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Patch Notes - 1.4.143 - 12-Dec-2017


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#161 Y E O N N E

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Posted 14 December 2017 - 08:49 PM

View PostStitchedup, on 14 December 2017 - 06:22 PM, said:

Is there idea what moderate mobility gains actually mean?


Check the quirk PDF that was linked in the patch notes and find out.

#162 Cpt Contego

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Posted 15 December 2017 - 04:27 AM

I keep hearing IS out-ranges/damages Clans with ER Large lasers... How in the hell does Clan ER Lrg Las with a max range of 1700 meters!!! outrange an IS ER Lrg Laser at 1500 meters!? (Stats taken from a Ebon Jag vs Battle Master, both with max skills + Max Targeting Comp). If you lose FP whilst playing as a Clanner, you are either a beginner, or you are in a below average group.

Edit: (unrelated to my point) Find me any IS mech that can pull off this kind of alpha strike damage at 55 tonnes with that kind of heat efficiency!

Edited by Cpt Contego, 15 December 2017 - 04:32 AM.


#163 Y E O N N E

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Posted 15 December 2017 - 11:17 PM

View PostGunfighter89, on 15 December 2017 - 09:48 PM, said:


Well, every change to a mech or weapons system can influence or throw off Faction Play balance. That's why people, like Charles and I, look at the changes carefully. Sadly, there aren't separate attributes for mechs being used in Quick Play and Faction Play. So the changes reverberate into Faction Play, even if they are made with Quick Play as a focus.


That's kind of besides my point. Of course the changes reverberate, but FP has the tonnage slider to incentivize or disincentivize certain drop-decks. Would a Battlemaster be such a pain in the butt if you knew they could only realistically field one without leaving themselves disadvantaged for later drops? I suspect not. QP has no such controls. Competitive leagues do, but at the same time they don't force teams into being homogeneously Clan or IS.

More the the heart of the matter, though, FP results are skewed too heavily by the organized teams to get any sort of accurate measure. What you and yours might think is a really tough nut to crack may have already been cracked by another unit, etc.

#164 Y E O N N E

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Posted 16 December 2017 - 11:58 PM

View PostGunfighter89, on 16 December 2017 - 08:10 PM, said:

Which is why separating organized groups and units from the pugs would be beneficial to seeing how FP balance currently stands. Split the two like QP and GP. But instead of Tiers, it's first come first serve, due to FP's lower participation rate among the overall population of the game.


Sure. But at this point, I don't want to hear anything about XYZ needing nerfed with the justification being FP performance. Comp and QP performance, sure. But not FP.

Quote

Separate the pugs from the groups, and then we can really see what the current state of balance is.


You can already see what the current state of balance is by observing the results of MWOWC. Not much has actually changed between the tournament client and the current game except for Medium Lasers slowing down (didn't actually see a whole lot of those in comp anyway) and UAC shells getting faster+hotter (again, didn't actually see a whole lot of those). When the new season of MRBC starts, you'll be able to see even more up to date results.

#165 Genesis23

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Posted 17 December 2017 - 05:46 AM

11/16 Mechs used in the final EON vs EMP were clan, so they cant be that bad..

#166 MovinTarget

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Posted 17 December 2017 - 07:03 AM

In retrospect, had FP been tiered for involvlement from the beginning they could had done some really cool things with "FP-only" mechs that you earn/buy that can only be used *for* FP... they would have different behaviors/quirks and serve as a natural attunement process to prevent players from dropping 4 min/maxed mechs regardless of faction.

You could start at the QP modes for FP so its familiar to newcomers. After earning a level or 2 for a faction, you are rewarded a FP-only light mech that is typical for that faction that can be used in scouting. A few more levels and you can can have a drop deck built with faction-based variants, all indepently balanced from their QP equivalents.

Here's the kicker, you can earn (more) mech bays but they only can carry your FP mechs. Mercs might have more flexibility in mech selection, but all costs would be substantially higher to encourage them to stay in one place to get their money's worth when investing in a faction's mech.

By balancing tonnage and mechs independent of QP, a lot of the issues could (potentially) be addressed. Like other games that have a campaign mode versus arcade... you understand things are inherently different. It also adds a bit more depth as you really would start over if you switch factions...

Probably too late population-wise and only now is really feasible as there are enough mech variants to give each faction some character...

I am sure others have presented similar concepts so if i am rehashing someone's ideas, it's not intentional...

Edited by MovinTarget, 17 December 2017 - 07:20 AM.


#167 DerHenker

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Posted 30 December 2017 - 09:24 AM

any chance that my grad grad grad grad son will see it happen that the loading time after match will get faster ?

#168 VXVXJustinVXVX

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Posted 17 January 2018 - 07:52 PM

Hey pgi stop updateing and start banning sick of hackers 103 armor 53 s lost is a sec getting shot by 1 guy. STOP UPDATEING BAN ez ull get more players thx have a good day





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