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Patch Notes - 1.4.120 - 20-Jun-2017


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#241 JuIius

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Posted 18 June 2017 - 08:40 PM

When will all you Guys talking about LORE will notice that this Game has NOTHING to do with?

#242 Dee Eight

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Posted 18 June 2017 - 08:47 PM

View PostMajCyric, on 18 June 2017 - 05:04 PM, said:

Umm... Yeah... with CSPL's getting a chicago police nerf beat down.. Will you be at least be allowing Clan players to use 55ton mechs in FW Scouting again?


The weight change had to do with stormcrows with streak missiles... not the usage of small pulse lasers on them.

#243 MechaBattler

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Posted 18 June 2017 - 08:56 PM

View PostJuIius, on 18 June 2017 - 08:40 PM, said:

When will all you Guys talking about LORE will notice that this Game has NOTHING to do with?


The lore should not be the deciding factor in balance. That's a given. But I do feel like PGI could attempt to add some non-balance lore elements. Even World of Tanks has a little historical bio for every tank.

#244 Genesis23

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Posted 18 June 2017 - 10:12 PM

the clan laser nerf is because of a simple reason: the heavy lasers that are coming.

the clanners until now basically played with er-lasers with er-reach with er-weight but with heavy laser damage output. not really balanced for the arrival of the new tech. so PGI closes the gap betwen IS lasers and Clan ER into what it allways should have been from the start: just a laser with more reach as ER implies, not just utter ridiculous dps on an allready lighter tec.

so in a few weeks there will be separate weapons to choose from:

the er-laser with more reach but less damage and heat generation and the heavy lasers with less reach (maybe about the distance of the IS one?) but with far more damage output, heat generation and weight (again: maybe close to the is weight?)


and come on, whats all this whining about anyway: if you look up the dps chart, the clans er laser still far out-dps the IS lasers, especially considering the weight advantage at the cost of a bit more heat which can be easily countered by your better heatsinks which use less slots.

Edited by Genesis23, 18 June 2017 - 10:25 PM.


#245 Thrudvangar

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Posted 18 June 2017 - 10:26 PM

View PostFrechdachs, on 16 June 2017 - 11:52 PM, said:

So the Clan SPL now does less damage than the ERSL? That's just weird.


No! Thats the way the've should be working since start.
Lower dmg but lower cooldown and much lower burntime compared to the normal small lasers.

#246 CGB Smarragat

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Posted 18 June 2017 - 10:32 PM

PGI. Please nerf Clan. We are OP. We are not need. Or remove all clan tech.

#247 NocturnalBeast

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Posted 18 June 2017 - 10:39 PM

View PostJuIius, on 18 June 2017 - 08:40 PM, said:

When will all you Guys talking about LORE will notice that this Game has NOTHING to do with?


As long as MWO claims to be "A BATTLETECH GAME" we will not ignore BATTLETECH lore. If they give up the IP and let someone else make " A BATTLETECH GAME", then we will ignore it.

#248 Archie4Strings

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Posted 18 June 2017 - 10:48 PM

I like the reduction of the SMPL, cause i dont like the "insertnumberhere" SMPL-builts and press just one button... but the changes are getting out of hand....

Also: The Nerf of the night gyr is a bit to strong. Reducing torso yaw by 30%? That not how this works... maybe start with 10% or 15%...
And also: Why nerv of the ER PPC? its not a really strong weapon.

#249 Genesis23

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Posted 18 June 2017 - 10:51 PM

View PostCGB Smarragat, on 18 June 2017 - 10:32 PM, said:

PGI. Please nerf Clan. We are OP. We are not need. Or remove all clan tech.


i would not mind at all. since clans dropped, everything got just fluffed up and needlessly complicated.

Edited by Genesis23, 18 June 2017 - 10:52 PM.


#250 Kmieciu

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Posted 18 June 2017 - 10:53 PM

View PostNiuqOteen, on 17 June 2017 - 05:21 PM, said:

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

Probably not. You should either go short range LPL+ML or long range with ERLL.
Mid range is dominated by clan ERML+LPL.

#251 Aramuside

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Posted 18 June 2017 - 10:53 PM

View PostEd Steele, on 18 June 2017 - 06:33 PM, said:


You forget the IS pilots (me being an IS pilot) who rely on overpowered quirks rather than skill to win the game. You may be an excellent artist, but you are no better a mechwarrior than me. Don't give me the "I'm a tier 1 either" it is easy to get carried to tier 1 in a good group.


Technically its easy to solo to tier 1 as I did it in what a 1,000 matches approx. ;)

#252 Kmieciu

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Posted 18 June 2017 - 11:05 PM

View PostMjr Disaster, on 17 June 2017 - 10:43 PM, said:

For everyone wondering WTF with this patch it's simple, they are trying to pre-balance around the new tech, for example I bet they were having issues balancing the Heavy Small Laser against the CSPL, so they nerfed the CSPL to make the HSL look worth while. Same with the King Crab nerf, your looking at it with the current tech base, now add UAC 10's, and UAC 2's, see the problem.

You're right about the HSL: it will probably have 6 damage and a duration between CSPL and ERSL.

What KGC nerf? I see 16% faster torso twist and 17% more torso armor. Exactly what the mech needed. 0000 got 15% ballistic cooldown and 10% velocity. It always used to be my 2xGauss+ERLL sniper - now with the ERLL changes it will be even better.

#253 ZortPointNarf

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Posted 18 June 2017 - 11:23 PM

View PostGenesis23, on 18 June 2017 - 10:12 PM, said:

the clan laser nerf is because of a simple reason: the heavy lasers that are coming.

the clanners until now basically played with er-lasers with er-reach with er-weight but with heavy laser damage output. not really balanced for the arrival of the new tech. so PGI closes the gap betwen IS lasers and Clan ER into what it allways should have been from the start: just a laser with more reach as ER implies, not just utter ridiculous dps on an allready lighter tec.

so in a few weeks there will be separate weapons to choose from:

the er-laser with more reach but less damage and heat generation and the heavy lasers with less reach (maybe about the distance of the IS one?) but with far more damage output, heat generation and weight (again: maybe close to the is weight?)


and come on, whats all this whining about anyway: if you look up the dps chart, the clans er laser still far out-dps the IS lasers, especially considering the weight advantage at the cost of a bit more heat which can be easily countered by your better heatsinks which use less slots.


Well said.
What most people seem to forget is the added (untouched) range advantage of the clam weapons. I play both, and believe me I notice when I can start effectively shredding armour at 500m vs 300m when running mediums (cERML vs ML).
Then there is the heat syncs, you run out of space in an IS mech quite quickly if you are trying to boat cooling (and that's excluding the ones in your legs, delicious)
The majority of these changes are to prepare the game for the new tech. So it could be argued these could have been held back till that release.
If anything I would like the pulse weapons to have the same range, jumping between my direwhale running large pulsies vs my Banshee also running pulies, the range difference is jarring. I feel like a bloody cripple in the Banshee as I have to see the tubes of their cooling suites before I can effectively engage, in the meantime a clam direwhale can shred about 10-15% of my armour before I can even return fire. Sure it requires different play styles, it feels me switching from uber range to meh range, but the diversity is what makes it fun.
I am sure I will need to change some of my builds, but I personally like that.
I do have a concern for players that may wish to switch now, say from lasers to ballistics because the change has de-optimised their build (imagining my ebon jags), the cost can start to add up quickly. Maybe in hindsight, the switching cost is not such a great idea (although I was originally a supporter thereof)

Either way, I am looking forward to this release, with Uber Urbie and then the new tech not long after.

#254 Genesis23

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Posted 18 June 2017 - 11:43 PM

i will change a lot of builds as well, but the lazor-vomit bounty hunter will stay quite effective i guess. 3lpl and the rest filled with mediums allready worked very good before, this patch wont change that much about that. same goes for banshee, battlemaster and so on.

still not sure what i shall do with my orion, the baby atlas. it kinda sucks in brawling, which is now quite dead because barely-turning assaults and much more lurms nowadays.

aaand a few weeks later i change my mech arsenal completely because of the new tech - that will be a veewy expensive day :D

#255 Vellron2005

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Posted 19 June 2017 - 12:29 AM

OK, PGI lemme guess... a Small Heavy Laser will do.. oh, I don't know.. 6 damage? (like the SPL USED TO)?

Untill heavy lasers hit, most of the small laser-dependant mechs like the Arctic Cheeta, Executioner and Nova will be neutered.. thanks for that Posted Image

But hey, at least no more MC for private matches.. and HPG got some much needed new lanes.. and Incursion is finally in it's rightful place in FP..

#256 Genesis23

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Posted 19 June 2017 - 01:47 AM

View PostVellron2005, on 19 June 2017 - 12:29 AM, said:


Untill heavy lasers hit, most of the small laser-dependant mechs like the Arctic Cheeta, Executioner and Nova will be neutered.. thanks for that Posted Image



oh come on, what a drama queen. instead of 6x6 for two alphas it can do 4x6 in 3-4. i dont know about you but in my math thats 72 dmg against 72-96. alter your play style a bit, adapt like everyone else had to as well and you will be fine.

6 dmg for a weapon that small and light was ridiculous anyway. boosting it from ?4.4? up to 6 was pure stupidity and the lazy clanners got used to it and now cry around, while the others adapt and continue to melt faces.

#257 Hotthedd

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Posted 19 June 2017 - 03:49 AM

Was the HBK-4SP dominating matches, and I was the only one running them incorrectly?

The biggest thing it had going for it was the defensive bonuses, as long as you could roll the damage.

#258 Koniving

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Posted 19 June 2017 - 04:26 AM

On the competitive mode, I was never a fan of weight class restrictions such as 3/3/3/3 or 2/2/2/2. A tonnage restriction however, that I'm all over.

Of course, none of that really matters I guess. My entire unit stopped playing MWO back in 2013 and I have never been able to get them to come back. :(

#259 Scout Derek

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Posted 19 June 2017 - 06:06 AM

View PostW E N D I G O, on 19 June 2017 - 05:21 AM, said:


Wow. That I lived to see the day. Respect for your honesty, not kidding.


Dragon-1N AC/5 King

Huginn SRM Machine Gun

Grid Iron Gauss Rifle Machine Gun

Thunderbolt PPC God

I remember those..... Wild Wild Quirk West.

#260 Dee Eight

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Posted 19 June 2017 - 06:27 AM

View PostVellron2005, on 19 June 2017 - 12:29 AM, said:

OK, PGI lemme guess... a Small Heavy Laser will do.. oh, I don't know.. 6 damage? (like the SPL USED TO)?

Untill heavy lasers hit, most of the small laser-dependant mechs like the Arctic Cheeta, Executioner and Nova will be neutered.. thanks for that Posted Image

But hey, at least no more MC for private matches.. and HPG got some much needed new lanes.. and Incursion is finally in it's rightful place in FP..


Why? Are 6 ERSLs really that worse for 30 damage at a greater optimal range and now you can carry 3 more DHS.





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