Patch Notes - 1.4.120 - 20-Jun-2017
#281
Posted 19 June 2017 - 12:21 PM
#282
Posted 19 June 2017 - 12:26 PM
Steinkrieg, on 19 June 2017 - 12:21 PM, said:
I am not saying you are wrong, however, without knowing what similarities and differences there are between the games, I personally would be loathe to make simple generalizations.
#283
Posted 19 June 2017 - 12:26 PM
Steinkrieg, on 19 June 2017 - 07:45 AM, said:
Its my understanding that the MRBC league already has such a rule, and that PGI is merely adopting their rules for the competitive mode.
#284
Posted 19 June 2017 - 12:28 PM
Dee Eight, on 19 June 2017 - 12:26 PM, said:
Its my understanding that the MRBC league already has such a rule, and that PGI is merely adopting their rules for the competitive mode.
But they aren't adoping MRBC rules. MRBC allows it if you can buy for cbills so you can drop in MRBC with (C), (S), or (L) variants as long as anyone can buy the mech for cbills.
•Hero 'Mechs, Champion 'Mechs (and Trials), and other Special variants are not eligible for use in Competitive Play.
MRBC would only ban the Heroes outright in this list, all others would be only banned in unavailable for Cbills.
Edited by MovinTarget, 19 June 2017 - 01:49 PM.
#285
Posted 19 June 2017 - 12:31 PM
#286
Posted 19 June 2017 - 12:46 PM
FW does not make any sense, there is no economy, no nothing (I do not want to repeat things that have been written a thousand times). FW should be End-Game Content. No need for a World Championship, if you would just get FW to represent SOMETHING after all, PGI. And if you do a WC, at least CALL it "Solaris"... just for the looks!
It is completely hopelessly lost and I can just hope that we will find a way to keep our clan together with one after the other turning their backs on this "BattleTech Game". I should stop posting, I know it does not change anything. Neither you PGI fanboys telling me to just shut up and adapt, nor you "comp" players who try to forget EVERYTHING that makes BattleTech BattleTech just for the sake of balance...
Did anyone ever wonder if a Mech can even have a skill? Yes? Well, Pilots could have skills... Mechs should have a "TechTree"... Surprise! And of course it never should be anything near as complicated as the "skillmaze" we got in this game. Well some people call this to be picky... I call it a question of immersion. And do not tell me that it would be expensive to be more immersive! It would not cost PGI a single dollar to wrap the whole "comp" stuff into a Solaris league... would it?
Ahhh, I did it again... time is wasted. No refund.
Edited by Meldric Ward, 19 June 2017 - 01:11 PM.
#287
Posted 19 June 2017 - 01:53 PM
Bush Hopper, on 17 June 2017 - 11:03 PM, said:
That's your opinion. This map offers many routes and elevations and playstyles...oh wait...it is no snipefest map. Got you.
For those who do wall sniping it means less space to run around and more gap jumping required for re-positioning.
#288
Posted 19 June 2017 - 01:59 PM
I will comment on the energy balancing a bit.
Mostly OK changes.
I would prefere pulse lasers to be totally changed (e.g. totally short cd with low dmg/heat values to have a laser dakka weapon).
Some values are quite close to my suggestions, but I still feel that the isLP and cLP are overall better than the LL or ERLL.
Having the LL and ERLL using same cd and beam duration and only 1 heat difference... no use for the normal LL.
I think my suggestions would work better to define roles for each laser category...
quoting from my last update of my original balance suggestions (see also signature):
Reno Blade, on 10 June 2017 - 05:29 AM, said:
- Updated laser values (less burn time, less heat for some clan lasers)
- Updated the Gauss values (added dmg and heat changes)
- Added graphs for PPC splash if using constant ratios
Laser updates (changes underlined):
SL 2.0s cd, 1.0s beam - 3dmg, 1.2 heat
erSL 2.5s cd, 1.2s beam - 3dmg, 2.2 heat
ML 3.0s cd, 1.2s beam - 5dmg, 3.6 heat
erML 3.5s cd, 1.4s beam - 5dmg, 4.6 heat
LL 4.0s cd, 1.4s beam - 8dmg, 6.0 heat
erLL 4.5s cd, 1.6s beam - 8dmg, 7.0 heat
cerSL 2.5s cd, 1.2s beam - 4dmg, 2.8 heat
cerML 3.5s cd, 1.4s beam - 6dmg, 5 heat
cerLL 4.5s cd, 1.6s beam - 9dmg, 8 heat
cHSL 4.0s cd, 1.5s beam - 6dmg, 4 heat
cHML 4.5s cd, 1.7s beam - 10dmg, 8 heat
cHLL 5.0s cd, 1.9s beam - 16dmg, 13 heat - Note: original heat is 18, but I rather go with longer burn for more skill required
SP, 1.0s cd, 0.6s beam - 1.4dmg, 1 heat
MP 1.5s cd, 0.7s beam - 2.8dmg, 2 heat
LP 2.0s cd, 0.8s beam - 4.5dmg, 3.4 heat
cSP 1.0s cd, 0.8s beam - 1.4dmg, 1.2 heat
cMP 1.5s cd, 0.9s beam - 2.8dmg, 2.4 heat
cLP 2.0s cd, 1.0s beam - 4.5dmg, 4 heat
cMicroPL 1.0s cd, 0.6s beam, 1dmg, 0.6heat
Gauss updates:
Gauss 15dmg, 3.5s cd, 2.0s charge, 2.0s charge hold, 3heat (+2)
Light Gauss 10dmg(+2), 3.0s cd, 1.5s charge, 1.5s charge hold, 2heat (+1)
Heavy Gauss 25dmg, 4.0s cd, 2.5s charge, 2.5s charge hold, 4heat (+2)
- Gauss/PPC can not be charged/fired at the same time
- Max 2xPPC or max 2x Gauss can be charged/fired at the same time
- When Charging Gauss all energy weapon reloading/fire is paused/prevented
PPC updates:
If using constant splash ratios, my suggestion would be this:
That way you get more total damage from HPPC and still can combine quite nicely the LPPC with the other types and also not making multiple LPPCs stronger than the other types (considering 2x LPPC would be 6+2+2 and normal PPC would be 8+1+1).
#289
Posted 19 June 2017 - 03:56 PM
#290
Posted 19 June 2017 - 05:12 PM
we need to get the mechlab as transparent as possible, this would be a huge boost to the quality of life as a mechwarrior.
you would see far more people learning the mechlab positively if they knew what measurement was applied for what and how it's going to affect the whole picture. It's seriously a chore to manually calculate the differences after the skill tree modifications and would be appreciated by everyone from the beginner to veteran to try and streamline the process of making a build and honing the chassis, which is after all... the whole point to the mechlab. right?
#291
Posted 19 June 2017 - 05:32 PM
zudukai, on 19 June 2017 - 05:12 PM, said:
we need to get the mechlab as transparent as possible, this would be a huge boost to the quality of life as a mechwarrior.
you would see far more people learning the mechlab positively if they knew what measurement was applied for what and how it's going to affect the whole picture. It's seriously a chore to manually calculate the differences after the skill tree modifications and would be appreciated by everyone from the beginner to veteran to try and streamline the process of making a build and honing the chassis, which is after all... the whole point to the mechlab. right?
If I understand what you are asking, you can already do that.
As long as you own the mech, you can build the loadout *AND* skill it out and without saving *ANY* changes, you can mouse over components and see how much of a bonus it is getting in various stats. So you can build hypothetically from scratch without spending a dime or skill point on changes until you like what you are getting.
You can also look at the mech's summary to get a total picture, again, without saving:
#292
Posted 19 June 2017 - 06:11 PM
MovinTarget, on 19 June 2017 - 12:26 PM, said:
I am not saying you are wrong, however, without knowing what similarities and differences there are between the games, I personally would be loathe to make simple generalizations.
Then broaden your horizons and look at other games that are successful in eSports with good comp play.
#293
Posted 19 June 2017 - 08:13 PM
#294
Posted 19 June 2017 - 10:06 PM
Fact is: everybody who's screaming now and likes the game will get
used to the layz0r changes as they've did it with the skilltree...
Ppl just dont like changes. I do understand screams against senseless
"Fixes" but be serious, the small pulsers are/were too strong.
And stop screaming: "MECH XXXX IS USELESS NOW BECAUSE I CANT MOUNT XX SMALL PULSERS ANYMORE" -> bulls.hit.
its just your lazyness or lack of whatever to make something useful out of it...instead of open youtube or
a website and watch a guys loadout and just copy it.
Edited by Thrudvangar, 19 June 2017 - 10:07 PM.
#295
Posted 19 June 2017 - 10:11 PM
KingKickAss85, on 19 June 2017 - 08:13 PM, said:
<rant>
If you are not actively playing, you are theorycrafting. FFS guys, this is not table top, if you want TT, go play it and drown your models in salty tears (I wonder if the paint will peel?). The simple fact is that constant tweaking is needed, Star Craft 2, is a prime example, the moment a build became so meta or showed itself to be OP, it got the Nerfbat. That is how you adjust for balance, some things get buffed, others get nerfed, evaluate, iterate. If you are too dense to comprehend that, then maybe this game isn't for you.
This constant, PGI don't know what they are doing saga is getting really old. I do not agree with everything they do, and I state it, but the only way for them to improve the game is to make changes. It's rather funny people always say they are only out to sell mech packs, but when they make changes to the game balance then they are defecating in the holy chapel that is BT. It's a fictional universe, with fictional rules. MWO has players in the real world, where players have real experiences, the game has been been inspired by TT and more importantly the universe, but the same rules can not apply. If you can not accept that, wait till BT releases and go play that instead. I will be playing both, for different reasons.</rant>
Edited by ZortPointNarf, 19 June 2017 - 10:12 PM.
#296
Posted 19 June 2017 - 10:12 PM
KingKickAss85, on 19 June 2017 - 08:13 PM, said:
This laser patch was completely unnecessary. Gonna go all LoreWarrior here for a sec, but it's not really a secret that Clan EVERYTHING is superior to IS tech. It is supposed to be that way. It makes them distinct from each other. For the Clans, greater firepower + longer ranges = more heat, longer durations and sometimes fixed loadouts. That is Lore.
from a game standpoint, such a small weapon with such high damage was complete stupidity. whoever thought buffing the cspl from 4.4 to 6 in one step should really not be in a position to make these decisions.
if you want to go with lore, sure youre right. everything clan has is better. but if you go there, you also need to take all the other factors into calculation:
- the sheer number of IS pilots that should overwhelm the clans (as much as i remeber its something 1:4?) at elast sometimes. but thats not possible because clans are just too good overall and too easy to play so almost everyone plays them either exclusively or for most of the time and because the game engine doesnt allow asymetric matchmaking or something
- maps that allow dirty tactics and ambushes. yes, on some maps this is possible and very effective. but fact is, that IS had to fight with guerilla warfare to combat the clans, while we ingame often dont have the possibilities to do so.
and one more thing: where were you loretards when the cspl got buffed beyond reason when pulse lasers in general work completely differently in lore? youre a bunch of hyporcrites, nothing more.
Edited by Genesis23, 19 June 2017 - 10:54 PM.
#297
Posted 19 June 2017 - 11:33 PM
Meldric Ward, on 19 June 2017 - 12:46 PM, said:
Damnit! I did not pay attention to this, but now that you have pointed it out, my OCD will not let me forget it. I too am perplexed by how an inanimate BattleMech can have "skills". I agree that it should be renamed "Mods" or "Tweaks" or something along those lines.
#298
Posted 19 June 2017 - 11:37 PM
Genesis23, on 19 June 2017 - 10:12 PM, said:
I love Clans in lore, but I would much rather have seen MWO stay in the 3025 / Fourth Succession War era with no clans, or lostech. If only PGI had been able to secure the rights for the unseen mechs earlier, then they could have made enough profit selling those that they would not have to introduce the Clans. But, the genie is out of the bottle now, no putting it back in.
Also..."loretards"? I have been moderated for less.
Edited by Ed Steele, 19 June 2017 - 11:39 PM.
#299
Posted 19 June 2017 - 11:42 PM
MovinTarget, on 19 June 2017 - 05:32 PM, said:
yes and no, it's not a total picture, nor is every stat listed in a given measurement, heat efficiency is the primary stat i would argue for that is missing updates after quirks and skills get added.
#300
Posted 20 June 2017 - 02:30 AM
Steinkrieg, on 19 June 2017 - 09:08 AM, said:
That's patently untrue. I have every past hero in game and at no point do I ever consider I can use a IS hero mech in a clan drop deck or vice versa. For the last rotation I've been aligned to IS and completely unable to use any Clan mech at all in Faction warfare. Ultimately PGI decide what can and cannot be used, in this case they've clearly decided the events should be standard mechs only. Whether you agree or not try not to spout totally incorrect information.
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