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Devs Plz Explain The Patch Notes


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#1 Tiewolf

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Posted 15 October 2017 - 12:25 PM

I am serious! After the rukus on the forums i read the patch notes myself cause i couldn`t belive it. Left me even more clueless after reading the explanations there.

Just one example laser changes:
[color="#3073f3"]"While we are not looking to tune the overall damage output of these weapons at this time, we are looking to bring down the overall DPS that can be provided by these weapons depending on the weapon type, with ER Medium Lasers getting the largest reduction in DPS, and Medium Pulse Lasers getting the smallest reduction as a result of their additional tonnage commitment compared to their standard counterpart."[/color]

No you won`t bring down DPS cause Clan alphas anyway and the heat is the limiting factor not the cooldown while in cover. IS is nerfed big cause not so high alphas so they needed to dps to take advantage of the lesser heat per alpha. Why specificly nerf IS and mechs that can`t boat lots of lasers for big alphas? Not that IS is performing well in any comparison to clan. Ok you nerf coolshots a tiny bit but only for 2 sec difference which is nothing.

Fun fact: CER-ML have a longer cooldown and CM-PULS almost the same like CER-LL?

So plz devs explain to us:
1. Why does IS needs that massiv nerf?
2. Why the changes that nobody ask for like missles etc. when there are so many changes like airstrikes that a lot of players do ask for?
3. Quirk reductions when IS mechs are absolutly underperforming in real gameplay or quirk buffs to mechs that change non of their problems why they are underperforming (no clue how your data looks like that you can`t see the gigantic imbalance elephant in the room)

After the design of the first two events with the new event system i suspected that the event staff never played their own game. Now with this patchnotes i suspect that who ever did the rebalance does not understand the game at all or is completely dishonest concerning the real goals he wants to achieve with these changes.

PLZ enlighten us Devs!

Edited by Tiewolf, 15 October 2017 - 12:49 PM.


#2 FupDup

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Posted 15 October 2017 - 12:42 PM

There were a number of people were complaining about laser vomit, and this is the response. While it's not 100% the players' fault for the magnitude or type of the nerfs (the Balancing Overlord™ bears a good part of the blame here), the fact is that both groups involved had a knee-jerk reaction and this is the consequence.

This is a case study of why people should be careful what they ask for...

Edited by FupDup, 15 October 2017 - 12:49 PM.


#3 Alistair Winter

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Posted 15 October 2017 - 12:46 PM

View PostFupDup, on 15 October 2017 - 12:42 PM, said:

This is a case study of why people should be careful what they ask for...

When dealing with jinns and PGI, sure.

#4 Mr Snrub

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Posted 15 October 2017 - 12:48 PM

View PostFupDup, on 15 October 2017 - 12:42 PM, said:

There were a number of people were complaining about laser vomit, and this is the response. While it's not 100% the players' fault for the magnitude or type of the nerfs (the Balancing Overlord™ bears part of the blame here), the fact is that both groups involved had a knee-jerk reaction and this is the consequence.

This is a case study of why people should be careful what they ask for...

It's more of a case study that when PGI tries to fix balance, they're making things worse.

Longer cooldowns for 80 point alphas that needed the time to dispose of the heat anyway is an absurd way of fixing the problem.

#5 Thorqemada

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Posted 15 October 2017 - 12:50 PM

I see no Problem with the nerf - my Mech will run a tad cooler after it... :P

;)

#6 Khobai

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Posted 15 October 2017 - 01:49 PM

View PostFupDup, on 15 October 2017 - 12:42 PM, said:

There were a number of people were complaining about laser vomit, and this is the response. While it's not 100% the players' fault for the magnitude or type of the nerfs (the Balancing Overlord™ bears a good part of the blame here), the fact is that both groups involved had a knee-jerk reaction and this is the consequence.

This is a case study of why people should be careful what they ask for...


but why was artemis nerfed

nobody asked for it. it makes no sense.

#7 FupDup

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Posted 15 October 2017 - 01:52 PM

View PostKhobai, on 15 October 2017 - 01:49 PM, said:

but why was artemis nerfed

nobody asked for it. it makes no sense.

There are plenty of people that think Lurms are too stronk.

But really, a more likely reason would probably be that PGI is trying to nerf equipment and stuff based on the assumption that you will always max out the corresponding skill tree. It's a self-fullfilling prophecy that makes people have to make the corresponding skill nodes just to make things work the way they used to without the skill tree.

In this case, I'm expecting the Artemis nerf to correspond very closely to the 5% skill tree buff. You're gonna need the skill tree from now on if you want "real" Artemis, otherwise you just get a weaker budget version as the baseline.

Edited by FupDup, 15 October 2017 - 01:53 PM.


#8 Tarl Cabot

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Posted 15 October 2017 - 02:16 PM

Might expect on the NEXT patch, the long range energy weapons receiving an increase in their cooldown timers. The Grasshopper with its Range quirk removal was the first step.

With that said, those energy cooldown timers are getting closer to the Solaris VII cooldowns (delays...) Posted Image 2.5 sec rounds, not the 10sec rounds of the base TT.

It is possible that Chris is correcting what Russ/Paul fraked up or allowed to happen while initially under IGP umbrella. Most of the stats, etc were from base TT game (armor/is values) and cooldown timers which were longer than the current set (prepatch) likely came from several sources, Solaris VII/MPBT/etc but "Family&Friends" playing 4vs4 complained weapons taking too long to fire..... cooldown timers butchers!!!, increased to 8v8 and now complaints of dying too fast.... Russ/Paul gave instructions to double the number of armor points per ton. Coders instead made the change to Internal Structure which changed the armor points/ton. They were not even aware of that result until they were made aware by the beta testers......

The current issue though is not the change itself but it is lacking an overarching explanation. It might have been there but it never made it to where it can be seen.

Edit. That is funny though about the 4vs4 complaints, considering how quickly things died during 4vs4 testing on the PTS and how quickly things die in Scouting mode once there is an engagement. What newbies they were...

Edited by Tarl Cabot, 15 October 2017 - 02:18 PM.


#9 Pariah Devalis

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Posted 15 October 2017 - 02:18 PM

I mean, considering most laserboat ROE involve hitting, fading, hitting, fading, repeat ad infinitum, the cooldown change is of minimal impact. You are not going to be as good in a staredown contest as before, but for those who are peeking, firing, fading, and repeating, the slight delay in the refire will mean next to ziltch.


What it really hurts are light mechs that lean on energy. They need the higher refire rate, and pulse lasers are often a bit heavy to easily balance with heat and tonnage restraints.

Edited by Pariah Devalis, 15 October 2017 - 02:18 PM.


#10 Khobai

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Posted 15 October 2017 - 02:25 PM

Quote

There are plenty of people that think Lurms are too stronk.


but even potatos dont think artemis is why lurms are too stronk

its the indirect lrms they think are too stronk, not the direct fired ones

nobody was crying for an artemis nerf. nerfing direct fired lrms made no sense whatsoever. or at least less sense than the lack of sense thats usual for PGI...

Edited by Khobai, 15 October 2017 - 02:29 PM.


#11 DAYLEET

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Posted 15 October 2017 - 02:26 PM

View PostFupDup, on 15 October 2017 - 12:42 PM, said:

There were a number of people were complaining about laser vomit, and this is the response. While it's not 100% the players' fault for the magnitude or type of the nerfs (the Balancing Overlord™ bears a good part of the blame here), the fact is that both groups involved had a knee-jerk reaction and this is the consequence.

This is a case study of why people should be careful what they ask for...

Lets not blame people who want a better game.


View PostFupDup, on 15 October 2017 - 01:52 PM, said:

In this case, I'm expecting the Artemis nerf to correspond very closely to the 5% skill tree buff. You're gonna need the skill tree from now on if you want "real" Artemis, otherwise you just get a weaker budget version as the baseline.

Thats exactly what has been stated in the patch note. "[color="#3073f3"]more equal to the previous inherent bonuses prior to the release of the Skill Tree.[/color]" The nerf is directly correlated to the one the tree provide. Which is why im against it. It hurts smaller mech, boat are just gona keep throwing ridiculous amount of srm for no discernible change.

Edited by DAYLEET, 15 October 2017 - 02:30 PM.


#12 RaptorRage

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Posted 15 October 2017 - 02:56 PM

Could be that the Artemis change is just another pre-nerf happening to the Arctic Wolf being able to carry a bunch of SRMs.

#13 4rcs1ne

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Posted 15 October 2017 - 03:49 PM

There's no need to explain anything. PGI is relying on their feelings to make balance changes. Who could question that?

Edited by Matt2496, 15 October 2017 - 03:50 PM.


#14 Kuaron

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Posted 15 October 2017 - 03:51 PM

Maybe PGI recognizes the problem perfectly and had the ideal solution, but just confused cooldown with laser duration?
And then made a lot of mistyped on the explanation test?

#15 Daggett

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Posted 15 October 2017 - 03:53 PM

View PostRaptorRage, on 15 October 2017 - 02:56 PM, said:

Could be that the Artemis change is just another pre-nerf happening to the Arctic Wolf being able to carry a bunch of SRMs.


The Arctic Wolf is a 40t mech. You won't be able to use Artemis with all 9 missile hardpoints of the ACW-1 variant, so i'm pretty sure the Artemis nerf has nothing to do with the Wolf's release. Everything Artemis-related the Wolf could do can already be done at least equally well with the Huntsman.

Edited by Daggett, 15 October 2017 - 03:54 PM.


#16 Trenchbird

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Posted 15 October 2017 - 04:05 PM

Could always solve the light refire rate with quirks, but I highly doubt they would, especially with the new War on Quirks.

Edited by Catten Hart, 15 October 2017 - 04:31 PM.


#17 Baba_Yaga

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Posted 15 October 2017 - 04:43 PM

Op, hate too tell ya, you cant fix stupid! PGI, has reaffirmed this over and over! Quite franky I'm amazed they still have the servers up, and to those who are even thinking of buying MW5 be cautious,look at how moronic,PGI has been with this game.........js

Edited by Hamerclone, 15 October 2017 - 04:44 PM.


#18 MischiefSC

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Posted 15 October 2017 - 04:49 PM

Clearly Artemis was carrying Quantum Mechanics books home in a dark street at night surrounded by mosters and as such needed popped in the head.

#19 Commander A9

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Posted 15 October 2017 - 04:55 PM

It's another attempt by PGI to curtail the success of the Clans.

Simple as that.

#20 A Shoddy Rental Mech

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Posted 15 October 2017 - 05:00 PM

View PostTiewolf, on 15 October 2017 - 12:25 PM, said:

I am serious! After the rukus on the forums i read the patch notes myself cause i couldn`t belive it. Left me even more clueless after reading the explanations there.


The solution is alcohol.
Drink alcohol until PGI's reasoning makes sense.





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