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Patch Notes - 1.4.143 - 12-Dec-2017


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#141 NocturnalBeast

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Posted 13 December 2017 - 12:05 AM

View PostDemarticus, on 12 December 2017 - 09:30 PM, said:

Thanks so much for making clan ERLL even worse! Posted Image Posted Image


You can take solace in the fact that Clan fusion engines can produce astronomical amounts of energy to keep the laser beams in the air for such a long time, regardless of the weather.

View PostDemarticus, on 12 December 2017 - 11:24 PM, said:


Clan ERLL didn't even need a nerf, they were fine, if anything needs a nerf, it's IS Weaponry.


Never going to happen, people will just say "but...but...Clan stuff is lighter and takes up less slots than IS stuff."

#142 Arkhangel

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Posted 13 December 2017 - 01:37 AM

in fairness, though.... Clan ERLL are STILL going to be one of the most-used weapons in the game regardless of every chainge they put in. I mean, every time i've seen EVIL show up, they're still boating them with T-Comps.

the fact that Merc Group has several aimbotters is another matter entirely, but I digress.

fact remains, stuff that we overuse, that gives minimal risk for huge reward, is what's going to get nerfed. mean, look at the World Championships this year. Grats to the guys who played it, and to Emp for holding their title, but it got really boring to watch because 80% of it was just ERPPC or ERLL trading.

I also actually agree that the IS ERLL needs a nerf too, I'm kinda sick of seeing Battlemasters. We have other IS Assaults, people.

Something that'd be nice is actually giving the Orions Generic Weapon Quirks, rather than locking them specifically to one weapon, like, say, swapping the Protectors "IS Gauss Rifle" to just "Gauss Rifle" so it would bonus Light or Heavy Gauss, or the one with the IS AC/10 to just AC/10 for LB10 or UAC/10 extra bonus. would open up a whole new avenue for that chassis.

Edited by Arkhangel, 13 December 2017 - 01:41 AM.


#143 ZortPointNarf

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Posted 13 December 2017 - 03:53 AM

View PostCharles Sennet, on 12 December 2017 - 05:00 AM, said:

Another buff to IS and nerf to Clans. While this may be fine (and even warranted) in solo play, it swings even further the balance in FP where IS already has 300 tons more than Clans. Where are the needed nerfs to the Assassin and the Annihilator?

Here are some fun facts on the current state of FP balance:
  • IS has the fastest mech in the game (matters for Conquest and Domination)
  • IS has the lightest mech in the game (matters for drop deck flexibility at least until the Piranha is released for CB months from now)
  • IS has the tankiest mech (ANH) in the game (matters for forced-close range objective modes like domination and Siege)
  • IS has the best medium mech in the game (ASN), perhaps the most OP mech right now (even PGI admitted it is 'over-performing' at MechCon). Where is that nerf?
  • IS got better CW tech that Clans have no answer to (where is Clans 25 pinpoint damage weapon, 50 when there are 2X?)
  • IS has more durability quirks overall AND
  • IS has 300 extra tons in a match
Just one of these facts is a hugh problem for Clans. For example. On domination, River City, the IS can (and has) drop 10+ ANH's and march themselves to the circle and kill all Clans mechs with ease. What are Clans supposed to answer with? Don't tell me some light strat because you are missing the point. Clans simply cannot field a 100-tonner that can stand toe-to-toe with the ANH. Even if we could it would cost us a higher % of our available drop deck to do so.


It is hard not to feel PGI might be a bit fearful of implementing any IS nerfs due to the likely backlash by the IS fanboys but enough is enough in FP.

I get the overall 'Clans can take more weapon's argument but there are real advantages on the IS side that need to be addressed as well.


I have been on the receiving end of an ANI drop like that as well and it's horrible. That being said an ANI in QP is pretty meh. It almost looks like they might need to introduce a separate config for QP vs FW, and the weights should really be the same for both now since the new tech was released. I can take more SRM on a 50t Huntsman than a 55t Stormcrow, so why keep banning it?

#144 Arkhangel

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Posted 13 December 2017 - 04:05 AM

if IS is so OP....why is it the big Merc units keep winning everything as clan? answer that one.

#145 Navid A1

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Posted 13 December 2017 - 07:01 AM

I'll just put this here:



PGI... you don't have to mis-inform people.

#146 Jay Leon Hart

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Posted 13 December 2017 - 07:08 AM

View PostNavid A1, on 13 December 2017 - 07:01 AM, said:

I'll just put this here:
Spoiler

PGI... you don't have to mis-inform people.

Posted Image

#147 el piromaniaco

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Posted 13 December 2017 - 08:14 AM

View PostNavid A1, on 13 December 2017 - 07:01 AM, said:

I'll just put this here:



PGI... you don't have to mis-inform people.


It seems to be slope dependent. No problem on even ground, if it's going downhill you may Atlas-Jive as usual. cockpit animatino still crooked wherever i go.

Edited by el piromaniaco, 13 December 2017 - 08:14 AM.


#148 W31rdWarrior

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Posted 13 December 2017 - 11:58 AM

View PostNavid A1, on 13 December 2017 - 07:01 AM, said:

I'll just put this here:



PGI... you don't have to mis-inform people.


When I saw this bug I was like: "PGI, why you do this?" Posted Image
Excanged a bug for another bug... Sigh

Edited by W31rdWarrior, 13 December 2017 - 12:02 PM.


#149 Genesis23

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Posted 13 December 2017 - 02:09 PM

well if the Atlas is still bugged, there is still a chance for a Spider breakdance :D

#150 el piromaniaco

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Posted 13 December 2017 - 02:17 PM

If you don‘t trust your spider, take an assasin. Those boys know how to dance!

#151 Dee Eight

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Posted 13 December 2017 - 09:01 PM

View PostArkhangel, on 13 December 2017 - 01:37 AM, said:

Something that'd be nice is actually giving the Orions Generic Weapon Quirks, rather than locking them specifically to one weapon, like, say, swapping the Protectors "IS Gauss Rifle" to just "Gauss Rifle" so it would bonus Light or Heavy Gauss, or the one with the IS AC/10 to just AC/10 for LB10 or UAC/10 extra bonus. would open up a whole new avenue for that chassis.


The IS gauss rifle quirks do apply to the other IS gauss models, not just the basic gauss rifle. Protector since you used it as an example has a -10% ballistic cooldown and a -10% IS gauss cooldown quirk for a combined -20%. Well they apply to all three gauss sizes. With the standard and heavy gauss it knocks a full second off the cooldown, and with the light it knocks 0.65 seconds off its normal 3.25 second cooldown.

There is actually ONE case, and this is likely a PGI screw up they haven't caught in the six months since civil war happened...all the IS medium laser quirks, also ended up applying to the ER medium lasers also. The mechs like one of the phoenix hawks with the 3S having +20% medium laser range quirk...or the -1 with the -20% medium laser cooldown quirk...well...that's also going to the ERML if installed onto those mechs. The BLR-1G...with its +10% energy range, +10% medium laser range and -5% medium laser heat...again...all work on the ERML also.

#152 Dee Eight

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Posted 13 December 2017 - 09:23 PM

View PostZortPointNarf, on 13 December 2017 - 03:53 AM, said:

. That being said an ANI in QP is pretty meh. It almost looks like they might need to introduce a separate config for QP vs FW, and the weights should really be the same for both now since the new tech was released. I can take more SRM on a 50t Huntsman than a 55t Stormcrow, so why keep banning it?


Depends on the build... they do VERY VERY well with LBx builds. I run 6 LB2s on the 2A, 6 LB5s on the 2A(S), 5 LB5s on the 1A and 4 LB10s on the 1X, and 4 LB5s on the 1P. I've averaged more than 501 damage per match over 21 matches on the 1A, 600 over 40 on the 2A, 445 over 21 on the 2A(S), and 516 over 21 on the 1X, and 485 over 21 on the 1P. Earlier today with the 2A(S) I took on a BLR-1G and a CN-9AH simultaneously and solo killed both before dying to another pair of enemy mechs who finally rushed to help on Tourmaline, back in the G7 canyon area. If you know how to drive them, they are the epitome of the words ASSAULT MECH. The final damage when I died was 853.

UNFORTUNATELY.... quick play lacks for people who understand that assault mechs are meant to assault with...not hide in the back poking.

#153 Naitrael

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Posted 13 December 2017 - 09:52 PM

View PostGunfighter89, on 12 December 2017 - 02:51 PM, said:

The same way I don't appreciate you guys trying to have our mechs nerfed into the ground. I've played IS, I've seen what they can do. I've pulled 3k+ FP games easy with the mechs they have. The idea that IS needs more buffs and Clan needs more nerfs is a self serving lie that's being perpetuated, and I hate those who continue to spread it. I hate PGI for buying into it. But I mostly hate the people that spread it.

So... if you want to play the "misinformation" card, consider everything you're arguing for is IS superiority. Not balance. This is not balance. This is intentionally stacking the game in favor of IS. So if you're arguing for the sake of balance, then what you're arguing for is against balance. Therefore it is a lie. Misinformation. Where I come from, rigging a game in favor of a team is distasteful. You want a fair fight? Bring the drop tonnages back down to 250 for IS. That way we don't have to deal with the 2 x Annihilator, 2 x Assassin BS we've been seing lately. 2 x Annihilators, with Commandos after. That's tolerable. Assassins after? **** that.

I was speaking from experience that the KCom I dealt with in the past has been Merc. When I was with 420, they were playing both sides, and we encountered them in IS mechs, a lot. So yeah, if they're loyalist now, that's a new one on me. But they're just one unit. One unit is a small example. Your point is moot.


You are aware, however, that it's currently not possible to bring 2 ANH and 2 ASN in one Drop Deck, right? Because that would be 280 Tons.
I mean, just to play the 'information card'.
Also, you hate a lot and I don't think that's healthy regarding the fact that this is a game.

#154 Y E O N N E

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Posted 14 December 2017 - 01:07 AM

ITT: uninformed individuals who think assessments on Clan/IS balance have anything to do with Faction Play. Hilarious.

Edited by Yeonne Greene, 14 December 2017 - 01:07 AM.


#155 BMKA

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Posted 14 December 2017 - 02:36 AM

View PostGhastly, on 12 December 2017 - 02:02 PM, said:

Stormcrow's a lot longer-range and faster than the Bushwacker, you shouldn't've let it get on top of you. Linebacker, meanwhile, is faster, packs more weapons, has more armor, so I'm not sure how you're losing that match-up.


I Forgot I could use Linebackers or stormcrows on Scout modes :/

View PostGhastly, on 12 December 2017 - 02:02 PM, said:

You can fire four without ghost heat... I run that build pretty often. It's hilariously easy. I've eaten Warhammers and Thunderbolts at mid- and close-range with it, several times.


This is stupid, I.S can do that as well. Battlemaster is THE mech for it.

#156 MovinTarget

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Posted 14 December 2017 - 05:32 AM

View PostYeonne Greene, on 14 December 2017 - 01:07 AM, said:

uninformed individuals who think assessments on Clan/IS balance have anything to do with Faction Play. Hilarious.


This is true, QP and FP are completely different beasts, even when playing the QP map/modes *FOR* FP...

In FP the balance disparity has to do more with the fact that there is a lack of a true MM and no separate queues for solos and groups. These are things actually addressed in QP and TBH once they incorporated the current MM, it seemed the number of stomps of 12-0/12-1 dropped considerably (at least in my experience).

You'll never get a clear assessment of "balance" in FP as long as there is no way to reasonably balance the team skill and coordination.

Edited by MovinTarget, 14 December 2017 - 05:33 AM.


#157 Dee Eight

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Posted 14 December 2017 - 11:46 AM

View PostNaitrael, on 13 December 2017 - 09:52 PM, said:


You are aware, however, that it's currently not possible to bring 2 ANH and 2 ASN in one Drop Deck, right? Because that would be 280 Tons.
I mean, just to play the 'information card'.
Also, you hate a lot and I don't think that's healthy regarding the fact that this is a game.


No but two Ani's, an urbie and panther do fit and you can have four armor quirked tanky mechs. Run a 180 LFE in the urbie, a 200 LFE in the panther and 300 LFE's in the Annihilators. Alternative a commando and the assassin.

#158 Y E O N N E

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Posted 14 December 2017 - 12:44 PM

View PostMovinTarget, on 14 December 2017 - 05:32 AM, said:


This is true, QP and FP are completely different beasts, even when playing the QP map/modes *FOR* FP...

In FP the balance disparity has to do more with the fact that there is a lack of a true MM and no separate queues for solos and groups. These are things actually addressed in QP and TBH once they incorporated the current MM, it seemed the number of stomps of 12-0/12-1 dropped considerably (at least in my experience).

You'll never get a clear assessment of "balance" in FP as long as there is no way to reasonably balance the team skill and coordination.


Yup.

For that reason, no changes to weapons or 'Mechs should ever be based on FP. Weapons changes should be based on QP and Comp. FP always has the tonnage slider to dial it in.

Truthfully, though, PGI needs to strip out the faction reward bonuses. They are a major contributor to Mercs going and staying Clan for most of the mode's history.

#159 Grus

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Posted 14 December 2017 - 03:54 PM

View PostYeonne Greene, on 14 December 2017 - 01:07 AM, said:

ITT: uninformed individuals who think assessments on Clan/IS balance have anything to do with Faction Play. Hilarious.
would be nice to have different stats for mech's and such for FP and QP. Not unheard of in games just look at warthunder.

View PostDee Eight, on 14 December 2017 - 11:46 AM, said:


No but two Ani's, an urbie and panther do fit and you can have four armor quirked tanky mechs. Run a 180 LFE in the urbie, a 200 LFE in the panther and 300 LFE's in the Annihilators. Alternative a commando and the assassin.
would definitely go with the commando and assassin..

#160 Stitchedup

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Posted 14 December 2017 - 06:22 PM

Is there idea what moderate mobility gains actually mean?





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