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Patch Notes - 1.4.157.0 - 20-Mar-2018


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#81 mad kat

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Posted 18 March 2018 - 02:39 AM

You really do have to laugh out loud. Another patch with evidence that PGI never play this game. Let's buff the Banshee in all the locations it doesn't need but ignore the area it desperately needs buffs. The thing is a walking centre torso and I don't think I've ever died from st loss with an XL (ok maybe once or twice).

Nerfing air strikes..... Fine by me I don't think anyone actually uses then anyway. Overshadows artillery strikes? Lol.

Edited by mad kat, 18 March 2018 - 02:40 AM.


#82 D V Devnull

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Posted 18 March 2018 - 03:50 AM

View Postmad kat, on 18 March 2018 - 02:39 AM, said:

Nerfing air strikes..... Fine by me I don't think anyone actually uses then anyway. Overshadows artillery strikes? Lol.

I was using Air Strikes on a very few of my Mechs because they seemed useful. However, it would appear that some player who is more powerful than your ordinary 'Tier 1' Pilot was likely abusing them to the detriment of the game. Sadly, PGI seems to be constantly adjusting things relative to the very best players, and all it really does is hurt everyone else. :(

If you seek back through the thread, you'll find my post with numbers as to where I thought PGI should set them. At least then, it would have been more in line with the actual Community. :huh:

Like you said however, Air Strikes didn't seem to overshadow anything else, at least not to my point-of-view either. :mellow:

~D. V. "Yeah, PGI's adjustment to that was more than was needed." Devnull

#83 MrKvola

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Posted 18 March 2018 - 04:35 AM

View PostD V Devnull, on 18 March 2018 - 03:50 AM, said:

I was using Air Strikes on a very few of my Mechs because they seemed useful. However, it would appear that some player who is more powerful than your ordinary 'Tier 1' Pilot was likely abusing them to the detriment of the game. Sadly, PGI seems to be constantly adjusting things relative to the very best players, and all it really does is hurt everyone else. Posted Image

If you seek back through the thread, you'll find my post with numbers as to where I thought PGI should set them. At least then, it would have been more in line with the actual Community. Posted Image

Like you said however, Air Strikes didn't seem to overshadow anything else, at least not to my point-of-view either. Posted Image

~D. V. "Yeah, PGI's adjustment to that was more than was needed." Devnull

DV, really, you need to get over yourself. You're not telling anybody how to set up what. And not only because your base logic is flawed.

If the devs adjust the game in a way to curb excessive abuse of a feature it actually benefits the average player, not damages them. Whatever you do, a better pilot will be even more able to abuse any and all items he has at his disposal against you. And mitigate your use of them against him.

Edited by MrKvola, 18 March 2018 - 04:37 AM.


#84 Yumoshiri

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Posted 18 March 2018 - 06:05 AM

Overall the changes I find pleasing. I was tired of AirstrikeWarrior Online, and still hope they will do more: E.g. no bonus score for damage done by airstrikes.

Highlanders still won't come back with just a mobility increase.

Laser heat change is not a movement forward. It was already possible to easily maintain heat, but the problem was that you need to boat lasers to be effective, where you struggle with ghost heat and slots. Like others state, a heat and damage increase makes more sense in my view.

Ballistic changes, great.

#85 Electron Junkie

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Posted 18 March 2018 - 06:16 AM

View PostJep Jorgensson, on 17 March 2018 - 11:11 AM, said:

[/i][/b][/b]

Come again? Our heatsinks are getting nerfed yet again? Aside from nerfing them from true double heatsinks, you guys already nerfed their health by cutting it in half a while ago! As it stands now, one Clan double heatsink is 5 health spread over two slots for 2.5 health per slot. The IS double heatsink has 10 health spread over 3 slots for 3.33 health per slot. Only in the PGI universe could IS tech be 30%-65+% (current and proposed double heat sink health per slot values) more durable as the supposedly more advanced Clan tech. So our heavies and assaults like to use heatsinks to keep them as cool as possible. How exactly is this a new thing? I thought that was why every single mech in the game has heatsinks. Was I mistaken somehow?

Furthermore, I seem to recall extra heatsinks needing to be mounted in lighter mechs with engines rated below 250. Since said heatsinks are outside the engine, then would they not also become more vulnerable as well? If a heavy or assault shutdown from overheating because its heatsinks were critted out, that is bad enough. But they have plenty of armor to protect them and may not even be close to the enemy. If a light shutdown because of it, that is a death sentence. Unlike heavies and assaults, a light mech's greatest armor is their speed and since most of them are short range, take away their speed in the face of the enemy and they will be motionless clay pigeons. Seems to me that this never occurred to anybody in PGI (not surprising when considering who we are talking about, but still irritating to say the least).

Conclusion: In short, this is going to hit the lighter mechs harder than the heavies or assaults and PGI is all for it since the IS'ers have been complaining about our lights a lot the past number of months and in all likelihood, nerfing our lights just because they no longer suck was their true primary aim to begin with. Par for the course yet again, PGI!

I really hope that PGI gets bought out and the game gets saved before they completely run it into the ground.


Right PGI......
Me: Like clans getting all our weapons and heatsinks getting stripped out in 1~2 hits already wasn't a problem.
PGI: Let's make clans even worse ! ! !

#86 MovinTarget

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Posted 18 March 2018 - 06:47 AM

View Postmad kat, on 18 March 2018 - 02:39 AM, said:

I don't think anyone actually uses then anyway. Overshadows artillery strikes? Lol.


All day every day in FP... those chokepoints just SCREAM airstrike the columns of advancing enemies.

#87 Nightbird

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Posted 18 March 2018 - 08:19 AM

True, but strikes also greatly diminished death balling as the tactic of choice. This new strike will be weaker than the pre-skill tree air strike, so we'll see if death balling comes back in force.

#88 C E Dwyer

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Posted 18 March 2018 - 09:10 AM

View PostArkhangel, on 17 March 2018 - 07:07 PM, said:

and You guys aren't Data Analysts either. Not with access to the actual Data anyways, so... frankly, you have no right to attempt to judge.

No but we're playing the game far more often.

Also how is data whether read correctly or not going to help when no one but a tier 4 maybe 3,uses assaults like highlanders, because they learn how crap it is.


Just the same as, how can they come to the very wrong conclusion, that somehow the Atlas's torso twist, (yaw) needs more, when it's blatantly obvious without any data what so ever, that the lack of twist speed, is the real reason they're crap.

#89 MrKvola

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Posted 18 March 2018 - 10:19 AM

Even worse, it's been pointed out so many times (with proof) that with the engine desync came a huge loss of agility, especially twist ability.

How has this not been reflected in the Atlas tweak?

#90 NocturnalBeast

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Posted 18 March 2018 - 10:47 AM

View PostMrKvola, on 18 March 2018 - 01:05 AM, said:

And you can essentially delete half of the game, as even more gear will not get used.

Tech diversity brings different playstyles to the game. I am pretty sure the game would not get any better with mixtech. The game is starting to feel a bit stale already as it is. Mixtech would just make stuff worse by magnitudes.


No matter what you do, people will always use what works best and currently there is plenty of tech that goes essentially " unused" as it is. There is plenty of tech in real life that we no longer use because newer, better things came out that can fulfill the same requirements as the original and then some.

#91 Mike Barnes

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Posted 18 March 2018 - 10:51 AM

View PostArkhangel, on 17 March 2018 - 07:07 PM, said:

and You guys aren't Data Analysts either. Not with access to the actual Data anyways, so... frankly, you have no right to attempt to judge.


My data is my feelings, my analysis is my river of tears.

#92 Davegt27

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Posted 18 March 2018 - 12:32 PM

View PostAMEN Jesus is my Lord and Savior, on 18 March 2018 - 11:25 AM, said:

[/i][/b][/b]

Descriptors are lacking.

Can a note* (Click here to see definitions for these terms.) be implemented somewhere so that people wouldn't have to google them to no avail? How is a nubi supposed to know what to strive for in an event that calls for certain achievements without knowledge as to what exactly is required of them? For example: Does "UAV locked damage" refer to what your particular system's part does to enemy UAV when you stand around it for a certain duration? and what does that damage means anyway? Is the enemy UAV disabled somehow? How? And how is this different from ECM locked damage? Ignorance is bless? May we know for sure.




#93 Arkhangel

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Posted 18 March 2018 - 03:17 PM

View Postmad kat, on 18 March 2018 - 02:39 AM, said:

You really do have to laugh out loud. Another patch with evidence that PGI never play this game. Let's buff the Banshee in all the locations it doesn't need but ignore the area it desperately needs buffs. The thing is a walking centre torso and I don't think I've ever died from st loss with an XL (ok maybe once or twice).

Nerfing air strikes..... Fine by me I don't think anyone actually uses then anyway. Overshadows artillery strikes? Lol.

You do realize every competitive team uses on average about 4 airstrikes a match. I was at MechCon. I watched them get used at least that to 6 per match, and you want to claim "no one uses airstrikes."

fact is.... YOU don't play the game as much as PGI, not the other way around, because you're clearly too blind to.

#94 Aldodrem

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Posted 18 March 2018 - 04:59 PM

So has mech model update passes been suspended? We still have IS mechs which aren't modeled for the Rocket Launchers...

#95 MovinTarget

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Posted 18 March 2018 - 05:13 PM

View PostAldodrem, on 18 March 2018 - 04:59 PM, said:

So has mech model update passes been suspended? We still have IS mechs which aren't modeled for the Rocket Launchers...


s'okay, clammers find out I'm boating them the hard way... ;)

#96 Navid A1

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Posted 18 March 2018 - 06:16 PM

View PostLionheart2012, on 17 March 2018 - 04:03 AM, said:

View PostNavid A1, on 16 March 2018 - 08:38 PM, said:

Find the problem in this image:

Posted Image


Knowing PGI's track record of knowing this game well!!!.... I give them a hint, the king crab is not the one with a problem


The mobility of the Firestarter compensates. 'Mechs have advantages and disadvantages to use. If all had the same attributes, (e.g. pitch angle, torso twist angle, hard points, armor) then it would not make much sense to have such a diversity of them, would it?


That statement is DEAD WRONG! (but hey, people like cliche answers, right?)

Firestarter has THE LOWEST and SLOWEST mobility stats among ALL light mechs... literally every mobility stat!

to top it off

Firestarter currently has the absolute lowest torso pitch value in the entire game... (among ALL mechs... even assaults)


It has jump jets... Jump jets are used to get elevation advantage over your opponent.... to make you able to SHOOT DOWN on them.
tell me what stats can compensate your inability to shoot down on targets when you can have elevation advantage over them.

Edited by Navid A1, 18 March 2018 - 06:36 PM.


#97 mad kat

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Posted 18 March 2018 - 10:02 PM

View PostArkhangel, on 18 March 2018 - 03:17 PM, said:

You do realize every competitive team uses on average about 4 airstrikes a match. I was at MechCon. I watched them get used at least that to 6 per match, and you want to claim "no one uses airstrikes."

fact is.... YOU don't play the game as much as PGI, not the other way around, because you're clearly too blind to.


Ok. In qp I virtually never see them. Fp is obviously different.

#98 ZortPointNarf

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Posted 18 March 2018 - 10:48 PM

One worrying trend I have seen lately is the boating aspect, take Clan ER PPC, increasing the cooldown nerfs a warhawk boating four of those, great, desired effect achieved. Try running a single cERPPC on a Lanner of colour and you spend your days waiting for the cooldown on your clearly overly lethal main weapon :/
I strongly suggest that PGI start to introduce separate cooldowns per mech weight class to prevent the lights and mediums being disproportionately nerfed when addressing boating issues for heavies and assaults.

#99 MrKvola

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Posted 19 March 2018 - 12:25 AM

View PostZortPointNarf, on 18 March 2018 - 10:48 PM, said:

One worrying trend I have seen lately is the boating aspect, take Clan ER PPC, increasing the cooldown nerfs a warhawk boating four of those, great, desired effect achieved. Try running a single cERPPC on a Lanner of colour and you spend your days waiting for the cooldown on your clearly overly lethal main weapon :/
I strongly suggest that PGI start to introduce separate cooldowns per mech weight class to prevent the lights and mediums being disproportionately nerfed when addressing boating issues for heavies and assaults.

So... result is, don't put single PPCs on Lanners, do something else instead? Or suffer the consequences...

Edited by MrKvola, 19 March 2018 - 12:26 AM.


#100 I cant want to

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Posted 19 March 2018 - 01:43 AM

possibly a radical thought, but maybe the time has come to balance all the weapons by their dps based on TT values. in TT every weapon has an effective cooldown of 10s, so the dps is very easy to calculate - weapon damage value/10. compare these values to what we see in mwo, and the lighter weapons in each of their respective families are massively overperforming by comparison. in their current state, machine guns are 10 times more effective in mwo than on TT - doing the same damage each every second that they would in a full TT turn. mwo machine gun has the same dps as a TT ac10. heat values could also be tuned this way. damage vs cooldown + burn time would be easy enough to tweak to give weapons different flavours suited to different playstyles. given that armour numbers are doubled compared to TT, it need not be a direct transation for the dps, but the different weapons should at least maintain the same ratios to each other.

also, we need proper damage from collisions. mech vs mech and mech vs environment. no light mech should be able to run into a wall at 160+kph and come away without a scratch. lights would stop hiding on the toes of assaults if the assauls could just grind down their torsos at the expense of a little leg armour. collision damage based on mass and relative speed. there is no way a motorcycle can prevent a freight truck from moving, and would get crushed if it tried.

tldr - balance weapons on dps + hps from TT values (or multiples of)
collision damage (pve + pvp) based on mass and relative speed





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