Patch Notes - 1.4.137 - 18-Oct-2017
#201
Posted 15 October 2017 - 09:40 PM
#202
Posted 15 October 2017 - 10:14 PM
Cadoazreal, on 15 October 2017 - 07:42 PM, said:
Because they should be reading their forums we shouldn't have to go read their twitters that they use for other things besides mwo
They have both combined less than 100 Followers?
Or is this a Twitter hickup...?
Edited by Thorqemada, 15 October 2017 - 10:16 PM.
#203
Posted 15 October 2017 - 10:56 PM
#204
Posted 15 October 2017 - 11:16 PM
#206
Posted 15 October 2017 - 11:39 PM
#207
Posted 16 October 2017 - 12:53 AM
#208
Posted 16 October 2017 - 02:23 AM
Even my kingcrab has had to bin them as they are borderline useless now. No kidding a UAC2 is more effective than the UAC5.
oh and medium lasers nerfed.
Seriously wonder what the **** is wrong with the guys at PGI.
Edited by mad kat, 16 October 2017 - 02:26 AM.
#209
Posted 16 October 2017 - 03:00 AM
People are now more driven into Clan Laservomit, then the magical excel sheet wich i assume is read without the right interpretation (Skill level of players using this build vs other players getting shot by it, see gauss+erppc nerf) says "Laservomit OP" ---> Potential Heat or cDHS Nerf incoming (Nerf --> Frustration)
You really hired someone who understands how to make your customers angry. Congrats to this.
Today we lost one comp player because of this new level of retardation, great job PGI, great Job...
#210
Posted 16 October 2017 - 03:20 AM
#211
Posted 16 October 2017 - 05:03 AM
Also, regarding IS nerfs:
To sum up:
#212
Posted 16 October 2017 - 05:13 AM
GweNTLeR, on 15 October 2017 - 03:50 AM, said:
Also, PGI, I hope you understand, that with those laser changes you basically killed 90% of already underperforming IS lights(compared to those little mg spammers).
If the artemis spread reduction follows the ATMs then it should be about 6% and rounded to the nearest .1m
ATM 3 & 6: 3 + 6% is 3.18 and they took the spread to 3.2.
ATM 9 & 12: 3.5 + 6% is 3.71 and it's 3.7 in the notes.
#213
Posted 16 October 2017 - 05:40 AM
Pgi, you have too much money and a player or you want to stop Mwo, if that's right, then continue like that : Stupid Nerve Strike that just reduces the action and makes this game become more and more annoying at every Path.
Prediction in 1 year:
Laser
• Cooldown increased to 50.
• Duration increased to 50.
with
• Reduced player to (only the Staff).
it becomes Pathetic !
Edited by freud2b, 16 October 2017 - 05:43 AM.
#214
Posted 16 October 2017 - 05:45 AM
#215
Posted 16 October 2017 - 07:13 AM
Fox the Apprentice, on 16 October 2017 - 05:45 AM, said:
Exactly!
I think the laser nerf as it is right now actually counteracts what it is supposed to do. As a lot of people already pointed out it hits the builds with a few lasers the most while it's basically a non-factor for the laser boats. It ruins most of the light mech builds that really rely on Medium Lasers of all sorts as well.
I remember back in the days of closed beta people told PGI that their heat generation and dissipation system is going to blow up in their faces someday.
If you want to "fix" the laser vomit you have to consider a massive heat revamp sooner rather than later.
I personally don't see a problem with IS lasers at all... If anything they could use some help, not a nerf.
Clan Laser vomit has become an issue with the release of the Heavy Lasers. It might get a little convoluted from here, but a short term fix might be to combine ghost heat penalties among all the lasers. Eg if a Heavy Laser is fired in combination with an ER or Pulse Laser the Heavy Laser ghost heat group is triggered automatically. So if you take the ever so popular Hellbringer with 2 HLL and 4 ERML you would actually trigger considerable ghost heat if you fire all your lasers at the same time. If you fire your weapon groups separately (2HLL then 4 ERML) you won't trigger any ghost heat.
If that's still a problem you might want to think about enlongation of the ghost heat trigger timer to one second for laser weapons.
Keep in mind tho, that this is just a very short term fix... as the whole ghost heat system is basically just a band aid. And you (PGI) basically brought this upon yourself by even "fixing" the heat containment node and thereby making the problem even worse. Heat is a resource that is very inflatious in this game.
Also I really dislike how PGI is dishing out those sledgehammer nerfs. If you want to adjust values, please for all that is holy, do it in small steps. Fine tune your game, don't hit it with a sledgehammer and then wonder why there're so many shards lying around (and I don't even think about the ACH ).
#216
Posted 16 October 2017 - 07:47 AM
The fix is very easy, and it doesn't even involve ghost heat in lasers.
A player here already mentioned it.
The problem with lasers is that their "heat" is spread out in time, so THEY COOL DOWN EVEN WHILE YOU FIRE THEM.
The solution is either to make laser heat instant (meaning laser vomit build will overheat immediately) OR disable cooling WHILE you are actually firing the weapon (meaning they will overheat in time from firing too many lasers simultaneously, as heat only builds up instead of building AND being dissipated, which just overall reduces the heat).
That is the reason (instant heat vs dissipation time), not ghost heat, everybody can boat lasers but not, say, light PPCs (or other PPC types).
#217
Posted 16 October 2017 - 07:54 AM
This has as many detractors as ED! AND if it does it will be MONTHS before you FIX it, if you do. You're running people off in droves. STOP IT. FIX STUFF RIGHT BEFORE ITS TOO LATE!
#218
Posted 16 October 2017 - 07:57 AM
What is worse, the lock-on nerf will hit new players the hardest, that need SSRMs or other such weapons to hit marauding lights... while long-range "lurming" builds will not feel it at all, since the target can't move 25° from their sights anyways.
I hope you do realize the difference between a 90° angle (total) and a 50° one.
This is a huge nerf numerically, possibly the largest ever yet, basically halving the effectiveness of short-range lock, yet you pass it casually without thought on all tracking missile weapons (underused enough competitively), only because of an ATM trick...
Anyways... as people have noticed, laser vomit will still be king, while it is other playstyles which get hit the most (uncommon enough missile brawling, AC brawlers, non-laser builds that rely on them only as support weapons to use excess heat, etc.)
So yay for boring laser/gauss sniping and mountain hugging the whole game... (and to be perfectly clear, I play large lasers anyways; because the game forces you to use long-range weapons, specially on large clan mechs. But precisely I don't think it's the way. Mechwarrioring is suppossed to be fun, and brawling accomplishes that better.)
#219
Posted 16 October 2017 - 09:24 AM
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