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Hahahah These Patch Notes! Hilarious!


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#1 Jun Watarase

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Posted 14 October 2017 - 12:49 AM

Oh man...just cannot get enough of how poor an understanding of the game PGI has...

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Artemis Spread Design Notes: Post Skill Tree, the performance gulf between Artemis and non-Artemis based Missile systems has crossed a line;


Yea those 5% missile spread skill nodes were making missiles OP, which is why competitive teams were spamming Artemis SRMs instead of laser vomit...oh wait.

Name a single player that complained on the forums that Artemis was OP. Oh wait, you literally cannot, because it never happened.

Remember guys, the DRG-1C was overperforming! Which is why IS units spammed DRG-1Cs in faction play and there were tons of people calling for DRG-1C nerfs on the forum...oh wait that never happened either.

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Missile Lock Design Notes: This global change to the Missile Lock threshold has been implemented as a result of a number of balance issues that stemmed from its previous behavior.


Oh noes being able to maintain locks at 45 degree angles is op!!!! <--- Said no competitive player ever.

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Missile Design Notes: ATMs are considered to have the Artemis Upgrade pre-attached to the weapon, and should function as such, but with the exception that their base level Spread is not augmented by Artemis (as it considered rolled into their baseline stats). As a result, we have increased its baseline Spread to correspond with the changes to the Artemis Upgrade described earlier in this section.


ATM spread was OP apparently. Did Paul rage after facetanking ATMs in an assault or something?

Still no fix for 1 AMS neutralizing a single ATM-9. Because it's really hard to double their missile HP by editing a xml file.

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We feel that the previous tuning on the Medium Laser family of weapons strained this balance by having a line of weapon options that easily maximized potential DPS for minimal Tonnage investments compared to alternative systems.


Lasers were never a DPS weapon. They were used for massive hitscan alpha strikes. They always had sub par DPS. This change does nothing to discourage massive hitscan alpha strikes.

This just means that matches will take longer since both teams will still be running laser vomit and will need more time between alphas.

Apparently spending 5 mins to ask competitive players why they use laser vomit is too hard for PGI to do. Good thing PGI plays their own game and therefore understands why laser vomit is used...oh wait.

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Jenner Design Notes: As a 'Mech that is primarily focused toward speed and mobility, we felt that the Jenner could benefit from a baseline mobility boost, with the JR7-K getting a bit more attention due to its lower Hardpoint count.


The jenner isnt used because it has bad hitboxes. Why does PGI think that mobility buffs will help bad hitboxes, when mechs like the wolfhound, javelin and assassin have plenty of mobility along with better hitboxes, and can do the exact thing that jenners can except better? Oh right, they don't play their own game.

You know, a 12 year old could tell me that mechs with bad hitboxes should get durability quirks while mechs with good hitboxes shouldn't. Yet, PGI does the exact opposite and gives the wolfhound durability quirks while the jenner gets a mobility buff instead.

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• All Atlas variants have received an increase to their baseline mobility.


Completely ignoring the fact that the Atlas is non-viable because it cannot boat ballistics. The king crab/annihilator are used because they can boat 4x or more ballistics. The Atlas cannot which is why it is non-viable.

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• All Dire Wolf variants have received an increase to their baseline mobility.


Completely ignoring the fact that the dire wolf isn't used because it has bad hitboxes compared to the Kodiak.

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• The KDK-1, KDK-2, KDK-4, KDK-5, and KDK-SB variants have received an increase to their baseline mobility.


So apparently the answer to the KDK-3 being the only worthwhile variant is to give the other variants a mobility buff. Because that really compensates for the inability to boat UACs. You don't need a crystal ball to know that clan units will still run the KDK-3 because any non UAC boat Kodiak is non-viable.

Any 100 tonner that cannot boat ballistics does not have enough firepower for its tonnage. This is a simple fact of the game that PGI would understand if they played their own game.

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Velocity Node Design Notes: After observing the pick-rate of the Velocity-based Skills we feel that their previously provided bonus was a bit low for the amount of Nodes required to maximize the Skill.


Completely ignoring the fact that the skill tree encourages boating lasers since it requires the least node investment (a grand total of 4 SP for laser duration nodes vs 10+ nodes for velocity and missile/ballistic related nodes).

Also does nothing to fix the useless high explosive skill nodes, or underutilized trees.

Also gotta love the fact that more than two months later, the incorrect mechlab turn rates that i reported are still being investigated...PGI seems really understaffed.

Would you like to buy a mechpack?

#2 Papaspud

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Posted 14 October 2017 - 12:58 AM

I don't often agree with you Jun, but where did PGI get the figures to decide this was a good thing? Pretty much all of my lights are now DOA, and the jokestar is going to be refunded, this is the worst patch/ mechpack I have seen yet.... bye bye PGI. I will use my $70 in another game- pre-nerf the jokestar- your kidding right? right????

#3 Appogee

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Posted 14 October 2017 - 01:02 AM

Gotta say, these are some of the worst balancing decisions I have ever seen from PGI.

And that's saying something.

#4 Appogee

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Posted 14 October 2017 - 01:07 AM

View PostPapaspud, on 14 October 2017 - 12:58 AM, said:

where did PGI get the figures to decide this was a good thing?

You know all those total potatoes you get dropped with and against in Quick Play?

The ones you have to carry. The ones who can't even do 100 damage in a match. The ones who march single file into the enemy firing lines. The ones who stand still at the back hiding behind rocks while the enemy kills their team. The ones who build Mechs with two TAGs and 4 Flamers and an AC2.

All their stats get mixed in with ours, and then PGI makes balancing decisions based on the combined average performance of those weapons.

Edited by Appogee, 14 October 2017 - 01:22 AM.


#5 poltergoost

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Posted 14 October 2017 - 01:08 AM

Those ML and SL nerfs are madness.

So we have MLs slower firing than LLs for IS... MLs AND SLs slower firing than LLs for Clans

And also a pretty nasty across-the board nerf for close-range energy lights.

Wow, just wow...

#6 poltergoost

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Posted 14 October 2017 - 01:12 AM

haha, combined with the Fury mobility buffs, I might try out a new 2xERLL brawling build Posted Image

#7 The Mysterious Fox

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Posted 14 October 2017 - 01:13 AM

brawling nerf, mid range nerf, this is the 1000M+ meta. its like the exact opposite of where the community wants to go haha even the ballistic velocity buffs just encourages longer range shooting

even my loltrash16 micro laser boats will be nerfed lol

Edited by The Mysterious Fox, 14 October 2017 - 01:16 AM.


#8 BrunoSSace

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Posted 14 October 2017 - 01:17 AM

I read these patch notes and got mad, started walking. Haven't cooled down yet, so still walking.

#9 Lupis Volk

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Posted 14 October 2017 - 01:21 AM

If a video game is making you guys that "angry" then you really, really, REALLY need to seek some serious mental health help.

This isn't healthy at all.

#10 Appogee

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Posted 14 October 2017 - 01:23 AM

Maybe PGI are pushing us to abandon MWO to ensure we pre-order MW5 in December?

#11 Papaspud

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Posted 14 October 2017 - 01:24 AM

Thanks PGI, I will now cancel both of my ultimate preorders, you really don't need that $130 , kiss my IS butt, no balance no more money, when I see the night star arms hanging at the waist----- no more F u.

#12 DGTLDaemon

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Posted 14 October 2017 - 01:24 AM

View PostAppogee, on 14 October 2017 - 01:02 AM, said:

Gotta say, these are some of the worst balancing decisions I have ever seen from PGI.

And that's saying something.

I haven't been playing the game anywhere near as long as you, but looking at the patch notes thread, this appears to be the worst-received balance pass ever. I mean, usually there's at least someone white-knighting the nerfs, but not this time...

#13 The Mysterious Fox

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Posted 14 October 2017 - 01:25 AM

View PostLupis Volk, on 14 October 2017 - 01:21 AM, said:

If a video game is making you guys that "angry" then you really, really, REALLY need to seek some serious mental health help.

This isn't healthy at all.


its always nice to crap on people who care about the product

View PostAppogee, on 14 October 2017 - 01:23 AM, said:

Maybe PGI are pushing us to abandon MWO to ensure we pre-order MW5 in December?


nah, never pre order anything and thats some serious reverse psychology if it increases pre orders.

#14 Kiiyor

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Posted 14 October 2017 - 01:26 AM

View PostJun Watarase, on 14 October 2017 - 12:49 AM, said:


Lasers were never a DPS weapon. They were used for massive hitscan alpha strikes. They always had sub par DPS. This change does nothing to discourage massive hitscan alpha strikes.



Well... it does space out the time between alphas. Laser vom vom is still stupensoudly powerful, but maybe now DPS weapons and an aggressive push will be more of a counter.

#15 Papaspud

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Posted 14 October 2017 - 01:29 AM

View PostLupis Volk, on 14 October 2017 - 01:21 AM, said:

If a video game is making you guys that "angry" then you really, really, REALLY need to seek some serious mental health help.

This isn't healthy at all.

except the fact we spent money on"stats that were there.... now gone,, we just wont spend anymore money, they just lost $130 from me.... F them. They think the IS loyalist will keep putting out money and playing FP to give the clans easy kills and easy always FP play wins....... just kiss my grits.....wallet- well over $1000$ is officially closed forever...F u PGI.... no more. GG PGI....GFY

#16 Kroete

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Posted 14 October 2017 - 01:34 AM

We had a new community-manager that we nearly never see or read,
we have a new balancing-guy that does as good as the old one.

Do they realy have this new members in their staff?
Or are they just sock puppets to give the illusions they were increasing their staff?

But at least the new patchnotes give a laugh. :)

#17 SPNKRGrenth

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Posted 14 October 2017 - 01:48 AM

I don't know about you guys, but I for one like the large PPC buffs we're getting this patch. Running a Snub Nose PPC or 2 is going to mean something now.

#18 DGTLDaemon

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Posted 14 October 2017 - 01:50 AM

View PostKiiyor, on 14 October 2017 - 01:26 AM, said:

Well... it does space out the time between alphas. Laser vom vom is still stupensoudly powerful, but maybe now DPS weapons and an aggressive push will be more of a counter.

I think we'll see a split of Clan laser vomit meta into LPL+MPL for short- to mid-range poke/brawl and HLL+ERML for mid- to long-range poke. Clan ERLLs will still be in the dumpster where they've always been, HLL+ERML builds will still produce those stupid alphas... The only thing this patch will achieve is finally bury the old LPL+ERML laser vomit, but it's not gonna change anything since two new vomits will take its place.

#19 Kiiyor

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Posted 14 October 2017 - 01:59 AM

View PostDGTLDaemon, on 14 October 2017 - 01:50 AM, said:

I think we'll see a split of Clan laser vomit meta into LPL+MPL for short- to mid-range poke/brawl and HLL+ERML for mid- to long-range poke. Clan ERLLs will still be in the dumpster where they've always been, HLL+ERML builds will still produce those stupid alphas... The only thing this patch will achieve is finally bury the old LPL+ERML laser vomit, but it's not gonna change anything since two new vomits will take its place.


I'm not sure about clan ERLLs being dumpster bait - they're still one of the premier long range damage dealers. There were enough of them in the comp replays to permanently change the colour palettes of some of the maps to azure blue.

I'm always sad to see nerfs, but i'm not seeing red for the CERMLAS nerf like I thought I would. That weapon system has been stupendous since day one - but one of the reasons I struggled to move to heavy lasers was the cooldown, so maybe it will just up my frustration levels using it.

I'll be keen to see how all this pans out. I love watching meta shift, once the coating of salt has been chipped away from the numbers and people just adapt.

#20 Snowhawk

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Posted 14 October 2017 - 02:00 AM

These laser nerfs are terrible.... gg Pgi





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