:25 PM

the continual nerfs to the Black Knights is frustrating, they havent been that good since the nerfs after their release, there was 3 months where they were OP and made up most CW decks. since then after every nerf i see less and less of them, i mostly stopped playing them after the rescale+nerf last year. I was going to try get enough money together for the Partisan but im seriously rethinking it. i havent been a paying player for a long time now and used to whale it up.

I think the Knights need a buff of sorts, and not mobility for gods sake.

#145 SuperFunkTron

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Posted 17 June 2017 - 02:33 PM

I was just taking a careful look at the adjusted laser values again and it seems to me that they are really pushing for their stated goal of make each laser type suited for different situations, i.e. standard lasers for better alphas vs pulse lasers for engagements with less time to cool off.

I'm really curious now to see if mixed weapon builds (not just mixing ballistics, missiles and lasers, but multiple kinds of lasers) will start to become more prominent and if a more dynamic range adjustment starts to emerge. Staggered weapon cool downs could be a pain, but it would interesting to have slightly more damage potential was the pay off for mixing and matching the right weapon sets for the right situations.

#146 K19

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Posted 17 June 2017 - 02:36 PM

Nice FixPosted Image Need more Posted Image 8Q Because the speed "ppc" type Quirk did not reset 50%. And why it differs between er ppc ppc IS has no different Speeds.

#147 Zoose

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Posted 17 June 2017 - 02:49 PM

My nice helpful post

SUGGESTION: get rid of quickplay maps/types except incursion but beef incursion defend up by including the rocket turrets you used to have in the game previously. This will allow for various strategies. people will still need to push out and secure mid ground otherwise the air strikes will slowly dmg the team holding in mid base. A push cannot wipe out a team in one run (which will be important with 4 drops). You have a winner here if you work on the concept but improve it for the 4 drop dynamics of CW. Also add re-ammo-ing stations already.

SUGGESTION: to make more team/players become loyalists, incorporate a faction only mech (OP mech eg, Kodiak, Marauder IIC, Nigh gyr) and tie it to each house. This means if you purchase the mech as a loyalist the mech is only unlocked while you are a loyalist in the faction for 1 month onwards. Make these mechs OP in loyalist points or MC etc. EG Grand Dragon for Kurita. If these mechs are as good as the Kodiaks, Sorches etc and players wish to play them it will bind them to that particular faction.

SUGGESTION: Let us spend our team MC and C-BILLS. It is absurd that there is still no practical use for all these in game finances. not my idea but one that one I love when I heard is to allow teams to purchase and fitout team mechs which lock to the team. Then let these be used by the newer players are you help develop them. It will help units develop players and push new guys getting flogged in CW to teams who can lend them mechs in the short term. ALSO: If you wont give us our team emblem back let us buy it with team credits.

#148 Kali Rinpoche

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Posted 17 June 2017 - 02:50 PM

Sometimes i wonder if the balance team even plays the game anymore. Get out of your spread sheets and play the game. There was absolutely no need for the adjustments to lasers. Please stop giving us meaningless missile quirks as replacement for more beneficial things.

Focus more on making the skill tree relevant. Many of us, don't want cool down gate keepers in the weapons trees. In general, most mechs are less than they were because you make us waste a majority of our points just earning back the base skills from the previous tree. Please un-gate everything that doesn't have to do with weapons. You can charge us double for critical weapons quirks to make up for it.

Generally, I would consider myself a white-knight, but i'm getting frustrated with the nerfing.

Edited by Kali Rinpoche, 17 June 2017 - 02:51 PM.


#149 Zoose

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Posted 17 June 2017 - 02:52 PM

My getting frustrated post.....

Can I see how many people are in the buckets please. I understand that PGI made an executive decision to reduce buckets to fix CW and not listen to 140 pages of ideas. BUT it appears now that the numbers are lower then ever and given our wait times which are now insane we dont even bother lining up. We used to see bucket sizes which allowed us to form a quick view on whether to actively sit in the que and grow numbers or play quick play. Now without any oversight on numbers or expected times we dont bother. I'm going to guess you dont want to show numbers because the changes made to CW have wrecked it (as advised by members of the community).

The following one makes me LOL but again repeats a thread I have touched on before.

Can I get the SP points back on any mechs you changed? I would think commonsense dictates that if you keep changing the state of the game after the fact because of no fault of mine, you should refund the points so I can make the changes you are forcing me to make.

My two cents because PGI make it so easy........You continuously make poor decisions which limits your ability to all get filthy rich off the product but you continue to listen to the same peoples ideas. What's that definition about insanity again.

View PostKali Rinpoche, on 17 June 2017 - 02:50 PM, said:

Sometimes i wonder if the balance team even plays the game anymore. Get out of your spread sheets and play the game. There was absolutely no need for the adjustments to lasers. Please stop giving us meaningless missile quirks as replacement for more beneficial things.

Focus more on making the skill tree relevant. Many of us, don't want cool down gate keepers in the weapons trees. In general, most mechs are less than they were when you make use waste a majority of our points just earning back the base skills from the previous tree. Please un-gate everything that doesn't have to do with weapons. You can charge us double for critical weapons quirks to make up for it.

Generally, I would consider myself a white-knight, but i'm getting frustrated with the nerfing.


This persons comments in this post is speaking for the majority of the community from what I have seen.

#150 Admiral-Dan

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Posted 17 June 2017 - 03:07 PM

View PostMichael Knell, on 17 June 2017 - 02:20 AM, said:

So what has been done to the IS PPC and ERPPC? As far as looking the provided stats table IS ppcs are unchanged while Clan ERPPC gets a heat buff, which makes IS ERPPC even more useless.


So higher Cooldown is a heat buff??? Posted Image

You can have that without the help of PGI. Just fire your weapons not more than once a minute and enjoy your heat buff. Posted Image

#151 Kaptain

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Posted 17 June 2017 - 03:55 PM

I like much of this as my sig suggest. Balancing around damage values closer to BT is (IMO) a step in the right direction.

Reduction of IS medium laser heat. Check mark. (more please)
Small reduction of both IS and Clan LPS damage. Check mark.
Reduction of clans ridiculous SPL damage. HUGE check mark. (the damn thing did double its BT damage)
Buffs to IS medium pulse laser are... interesting.
Overall the changes to energy weapons look good imo.

Glad the hunchy 4sp is being pulled back a little, its redic atm.

No premium time for private matches! LOL and the nay sayers said It couldn't be done due to "operational costs" despite $50 one time purchase games having this feature for the last couple decades. Thank you PGI and In Your Face Nay Sayers! Posted Image

HPG manifold "3 lane" changes are nice. Not a fan of anything being "effectively invulnerable" would have like to see extra turrets or something else to discourage wall snipping the base.

I would like to see the acceleration and torso speed nefs for 90, 95 and 100 ton mechs toned back a little bit, wish that was in this patch.

Edited by Kaptain, 17 June 2017 - 05:16 PM.


#152 Sky Hawk

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Posted 17 June 2017 - 03:56 PM

For me, the only good news in this patch are the decals (like "LRM", "Missile" and "Support")..

Maybe next month....

#153 Odanan

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Posted 17 June 2017 - 03:58 PM

View PostInnerSphereNews, on 16 June 2017 - 06:08 PM, said:




Posted Image

Oh, PGI, I ask you only 1 thing: add these bots to the Private Lobby.




#154 Commander A9

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Posted 17 June 2017 - 04:00 PM

Still no 1st Somerset Strikers decal...

https://mwomercs.com...strikers-decal/

Lasers getting nerfed, especially Clan lasers...

Incursion added to Faction Warfare...

Tug-of-war percentile progression to determine match type made irrelevant...

:'(

Disappointed already.

Edited by Commander A9, 17 June 2017 - 04:31 PM.


#155 Skaav

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Posted 17 June 2017 - 04:06 PM

The PPC changes and explanations just show how there is no comprehension at all for whats actually going on in the game.

The PPC nerf, first of all, has no impact.
Since PPC's are not a DPS weapon, decreasing the DPS does nothing, except you need to take a longer break between your volleys, you dont need more exposure, you dont change anything, but wait another half second before your next jump.

Then, the increased damage output (at increased heat) of clan PPC's is not a benefit, its a serious detriment to the weapon, which is a PIN POINT WEAPON.

SPLASH DAMAGE on a PIN POINT WEAPON is POINTLESS and if you PAY for it, IT BECOMES A DETRIMENT!

IS ErPPC's are technically way better, but they are obviously very limited due to the mechs they need to be used on.

if you want to nominalize, just drop the splash and drop it to 12 heat.

Im not saying this change is really bad, its pretty irrelevant and I dont really care much about it, but its just a perfect example of how bad the reasoning for this entire patch is.

#156 DAYLEET

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Posted 17 June 2017 - 04:14 PM

View PostInnerSphereNews, on 16 June 2017 - 06:08 PM, said:

IS Small Laser Heat reduced to 1.7 (From 2)

ok sure, why not. Heat wasnt a problem when i did the chalenge with 8 on my FS9 but ok, sure, better than nothing i guess but i have to ask... why?

It would make sense on a boating machine like the executioners but on IS? Who ever uses SL on IS beside snowflake build(i have those but i dont pretend the SL is serviceable)? Once every eons you spot a light with SL and why some lights feel the need to use it? Because it weight .5ton and only IS light is that baddly hurting for tonnage. So why NO ONE EVER uses IS SL on their lights or any weight class if it's designed for them? Because it has a range of 150m with a duration of 0.75! ffs!. When youre going 130+kph at under 200ish meters of someone with a 0.75 duration laser you might as well be runing a dual erll Raven and spread that **** from safety.

It's a pointless change that does not begin to adress why no one on IS uses SL.

IS ER Large Laser
Cooldown duration increased to 3.4 (From 3.25) Duration reduced to 1.1 (From 1.25)

I get the goal of increasing the duration just a tiny bit(and its fine)... but they almost cancel each others. In the end, the .1 increase duration make the duration 3.2. Yay we win 0.05 seconds on our cooldown, arent we glad!

Edited by DAYLEET, 17 June 2017 - 04:23 PM.


#157 PraetorGix

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Posted 17 June 2017 - 04:34 PM

"Dear Clan players: not only you get a measly portion of new tech compared to IS in the upcoming update, we're also boning you hard with nerfs in all your energy weapons and some mechs. In return and in the name of balance of course, we took a bit of structure off 1 hunchie variant and the Battlemaster. Of course that is perfectly fair and well according to our balance overlord Saint Paul and you will suck it up and ask for more.

PGI"

#158 Nightbird

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Posted 17 June 2017 - 04:41 PM

PGI: We will make pulse lasers into DPH weapons
Also PGI: Make small pulse lasers have worse DPH than regular lasers by 20%

#159 Warning incoming Humble Dexterer

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Posted 17 June 2017 - 04:54 PM

I feel like a huge majority of my deaths (like over 80%) are due to energy weapons (not missiles or ballistics), and that this patch does a better job checking for minor IS/Clan energy balance issues, then bothering to check out the huge energy/missiles/ballistics unbalance problem.

Am I really the odd one out, for dying overwhelmingly to heatsink filled energy weapon boats ?

Edited by Humble Dexter, 17 June 2017 - 05:55 PM.


#160 Nightbird

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Posted 17 June 2017 - 04:59 PM

View PostHumble Dexter, on 17 June 2017 - 04:54 PM, said:

I feel like a huge majority of my deaths (like ~80%) are due to energy weapons (not missiles or ballistics), and that this patch does a better job checking IS/Clan energy balance, then bothering to check energy/missiles/ballistics balance.

Dunno, am I the one one out for dying mostly only to energy weapons ?


People use energy weapons because ballistics are nerfed by having worse DPH and all sorts of ghost heat not in the lore.





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