Patch Notes - 1.4.131 - 19-Sep-2017
#61
Posted 18 September 2017 - 08:31 PM
#62
Posted 18 September 2017 - 08:32 PM
• Structure Quirks have been replaced with Armor Quirks."
#63
Posted 18 September 2017 - 08:34 PM
MortallyTransparentCupcake, on 18 September 2017 - 04:03 PM, said:
I can kill assassins and bushwackers fine with my huntsman... perhaps the problem isn't with the armor quirks on assassins and bushwackers....
#64
Posted 18 September 2017 - 08:42 PM
Gas Guzzler, on 18 September 2017 - 04:17 PM, said:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!
I guess it had it coming, being the best Supernova and all... but how does it deserve a nerf when the MAD-IIC/MCII are arguably (well, arguably in the case of the MAD-IIC, the MCII is DEFINITELY) higher on the power curve?
"in line with other 90 tonners" ignores the cyclops and highlanders which still out maneuver the super novas, marauder IICs and Night Gyrs for that matter.
#65
Posted 18 September 2017 - 09:11 PM
#66
Posted 18 September 2017 - 09:43 PM
Come on PGI... It's not that hard...
#67
Posted 18 September 2017 - 09:49 PM
No, really.
We're nothing again...
#tactics
#68
Posted 18 September 2017 - 10:17 PM
#70
Posted 18 September 2017 - 11:15 PM
JediPanther, on 18 September 2017 - 07:52 PM, said:
My bad. I resulted in that 1 out of 50 matches where a joke build of just two ac2s and 3 spls out damaged and killed more than an assault mech thus by pgi's logic they are 'balanced.' Sadly they weren't the lbx version but we all know pgi logic by now as they weight the same and do the same amount of damage just different name. On the good side the adr now is going to get a nerf along with the rest of op clan lights next patch. I mean yeah I out did three assault mechs on a joke build.
by that logic i would be the reason why the spider 5k got its energy cooldown quirk badly nerfed and its mg-rof quirk entirely removed, since i regularly outperformed assaults with it
mistlynx4life, on 18 September 2017 - 09:49 PM, said:
No, really.
We're nothing again...
#tactics
not really sure what mist lynx users are whining about, try to play with a spider 5k once and suddenly your mist lynx is very powerfull again... it was an obviously unintentional mistake that made the LMG way too powerfull, now they are in line and still incredibly dangerous. get a bit closer, which is easy for a mist lynx to do, and you will be fine.
and at least your LMG deserve the name. the IS variant is just as heavy as the normal ones, which makes the whole concept of it stupid, just trading range for dmg.
Edited by Genesis23, 18 September 2017 - 11:44 PM.
#71
Posted 19 September 2017 - 12:15 AM
Can you do a few things for a few mechs in a future patch?
1. Please convert the pointless Streak SRM 2 quirk on the BJ-2 to a general missile quirk.
2. Please convert the machine gun quirks on the Phoenix Hawks to general ballistic quirks.
3. Please make Phoenix Hawks a little smaller
4. Please lump the AC 10 quirk on the Gray Death to the general ballistic cooldown quirk.
5. Please convert all Shadow Hawk structure quirks to armor quirks.
6. Please change the LRM cooldown quirk on the MAL-1R to a general missile cooldown quirk.
7. Please make all the 35-ton light mechs a little smaller.
8. Please fix the class II and class I jump jets to be actually worth it.
Thank you. GG.
#72
Posted 19 September 2017 - 12:25 AM
Shame the UZL didn't get a stance change.
#73
Posted 19 September 2017 - 12:44 AM
Any news on when this will be fixed would be good. I've reported it twice now...
#74
Posted 19 September 2017 - 12:53 AM
#75
Posted 19 September 2017 - 01:09 AM
I like most of the changes in this patch but this is just incomprehensible.
Also, I think a durability nerf to the Assassin is in order. It doesn't need any armor quirks.
#76
Posted 19 September 2017 - 01:45 AM
DGTLDaemon, on 18 September 2017 - 10:17 PM, said:
From the patch notes:
Fixed some consistency issues with the double-tap mechanic. Pressing and holding the fire button will now fire all weapons in a chainfire group and will not trigger double-tap. Pressing the fire button when all weapons are in their Cooldown phase will attempt to double-tap the next UAC in the Weapon Group."
For me this finally makes UAC's viable, for both factions, I have been running standard as I could not stand the phantom jamming when I clearly did not double tap. This will serve as an indirect buff to the UAC's as they will now only jam when you use their "unique ability", hence the need to "nerf" them to maintain the balance. At least this is what it looks like to me.
All and all a brilliant patch, I like the balance between, do you wanna buy a mech pack, balance (in both directions and both factions), new features, and refitting of old mechs. I really hope PGI will keep this format going, we need balance changes in every single release, instead of the wham bang big bada boom type ones as these can be quite jarring for the player base. I personally love balance changes, even of they sometime "wreck" a build of mine.
Well done PGI
Edited by ZortPointNarf, 19 September 2017 - 01:45 AM.
#77
Posted 19 September 2017 - 02:10 AM
#78
Posted 19 September 2017 - 03:31 AM
MRM range increase is nice but spread is still huge and speed still pretty slow and it is pretty easy to avoid and i guess AMS will also eat quite some damage potential away. We will see if unboated Cotton Balls can make use of more range...
The solution for boating weapons is the rule of diminishing return and nothing else!
Probably Clans sing halleluja to the cool skilltree changes:
#79
Posted 19 September 2017 - 03:35 AM
#80
Posted 19 September 2017 - 03:41 AM
Gas Guzzler, on 18 September 2017 - 04:17 PM, said:
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!
I guess it had it coming, being the best Supernova and all... but how does it deserve a nerf when the MAD-IIC/MCII are arguably (well, arguably in the case of the MAD-IIC, the MCII is DEFINITELY) higher on the power curve?
Because Clans are OP. Are you new here? IS gets buffs, Clans get nerfs. Get with the program.
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