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June 20 Patch Notes! Are Up! Link Inside!


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#201 FupDup

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Posted 17 June 2017 - 04:55 PM

View PostSuper Trooper, on 17 June 2017 - 04:50 PM, said:

Quick question. How long were these changes play tested on the test server?

Maybe I'm getting spoiled the last year from Blizzard where all changes and new releases are play tested for weeks or more at a time as the changes are tweaked, implemented, or scrapped.

Blizzard generally implements test server changes to live with no changes between live and PTR, other than maybe like 2 or 3 specific times.

#202 cazidin

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Posted 17 June 2017 - 04:59 PM

View PostFupDup, on 17 June 2017 - 04:55 PM, said:

Blizzard generally implements test server changes to live with no changes between live and PTR, other than maybe like 2 or 3 specific times.


Blizzard also has good ideas most of the times and can code in new features.

#203 Deathlike

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Posted 17 June 2017 - 07:26 PM

View PostBud Crue, on 17 June 2017 - 04:32 AM, said:


Well, if I may be so bold as to type for the potato-ish part of the community...I am not seeing how this helps us/them. Nerf to the LRM 5, the most potato-y of potato weapons. In considering the energy weapon changes, think about what all those duration and cooldown changes are going to do to the potato players. Think its going to help them, or make them worse? I feel pretty confident...no, I KNOW...that these changes are going to hurt the lower level players FAR more than they will those of you at the upper echelons. You think you have seen some rotten potatoes? You aint seen nuthin.


See, the thing is that we have some people @ PGI that balance the game... they don't play/understand it well enough. It's the equivalent of rolling 2d6 and expecting a 12 being rolled. What's really happening is that someone @ PGI is expecting a 1 to be rolled from a 2d6 for the majority of the balance decisions. Just think of that for a moment.



View Postcazidin, on 17 June 2017 - 04:59 PM, said:


Blizzard also has good ideas most of the times and can code in new features.


Blizzard does things well that PGI doesn't do (well at all). What's new?

Edited by Deathlike, 17 June 2017 - 07:27 PM.


#204 Khobai

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Posted 18 June 2017 - 07:56 AM

blizzard made hearthstone though. so that cancels out every other good thing theyve ever done.

#205 Bigbacon

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Posted 18 June 2017 - 10:21 AM

View PostDee Eight, on 17 June 2017 - 12:33 PM, said:

Look....tech advance is coming, they needed to adjust the lasers to new values to make the IS ERSL and ERML relevant... along with the clan micro and heavy lasers. Not to mention light, snub and heavy PPCs.


OR make all the old tech suck so every spends their cbills on new tech and then need premium time to stock back up.

#206 Luminis

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Posted 18 June 2017 - 10:30 AM

View PostBigbacon, on 18 June 2017 - 10:21 AM, said:


OR make all the old tech suck so every spends their cbills on new tech and then need premium time to stock back up.

That's honestly a price I'm willing to pay to get some fresh air into the game.

Plus, we all knew the new tech was coming well in advance, plenty of time to farm some cash up Posted Image

#207 R Valentine

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Posted 18 June 2017 - 10:40 AM

They could have at least fixed the cERLL and the ISERPPC in this patch. Nooooooooooooooooope. cERLL buff was pretty minor and included CD nerfs. ISERPPC went completely untouched.

#208 J0anna

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Posted 18 June 2017 - 12:21 PM

Moving the game forward to be a completely level 2 battletech game and nerfing all weapons down to level 1, is like forcing us to fight world war II battles with world war I weapons. Weapons should be deadly without having to spend 40+ points in the firepower tree. The new IS weapons should at very least be as powerful as the level 2 clan weapons were when they were first released, and the clan weapons should be returned to their original values. Otherwise the new IS weapons will have to be nerfed into the point of uselessness. Stop trying to keep level 1 weapons viable and balance the game around level 2 weapons, at worst give mechs quirks to level 1 weapons (only) so they have some value, but make level 2 weapons better than quirked level 1 weapons (it doesn't have to be a lot, but should be worth the investment into them).

#209 Zolaz

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Posted 18 June 2017 - 12:25 PM

At least all those Small Laser buffs will have people lining up to play Lights now. Posted Image Excellent work on balancing, yet again PGI. Everyone says you get better at something in the 5th year of doing it.

#210 Y E O N N E

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Posted 18 June 2017 - 01:13 PM

View Postvibrant, on 17 June 2017 - 01:58 PM, said:

Just bringing a little math to the table. Right now, there's a 0.22 second difference in the cycle times between CERML and CLPL. Which is... a 5% difference. After this patch, it'll be a 0.46 second difference, which is a 10% difference. Not earth shattering, but still significant.

Numbers:
Current:
CLPL duration: 1.12, cooldown: 3.25, total: 4.37
CERML duration: 1.15, cooldown: 3, total: 4.17
Difference: 0.22 seconds, 5.04%

New patch:
CLPL duration: 1.09, cooldown: 3.2, total: 4.29
CERML duration: 1.25, cooldown: 3.5, total: 4.75
Difference: 0.46 seconds, 9.69%


Those are nice raw numbers, but let's refine it.

Right now, you have a total cycle of 4.37 seconds. That's the cLPL burn plus the 3.25 seconds it takes to cool down. The cERML cycle is 4.15 seconds and fits entirely inside the cLPL's cycle. Ergo, the cLPL governs your pattern.

With the new numbers, the cLPL has a cycle of 4.11 seconds, and the cERML is 4.75 seconds. Now it's the cERML that governs the pattern.

In the current game, pulling both triggers at the same time, I have to wait 3.25 seconds to fire again. After the patch, if I take my cLPL and fire it at the same time as the cERML, I will have 3.5 seconds to wait to fire the full volley again. If I want to synchronize the ends of the laser burns, I can fire my cLPL 0.16 seconds in, but it's still 3.5 seconds to wait for the next shot

So, in practice, it's a 0.25 second difference if you are trying to synchronize them, not a 0.46 second difference. I already have to do this when firing isML with isLPL to synchronize them, this is the same thing.

And it wasn't their ability to fire and cycle nearly identically that made the cERML + cLPL effective, that just made it brain-dead easy. Instead, it was the raw damage output at range that made it effective. That is getting nerfed through the duration increase on the cERML and damage decrease on the cLPL, but it will remain quite high at a nominal 52.8 DPS (using 6x cERML + 2x cLPL) versus the old 59.1.

#211 A Really Old Dude

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Posted 18 June 2017 - 01:34 PM

I think the biggest nurf so far has gone unnoticed, the clan small pulse laser took a 33% damage nurf.

What the hell, my nova prime is going to have to have a long hard rethink as it now going to be way down compared to the srm bombers.

#212 ForceUser

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Posted 18 June 2017 - 05:04 PM

View PostBigbacon, on 18 June 2017 - 10:21 AM, said:


OR make all the old tech suck so every spends their cbills on new tech and then need premium time to stock back up.

You mean you haven't been farming Cbills since the moment they announced new tech? Am I the only one that's been doing this? I thought it was obvious.

#213 Y E O N N E

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Posted 18 June 2017 - 05:16 PM

View PostA Really Old Dude, on 18 June 2017 - 01:34 PM, said:

I think the biggest nurf so far has gone unnoticed, the clan small pulse laser took a 33% damage nurf.

What the hell, my nova prime is going to have to have a long hard rethink as it now going to be way down compared to the srm bombers.


That didn't go unnoticed at all, there are at least two threads dedicated to it.

And you've still got cERSL spam. It's only marginally less effective than cSPL is today.





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