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Devs Plz Explain The Patch Notes


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#21 InvictusLee

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Posted 15 October 2017 - 05:17 PM

View PostAlistair Winter, on 15 October 2017 - 12:46 PM, said:

When dealing with Djinns and PGI, sure.
Fix'd

#22 El Bandito

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Posted 15 October 2017 - 05:21 PM

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

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!


In the last 3 seasons (14,15,16 combined), Chris Lowrey, the man responsible of balancing, had played only 7 games total in QP. And that's still higher than Paul cause Paul hasn't played any games. If the excuse is that PGI doesn't have to play their own game to understand it since they take advice from comp players, then their balance passes make even less sense.

Edited by El Bandito, 15 October 2017 - 05:22 PM.


#23 SFC174

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Posted 15 October 2017 - 05:25 PM

View PostMischiefSC, on 15 October 2017 - 04:49 PM, said:

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.


+1000 for the MiB reference.....

View PostEl Bandito, on 15 October 2017 - 05:21 PM, said:


In the last 3 seasons (14,15,16 combined), Chris Lowrey, the man responsible of balancing, had played only 7 games total in QP. And that's still higher than Paul cause Paul hasn't played any games. If the excuse is that PGI doesn't have to play their own game to understand it since they take advice from comp players, then their balance passes make even less sense.



Ooh, that's a truth bomb that might get this thread shut down. But it needed to be pointed out. Thank you.

#24 InvictusLee

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Posted 15 October 2017 - 05:36 PM

View PostSFC174, on 15 October 2017 - 05:25 PM, said:

+1000 for the MiB reference.....

It could just be that we are all living in a marble, tucked away in a spaceport locker...

#25 Trenchbird

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Posted 15 October 2017 - 05:42 PM

View PostSFC174, on 15 October 2017 - 05:25 PM, said:

Ooh, that's a truth bomb that might get this thread shut down. But it needed to be pointed out. Thank you.

Not trying to defend it, but he might have an alt.

Doubtful, due to the changes, but one can hope. Truth might be that most of the people at PGI might actually just be bad at the game they made. Which would be delicious irony.

Edited by Catten Hart, 15 October 2017 - 05:42 PM.


#26 Shadowomega1

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Posted 15 October 2017 - 06:43 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.


Except the IS SRMs have the Artemis spread built in. IS srms have 0.5 lower spread over the clan SRMs, artemis brings spread down by 0.5 then add in the skill. The issue here is the Inner Sphere players don't really use artemis, however clanners will use it just to get the SRMs on par for spread. If anything they should have applied the same change to the IS SRMs to keep artemis gap equal yet they didn't.

#27 Papaspud

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Posted 15 October 2017 - 06:51 PM

Simple explanation.... DPS must be lowered to make alpha strikes the meta- as if it isn't now- thus lowering IS viability- remembering they are supposedly DPS and we will have none of that..... GG clans!!! Maybe they can find some clan mechs with 100+ alphas they can put in the game... for balance purposes.

#28 Jun Watarase

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Posted 15 October 2017 - 06:51 PM

Where is it stated that artemis brings spread down by 0.5? Most people seem to think that it reduces spread by 34% or so. Look at the spread on ATMs which has artemis built in, compare that to LRMs without artemis.

#29 Mcgral18

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Posted 15 October 2017 - 07:07 PM

View PostJun Watarase, on 15 October 2017 - 06:51 PM, said:

Where is it stated that artemis brings spread down by 0.5? Most people seem to think that it reduces spread by 34% or so. Look at the spread on ATMs which has artemis built in, compare that to LRMs without artemis.


"Upgradetypes.XML"

</UpgradeType>
<!-- Artemis Upgrade Types -->

<!-- lockTime: Multiplier to missile lock time -->

<!-- trackingStrength: Multiplier to missile turning rate -->

<!-- missileSpread: Multiplier to missile spread radius -->

<!-- extraSlots: Number of extra slots compatible weapons take -->

<!-- extraTons: Number of extra tons compatible weapons weigh -->
-<UpgradeType CType="Artemis" name="NoArtemisType" id="3051">
<Loc iconTag="UpgradeIcons\upgradeIcon_Armetis.png" shortNameTag="@NoArtemisType" descTag="@NoArtemisType_desc" nameTag="@NoArtemisType"/>
<ArtemisTypeStats extraTons="0" extraSlots="0" missileSpread="1.f" trackingStrength="1.0"/>
</UpgradeType>

-<UpgradeType CType="Artemis" name="ArtemisType" id="3050">
<Loc iconTag="UpgradeIcons\upgradeIcon_Armetis.png" shortNameTag="@ui_Equipped" descTag="@ArtemisType_desc" nameTag="@ArtemisType"/>
<ArtemisTypeStats extraTons="1" extraSlots="1" missileSpread="0.66" trackingStrength="1.5"/>
</UpgradeType>


#30 Shadowomega1

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Posted 15 October 2017 - 07:27 PM

View PostMcgral18, on 15 October 2017 - 07:07 PM, said:


"Upgradetypes.XML"

</UpgradeType>
<!-- Artemis Upgrade Types -->
 
<!-- lockTime: Multiplier to missile lock time -->
 
<!-- trackingStrength: Multiplier to missile turning rate -->
 
<!-- missileSpread: Multiplier to missile spread radius -->
 
<!-- extraSlots: Number of extra slots compatible weapons take -->
 
<!-- extraTons: Number of extra tons compatible weapons weigh -->
-<UpgradeType CType="Artemis" name="NoArtemisType" id="3051">
<Loc iconTag="UpgradeIcons\upgradeIcon_Armetis.png" shortNameTag="@NoArtemisType" descTag="@NoArtemisType_desc" nameTag="@NoArtemisType"/>
<ArtemisTypeStats extraTons="0" extraSlots="0" missileSpread="1.f" trackingStrength="1.0"/>
</UpgradeType>
 
-<UpgradeType CType="Artemis" name="ArtemisType" id="3050">
<Loc iconTag="UpgradeIcons\upgradeIcon_Armetis.png" shortNameTag="@ui_Equipped" descTag="@ArtemisType_desc" nameTag="@ArtemisType"/>
<ArtemisTypeStats extraTons="1" extraSlots="1" missileSpread="0.66" trackingStrength="1.5"/>
</UpgradeType>



Well dang it was even higher then me and my friends figured it to be.

#31 Papaspud

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Posted 15 October 2017 - 07:34 PM

Let me explain it, clans= good..... IS = bad, now it is much easier to understand. Nerf DPS, cause clans are supposedly not good at that, and stealth buff all the HLL and other massive alpha weapons, GG go clans go!!!

#32 Asym

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Posted 15 October 2017 - 09:30 PM

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

but why was artemis nerfed
nobody asked for it. it makes no sense.

What? Seriously?

I'm new in MWO and for months and months: get rid of all missles; period....
LRM's are a scourge and everyone who uses them is a lazy, un skilled potato who needs to "Git GuD".
SRMs are a scourge because no one knows why, they just are.
ATMs are a scourge because they are like Streaks.
Streaks are a real scourge because there is no personal skill in using them; after all, you don't have to aim them.
Air strikes are a scourge because they might slow down NASCAR events and seal clubbing.
Artillery is a scourage because Air Stikes are.......
Get rid of them all and we'll be happy and be "balanced" (wink, wink...)

Well, now we are reaping what many of you have said you wanted........over and over again.
They aren't listening to new players, that's for sure !!

Edited by Asym, 15 October 2017 - 09:32 PM.


#33 vibrant

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Posted 15 October 2017 - 10:15 PM

View PostEl Bandito, on 15 October 2017 - 05:21 PM, said:

In the last 3 seasons (14,15,16 combined), Chris Lowrey, the man responsible of balancing, had played only 7 games total in QP. And that's still higher than Paul cause Paul hasn't played any games. If the excuse is that PGI doesn't have to play their own game to understand it since they take advice from comp players, then their balance passes make even less sense.

In all fairness to the devs, playing under their official dev accounts is possibly the worst way to feel for the state of the game since everyone will either go easy on them or go straight for them.

I would imagine they all have private accounts that they play under, where they can remain anonymous.

#34 Vellron2005

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Posted 15 October 2017 - 11:18 PM

The problem with all these nerfs is that they will YET AGAIN alienate people and make huge numbers of people quit the game..

And this happens every time.. and those people don't go back..

So yeah.. keep doing stupifd things PGI.. and your game will die fairly quickly..

I'm just saying.. I just pledged for Star Citizen..and right now, literally the only thing that is keeping me playing is that I can play together with my finance.

You're killing this game PGI..

I mean, just look at everything you've nefred with his patch?

Basically only ballistics will be viable.. and everything else is going to crap..

Well done. Posted Image

#35 El Bandito

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Posted 16 October 2017 - 12:37 AM

View Postvibrant, on 15 October 2017 - 10:15 PM, said:

In all fairness to the devs, playing under their official dev accounts is possibly the worst way to feel for the state of the game since everyone will either go easy on them or go straight for them.

I would imagine they all have private accounts that they play under, where they can remain anonymous.


I really, really hope that is the case.


View PostVellron2005, on 15 October 2017 - 11:18 PM, said:

I just pledged for Star Citizen..and right now, literally the only thing that is keeping me playing is that I can play together with my finance.


Posted Image

Edited by El Bandito, 16 October 2017 - 12:38 AM.


#36 Papaspud

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Posted 16 October 2017 - 12:40 AM

View PostEl Bandito, on 16 October 2017 - 12:37 AM, said:


I really, really hope that is the case.




Posted Image

Nice, it is the way it is.......

#37 Tiewolf

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Posted 16 October 2017 - 02:05 AM

View PostKuaron, on 15 October 2017 - 03:51 PM, said:

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?


Laserduration of 5sec for cML? Then finally Racs would be viable! Posted Image Oh i would love to see that once...but only on the test server.

View PostEl Bandito, on 15 October 2017 - 05:21 PM, said:

PGI doesn't have to play their own game to understand it since they take advice from comp players


Maybe thats one root of the problem, cause comp players might have a different agenda and view on the game then most of the players in the game.
Taking the advice of a small group too unsuspicious that knows the adjustment screws well but are driven by their own agenda ruined alot of companies and countries. Not only MWO. Dumping resources in Solaris instead of more maps and fixing existing gamemodes is such a thing i guess.

View PostAsym, on 15 October 2017 - 09:30 PM, said:

Well, now we are reaping what many of you have said you wanted........over and over again.
They aren't listening to new players, that's for sure !!


Left your scourge speech aside maybe its really a problem too that pgi don`t listen to new players and take the opinion of comp players more serious then the ingameexperience of unbiased new players before they quit.
You can`t make it right for everybody even when you are separating the players with different needs and make weapons funktion different in different gamemodes. But even if you don`t like changes you can see reason in decisions why they are made and accept em even if you disaprove personaly. I can`t see reason in that case at all so accepting or even supporting change is hard for me then. And thats for sure if you get too alienated by decisions over and over again you simply quit the game like a lot of ppl have done already.
And i disagree about the point that most changes in the patch were asked for by a majority of players even if i can`t know that for sure and have to rely on "feelings" like pgi for that opinion.

Edited by Tiewolf, 16 October 2017 - 02:19 AM.


#38 Kuaron

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Posted 16 October 2017 - 06:15 AM

View PostTiewolf, on 16 October 2017 - 02:05 AM, said:

Laserduration of 5sec for cML? Then finally Racs would be viable! Posted Image Oh i would love to see that once...but only on the test server.

They’ve done it with heavy lasers: Smaller variants as long as large ones, giving the latter a benefit that is not pure range or hardpoint efficiency.

Edited by Kuaron, 16 October 2017 - 06:16 AM.


#39 Alistair Winter

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Posted 16 October 2017 - 10:45 AM

View PostNovember11th, on 15 October 2017 - 05:17 PM, said:

Fixed

Fixed. ^

Anyway. First of all, no.
http://www.dictionar...browse/jinn?s=t
Second of all, don't be that guy.

#40 Brain Cancer

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Posted 16 October 2017 - 11:02 AM

Quote

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


Clearly, none of them are going to the finals at MechCon. I'm not even sure we'll see a missile launcher outside SRM Assassins there.

The response to this was to make second-and-third rate guided missile launchers harder to use, and discourage direct-fire by nerfing Artemis/increasing ATM spread, punishing what was "good" behavior for missileboats...and making the only missile type worth using at the top (SRMs) barely notice, as comp-level builds weren't using Artemis anyway.

It was great at making LRMs weaker, though. Not that PGI will see any at their premiere E-sport events.





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