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Patch Notes - 1.4.120 - 20-Jun-2017


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#161 NiuqOteen

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Posted 17 June 2017 - 05:21 PM

When the cspl started appearing on mechs of every weight class, as a main armament kinda had to see this coming. Did it go to far ? perhaps.

The IS LL is there a situation after these changes that you would use them over the ER?

My personal wish list is for 35 tonners to get slightly smaller.

I know im only a decent player on a good day, but anything that increases Time to kill is good for the game in my opinion.
Allows those with Skill, a steady aim, good positioning, and knowledge of the game ( ability to spot an XL build for example) to perform better than someone else.
I acknowledge that this hurts some of the lights more than others.
Dont agree with all the changes.

Hoping the new Tech will even out some of the gaps, waiting to see before i freak out.

#162 Kaptain

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Posted 17 June 2017 - 05:29 PM

View PostSkaav, on 17 June 2017 - 04:06 PM, said:

SPLASH DAMAGE on a PIN POINT WEAPON is POINTLESS


Yeah cause that splash damage never takes out an IS XL, or Crits ammo, or Crits a weapon, or causes a Guass explosion, or destroys a section that was nearly gone but the initial impact missed... Nope, never.

Again, boo hoo that your smaller, lighter weight, higher damage dealing PPC doesn't do all its damage pin point front loaded.

Edited by Kaptain, 17 June 2017 - 05:32 PM.


#163 NocturnalBeast

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Posted 17 June 2017 - 05:39 PM

Alright, if you want everyone to play IS lights, then just only have IS lights, hell, just get rid of Mechs and have an elemental based shooter! Or just give up the IP and make an infantry-based Call of Duty Clone and give Alex to HBS so he can continue to make Mechs for them.

Edited by Ed Steele, 17 June 2017 - 05:40 PM.


#164 Edward Hazen

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Posted 17 June 2017 - 05:59 PM

Well, I was deciding whether or not I was going to buy a Night Gyr pack or not this weekend and I guess this makes up my mind. Thank you for helping me save money PGI. Also, I will strip down my MAD IIC because it is no fun to play a barely mobile missile sponge in this game.

Seriously, though, just because a handful of players in comp matches do well in a certain Mech does not mean that that mech is overpowered

Edited by Edward Hazen, 17 June 2017 - 06:02 PM.


#165 HulkBear Furey

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Posted 17 June 2017 - 06:01 PM

Full disclosure I never post on the forums but thought I should on this. I like both Clan and IS mechs and don't want to come off as a whiny Clanner. I just don't want scales to get tipped too far one way or another.

The SPL seems a rather big adjustment rather than tweaking. I love brawling but it feels like you are constantly as a clan pilot made to play the mythical Clan range. The laser burn times and torso twist times now make twisting to midgate damage in a brawl far less effective.

I am not liking that you are forced into the specific play style as Clan or IS. They want them to be equal fair enough but they are making the roles so specialized. IS brawl/soak and Clans poke/hose for the most part.

The new skill tree I feel has been an improvement overall but was hoping it would do more to address this but it feels PGI has its heart sent on making clan mechs hose at range with min/max cookie cutter builds.

The other thing to note is the addition of a whole ton of new weapons for the IS side fair enough. IS mechs are going to be exceptionally more capable after the new weapons land. But then you go and whack close in Clan tech just before it lands. Again small changes for balance I can live with the but just wonder what it is going to be like going against snub nose PPC's and MRM's that have no burn time with lasers that are set to stun.

A sizable chunk of our perma con members from our unit is already talking about breaks or moving to the IS I would not like to see this happen. I am hoping that PGI's tech jump is a success but I am not sure how they are going to balance it so it is fair to both Clan and IS given the weapon disparagement.

Posted Image



Well, my 2 cents.

#166 Shas Tau Firus

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Posted 17 June 2017 - 06:05 PM

So.... Clan ERSMLs will still do 5 damage but Clan SMPLs will do only 4?.... Good job at balance lmao

#167 Gannycus

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Posted 17 June 2017 - 06:12 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.


But a kodiak does not need to stay close 160mt from the target to deal 80 damage..

#168 Dreadwing

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Posted 17 June 2017 - 06:14 PM

While I'm not too fond of the laser changes myself (me being a clanner and all) I would like to see (now that our large laser weapons are "brought in line" and "balanced"" with IS weaponry) the ghostheat limits for these weapons be upped to the same values as IS already enjoy. We already have that on all other weapons, why not let C-ERLL and C-LPL fire groups of 3 like IS already do? (To be honest, I thought this change would come with the Supernova considering it's a mech designed for just that, 3 C-ERLL group fire)

Oh well. I'm a clanner. Nerfs is what we're used to by now. Weapon nerfs, speed nerfs, heatsink nerfs... And next month we get more laser weapons for even more heat. And smaller probes/tags. While IS gets everything clans already have (not complaining about this) and new weapons of every kind except lasers. Whop-de-doo. I wonder how long it will be before we get more laser nerfs incomming for clans.

#169 Doriam

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Posted 17 June 2017 - 06:53 PM

._.
Realy? Nerf Again?
Nah, I’m out of here
Tired to be a boiled frog.
https://youtu.be/jJJ9_SQW1pg?t=1m50s

Edited by Doriam, 17 June 2017 - 06:59 PM.


#170 Ripper X

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Posted 17 June 2017 - 07:09 PM

Next patch notes I would like to see in detail how the current energy weapons tech compares to the new tech.
This patch definitely will change quite a few builds on my mech. I will adapt. I would like to see more love given to clan auto cannons though. Just don't like using them. You have to face tank for to long. I like brawling and clan AC just don't cut it. There are already clan ACs not being used. Just modify those to be more useful for brawling.

Edited by Ripper X, 17 June 2017 - 07:26 PM.


#171 Mineirinho

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Posted 17 June 2017 - 07:15 PM

Sounds like good changes / fixes PGI. Good Job. For further patches, try better the balance between GPU and CPU. People like me that has high GPU(GTX 1080) instead of so high CPU are suffering with low FPS and lag in the game! The patch is good. The next one with the new tech is amazing too. Thanks.

#172 Edward Hazen

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Posted 17 June 2017 - 07:20 PM

View PostDreadwing, on 17 June 2017 - 06:14 PM, said:

While I'm not too fond of the laser changes myself (me being a clanner and all) I would like to see (now that our large laser weapons are "brought in line" and "balanced"" with IS weaponry) the ghostheat limits for these weapons be upped to the same values as IS already enjoy. We already have that on all other weapons, why not let C-ERLL and C-LPL fire groups of 3 like IS already do? (To be honest, I thought this change would come with the Supernova considering it's a mech designed for just that, 3 C-ERLL group fire)

Oh well. I'm a clanner. Nerfs is what we're used to by now. Weapon nerfs, speed nerfs, heatsink nerfs... And next month we get more laser weapons for even more heat. And smaller probes/tags. While IS gets everything clans already have (not complaining about this) and new weapons of every kind except lasers. Whop-de-doo. I wonder how long it will be before we get more laser nerfs incomming for clans.


Clans seem to be the redheaded stepchild in MWO, PGI never really wanted to add them, they only did because they needed to show a profit in order to renew their IP license. PGI was not able to get enough funding up front to make MW5, so they had to make this game to earn money so they could develop MW5. I really hope MW5 is a true MW game and that they add co-op p2p multiplayer like there is in Mass Effect Andromeda. Yes, PGI can leave the pvp multiplayer for MWO, but Co-Op in MW5 would be awesome, especially if you can earn rewards for the single-player campaign.

View PostMineirinho, on 17 June 2017 - 07:15 PM, said:

Sounds like good changes / fixes PGI. Good Job. For further patches, try better the balance between GPU and CPU. People like me that has high GPU(GTX 1080) instead of so high CPU are suffering with low FPS and lag in the game! The patch is good. The next one with the new tech is amazing too. Thanks.


That will not be possible without changing the game engine.

Edited by Edward Hazen, 17 June 2017 - 07:21 PM.


#173 IronEricP

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Posted 17 June 2017 - 07:24 PM

Well, is anyone REALLY surprised that the Hunchback 4SP got its bonus structure reduced?

Not only did it have a really robust structure total that benefited GREATLY from the survival skill options, but next month we'll be able to equip it with the new Light Engine AND MRMs. Much as I'm nostalgic for the good old 4SP, I think this was a case of nipping one in the bud before creating a bigger issue.

I fully expect to see this model used less for a little while, but to bounce back a bit when the new toys are here to really trick it out.

#174 Ripper X

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Posted 17 June 2017 - 07:33 PM

View PostIronEricP, on 17 June 2017 - 07:24 PM, said:

Well, is anyone REALLY surprised that the Hunchback 4SP got its bonus structure reduced?

Not only did it have a really robust structure total that benefited GREATLY from the survival skill options, but next month we'll be able to equip it with the new Light Engine AND MRMs. Much as I'm nostalgic for the good old 4SP, I think this was a case of nipping one in the bud before creating a bigger issue.

I fully expect to see this model used less for a little while, but to bounce back a bit when the new toys are here to really trick it out.


IS light engines will be a huge deal. Introduction of the light engine will make many IS mechs very strong and may change quite a few quirks on IS mechs to balance them.

#175 Therron Keen

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Posted 17 June 2017 - 07:54 PM

"[color=#EEEEEE]the addition of a central path for both Teams on HPG Manifold"[/color]

Seriously PGI, why don't you make all the maps into perfectly flat squares with no terrain? Like a chessboard?

Funnelling players straight into mid with no hesitation, planning, or communication is essentially doing exactly that.

#176 Jack Shayu Walker

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Posted 17 June 2017 - 07:56 PM

View PostCK16, on 17 June 2017 - 01:34 PM, said:

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.


Gauss PPC retains the meta bc it doesn't care about CDs. Non-meta use of PPCs gets more difficult every time they nerf it, little by little, but it will take until PPCs have a longer CD than Gauss Rifle before the meta cares.

Gauss PPC meta still reins supreme, Single PPC mechs just got a little ********. Thanks Chris, for just looking at the numbers.

#177 Ripper X

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Posted 17 June 2017 - 08:04 PM

View PostDuskkaras, on 17 June 2017 - 07:54 PM, said:

"[color=#EEEEEE]the addition of a central path for both Teams on HPG Manifold"[/color]

Seriously PGI, why don't you make all the maps into perfectly flat squares with no terrain? Like a chessboard?

Funnelling players straight into mid with no hesitation, planning, or communication is essentially doing exactly that.


HPG needs an overhaul. Gameplay on HPG hasn't changed at all since it was first introduced.

#178 NocturnalBeast

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Posted 17 June 2017 - 08:30 PM

View PostRipper X, on 17 June 2017 - 08:04 PM, said:


HPG needs an overhaul. Gameplay on HPG hasn't changed at all since it was first introduced.


Why does it need to change? Each map takes mostly unique strategies, so I would rather see new maps than have HPG redone.


#179 Ripper X

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Posted 17 June 2017 - 08:57 PM

View PostEd Steele, on 17 June 2017 - 08:30 PM, said:


Why does it need to change? Each map takes mostly unique strategies, so I would rather see new maps than have HPG redone.


HPG has stale gameplay. It needs a buff to create more strategies.

#180 -Ramrod-

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Posted 17 June 2017 - 08:59 PM

RIP 9 Small Pulse Redline....though I guess it kinda was OP.
RIP 6 Small Pulse Jenner IIC
RIP Night Gyrs and Marauder IICs
RIP King Crab
RIP Medusa Viper

...looks like I'll be sticking with my SRM Assassins for a while. Exactly who does PGI listen to? It can't be anybody with a decent sense of weapon balance.





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