Patch Notes - 1.4.137 - 18-Oct-2017
#81
Posted 14 October 2017 - 07:05 AM
PGI what has this mech done to you?
On another note, the IS-UAC5 was hot enough when boated. Please try playing your own game.
#83
Posted 14 October 2017 - 07:14 AM
#84
Posted 14 October 2017 - 07:45 AM
Laser nerfs way too extreme....won impact alpha at all
#85
Posted 14 October 2017 - 08:06 AM
Quote
wow, are we talking of this? A suggestion I made here a while ago? This is cool!
But now I must copy & paste same stuff I posted in previous patch:
No words if audio of IS LB-X 2 is fixed when firing fast.
And of course none of this is fixed:
Will bolt-on stuff do this? Why not fix decals first?
No only the Archer have shadow problems, KGC and Kodiak claws also.
#86
Posted 14 October 2017 - 08:12 AM
Theres no reason to be hit by a laser at 1400 metres, its ridiculous. You can barely tell your being hit at that range, but the damage is still real, and painful. Global weapon range reduction, massive decrease in maximum range, keep effective range.
Your effective range values are alright for the most part but the maximum range values are horrid.
One of the biggest issues in lasers, is the fact you can pop out from a hill, at extreme ranges, blast your target for massive damage, pop back, and cool down at extreme ranges.
Not only is it really not fun to be fighting at 1000+meters, it screws up your game, people want to duke it out in big mechs, and staying at range is fine, not being able to see an assault mech thats hitting you across the map because its that far away isnt.
-After reducing weapon ranges across the board (mostly, not everything...)
Remove the double zoom we have normally, add in the zoom window baseline.
Why? Currently, allot of people fight in double zoom constantly, because you have to.
Removing that double zoom, and making the zoom window from the skills baseline, will bring disadvantages to trying to zoom in for precision shots on a target. (You wont be able to see much outside that small window, opening you up to being flanked, nor can you use it effectively to fight in close quarters)
...Balance and rework flamer/animations
-bring back slightly blinding flame anim from before, add slight transparency on the effects end dependent on angle(can see through flames if being hit by them...) add in ammunition cook off similar to machinegun crit, add in static flame effect for 2 seconds where the flamer strikes generating smoke(again...the power of the flamer is utility)
-Adjust flame function to something similar to lasers, on fire click, the flamer will begin firing for 5 seconds, dealing 1/dps in a splash cone, generating 0.7/hps on an enemy, and generating 0.5/hps for the firing mech. 4 second cooldown time.
Static flame effect generated by the flamer will cling to any terrain it hits, generating 1.4 heat over its duration to targets in the effects vicinity, (flamer will generate 1 effect per second, allowing flamers to create fire walls and smoke screens)
-Remove heat bar and skills for heat bar, replace with "Increase flamer duration" by 0.5 seconds per node (flamer damage is per second)
...Add ammunition switching for certain weapons that are designed around it.
-to be covered in specific weapon rework points.
-Controls adjustment, middle mouse click to switch ammunition for highlighted weapon, upon switching ammunition, a weapon will undergo its designated cooldown. Mousewheel up/down to highlight weapon.
....Rework autocannons
-Switch ALL regular auto cannons to burst fire, decrease size of rounds (reduce rotary/uac round size as well) to reduce blinding slightly, retain screen shake.
Clan burst fire rate, 0.2 seconds between rounds. IS burst fire rate, 0.08 seconds between rounds.
(Ac-2, 3 (0.66dmg/round) rounds) (Ac-5, 5 (1dmg/round) rounds) (Ac-10, 8 (1.25dmg/round) rounds)
(Ac-20, 12 (1.67dmg/round) rounds)
-Remove controlled burst for ultra autocannons, ultra ac's will follow the same rule for rounds as regular, and will have double the fire rate of normal autocannons, however, will have a 35% jam chance/2nd burst.
-With ammunition switching, for both factions LBX autocannons will take over the single shot, and spread shot damage roles.
Regular LBX ammunition will function as normal.
"Slug" LBX ammunition will function as Inner Sphere autocannons do currently (slug lbx ammo will not receive the crit bonus that lbx autocannons have normally)
....Add in "Disruption" bar.
-A disruption bar will be added to all mechs huds, the disruption bar caps out at 100 pts, once the bar is full, a mechs radar, targeting, heat indicator, weapon group UI and all hud functions will become afflicted by static visuals and no signals for 2.5 seconds before resetting to 0. The disruption bar will decay at a rate of 5pts/second after not being disrupted for 16 seconds.
...ECM and PPC rework.
-ECM in disrupt mode will now cause the the disruption bar on enemy mechs within its effective range to fill, at a rate of 15pts/second.
-PPCS minimum range can be turned off with the "ammunition switching" control. If a PPC is fired within its minimum range the PPC will take damage equivalent to the damage it deals.
-Light ppcs will contribute 12 points to the disruption bar when hit.
-Regular/Er ppcs will contribute 20 pts to the disruption bar when hit.
-Heavy PPCS will contribute 30 pts to the disruption bar when hit.
...Heavy laser rework.
-Heavy lasers will have their beam duration REDUCED to a point less than regular clan er lasers.
-Heavy lasers will now have much larger beam width in comparison, resulting in the laser splashing on all but the heaviest mechs.
-Heavy small lasers will contribute 15 pts to the disruption bar when fired.
-Heavy medium lasers will contribute 30 pts to the disruption bar when fired.
-Heavy large lasers will contribute 55 pts to the disruption bar when fired.
-Targeting computers will reduce the amount of disruption heavy lasers generate.
...pulse laser rework
-Increase number of pulses that a pulse laser fires over its duration for IS and Clan.
-Reduce overall damage of pulses to slightly lower than regular lasers, reduce cooldown time.
-Add effect causing pulse lasers to deal a large burst of extra damage if all pulses from a shot hit the same location on an enemy mech. (For example, small IS pulse lasers will now pulse 5 times in quick succession (speed increased by laser duration, dealing 3 damage base over its duration. If the full beam duration hits a specific component, the laser will deal an extra 0.7 damage, cooldown decreased to 1.5 seconds, beam duration increased to 0.8 seconds.)
Pulse lasers will now have larger damage potential, but require users to be largely accurate.
-Targeting computers will reduce pulse laser duration slightly.
...ATM rework
-With the addition of ammo switching, ATMS can equip 3 different ammo types
-LATM, same max range of atms, 1 damage/missile, 200m minimum range.
-MATM, 600 meter range,2 damage/missile, 120 meter minimum range.
-SATM, 300 meter range, 3 damage/missile, no minimum range.
This will be a buff and nerf to atms, while atms will now have a short range no minimum option and a high damage medium range option, they will also have to incur the atms long reload time to switch between weapon ranges/damage profiles, as well as having to carry increased ammunition for the same functionality.
-Atm missile health massively increased, missile model size increased as well.
-Atm missiles will now require Artemis to be equipped on a mech, and will have an artemis like tracking boost base value.
...Streak rework
-Increase streak cooldown time slightly.
-Add effect causing the streak guidance system to go for the lowest health components on an enemy mech first.
...Ams rework
-Slightly reduce overall ams damage
-Ams will now shoot down ALL missiles.
...Laser rework.
-Reduce beam duration for regular lasers across the board.
-Increase IS ER beam duration to slightly less than clan values.
-MASSIVELY reduce beam range (max range should be 840 meters for an IS er large, effective range 540. currently 1375 and 675, before skills) (clan erll, max range 900 meters, effective 750)
All weapons in mwo have slightly increased range over TT, and thats fine, its a game, not TT. However, laser ranges are ridiculous, the particle effects dont even hit as far as the beams do.
...Re-work faction play to a "battle value" system.
Assign a battle value to all weapons, equipment, and mechs (similar to TT, adjust based on balance)
Each player in FP has a maximum battle value that they can deploy, as well as a maximum number of mechs. As in TT, clan mechs will have a generally higher BV than most IS mechs of similar equipment/weight. This will work better than a straight up weight limit.
Ill be going more in depth on all of this in the future, hopefully creating a PDF and posting it up with proof of concepts, organized tables ect.
Cheers
#87
Posted 14 October 2017 - 08:13 AM
put the enrgy and development time in bringing new content.
if you still feel the need to balance,..; then you are way off.
Edited by Tuann, 14 October 2017 - 08:14 AM.
#88
Posted 14 October 2017 - 08:16 AM
Edited by On1m, 14 October 2017 - 08:17 AM.
#89
Posted 14 October 2017 - 08:17 AM
/s just in case......
Edited by Password1234, 14 October 2017 - 08:19 AM.
#90
Posted 14 October 2017 - 08:22 AM
GamerPro4000, on 14 October 2017 - 07:12 AM, said:
Thanks. Well there is the first problem. So pgi based these changes without calculating the fact we are humans and we do have a way larger margin of error compared to AIs.
Tbh, the AI in MWO isnt that great. :/
Well, mainly the Atlas in Escort, but that horse is already a bloody pulp, so we wont go there.
Overall, the patch is just as most others have said, way to heavy handed. I guess someone at PGI absolutely hates commandos. Missle spread nerf and medium laser nerfs. Small lasers were already worthless on it, so that leaves me with just about no reason to drop in any of them anymore.
I haz da sadz...
I could figure out how to javelin......meh... it will never be my commando.
#91
Posted 14 October 2017 - 08:32 AM
#92
Posted 14 October 2017 - 08:51 AM
Lasers are overrated anyway....
Wait, what's that a change that effects my favourite build!
PGI!
#93
Posted 14 October 2017 - 08:52 AM
NOT Looking 4wrd to the imbalance pass
Osiris got screwed over before it even hit the battlefield. Luckily the Arctic Wolf won't care...
Edit: Oh and since it goes a bit under the radar: Artemis nerfs hit IS most again, because clans rather boat ridiculous amounts of missiles because they only weight half of their IS counterparts. No need for Artemis there...
Edited by Myke Pantera, 14 October 2017 - 08:58 AM.
#94
Posted 14 October 2017 - 09:05 AM
It's a decided nonsense to change the angle of the missile lock.
What again Crying Noobs can not against LRM?
And let's remove all rocket weapons, change skins for some walking robots from the Alt-World Second World War. Here's a new game just suitable for all parameters on this craft.
Edited by Krizalius, 14 October 2017 - 09:41 AM.
#95
Posted 14 October 2017 - 09:08 AM
#96
Posted 14 October 2017 - 09:12 AM
Edited by Gr Armpit, 14 October 2017 - 09:14 AM.
#97
Posted 14 October 2017 - 09:17 AM
While cleaning out goat crap from a barn, something occurred to me that makes me even more irritated with PGI over this crap (their patch crap, not the goat crap).
As you all may recall, even before the skills tree dropped PGI and specifically Chris Lowery and Russ Bullock had repeatedly advertised that after skills tree and after civil war tech, PGI would be "closely monitoring in game performance data", which would culminate in a "major balance pass" in September. And indeed that "major balance pass" took place last month.
So. What changed in a month PGI? What changed in the last month to convince you UAC5s needed to be nerffed, that nearly all the laser weapons needed a cool down hit, that all of a sudden the Annihilator was over performing relative to the Atlas, etc. None of this was apparently an issue sufficient to address in your "major balance pass" based on your extensive months long review after "closely monitoring in game performance"; so what suddenly brought all of this...CRAP...to your attention in the last month's "data"? I'd really like to know.
#98
Posted 14 October 2017 - 09:22 AM
Woo!
#99
Posted 14 October 2017 - 09:32 AM
Thank you for the Raven Sensor Buffs. Much needed to make scouts useful. Keep up this kind of thinking.
I don't like the med laser cool down. My 13 DPS 6xMPL crab is now 11DPS. Also my 2xUAC5 4xML Catapault K2 is now extra hot....and has less DPS. Both of these builds relied on speed and reposition ability to survive. So am I supposed to take 20kph off my engine to carry Larges now and join the long range Alpha Meta. Not Fun.
#100
Posted 14 October 2017 - 09:49 AM
MischiefSC, on 13 October 2017 - 07:45 PM, said:
Cuz without question, IS regular mediums are OPAF compared to Clan HLL.
Also a good thing that the absolutely pants on head broken Assassin didn't get any nerfs but that rascally GHR, which is clearly still totally wrecking... nobody.... needs nerfed.
I confess to having been really hopeful about Chris taking up the reins but this is still just.... so facepalm.
I do like the ballistics velocity increase. That was good. Decreasing the cooldown on ballistics instead of increasing lasers would have been better, especially for IS ballistics.
Makes my heart hurt. Whatever though. Okay.
Had to nerf IS Mediums, cant have this many players in Light and Medium mechs.
Players dont need to be using AC20s either, too OP.
You know the Production Cycle. Assassin is still new. Grasshopper is yesteryear's robot.
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