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Patch Notes - 1.4.159.0 - 17-Apr-2018


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#141 Pepito Sbazzeguti

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Posted 15 April 2018 - 03:15 PM

View PostMikayshen, on 15 April 2018 - 02:17 PM, said:


If you miss, you're dead. That's the restriction. And plenty of people miss with rickets all the time.


You have a point but, i think that depend on the level of competence in a certain weapon system, for example I'm not very competent with gauss rifles, I don't like them very much so most of the time my shoots miss the target, however plenty of people don't miss, and if I used gauss constantly for sure my accuracy will increase at some point; same with rocket launcers, using them more and more in a 1vs1 scenario will increase my accuracy, you know, confidence comes with competence and competence comes with repetition and experience and blablabla.. of course you can miss sometime but in the long run I think you gain a big advantage from this relative cheap big punch.
Same for boating 11 ERPPC in a Direwolf, if you miss the shoot you're dead cause you shutdown for so long that enemy can kill you with no problem, infact there is a PPCs restriction.

#142 Marius Evander

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Posted 15 April 2018 - 03:51 PM

View PostArkhangel, on 15 April 2018 - 06:01 AM, said:

Spoiler



I meant for 12 v 12 on the mg nerf not solaris sorry.

Edited by Cadoazreal, 15 April 2018 - 03:52 PM.


#143 Pihoqahiak

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Posted 15 April 2018 - 04:25 PM

View PostMikayshen, on 15 April 2018 - 02:17 PM, said:

If you miss, you're dead. That's the restriction. And plenty of people miss with rickets all the time.


For matches with good pilots, the first 2 to 3 alpha strikes will determine the winner for 1v1 matches, and most likely for 2v2 matches as well.

#144 Vilsen

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Posted 15 April 2018 - 04:25 PM

View PostCadoazreal, on 13 April 2018 - 04:52 PM, said:

HPG manifold coldest map, I thought that heat doesn't dissapate in a vacuum ?


Isn't any one going to address this? You know that the sun is floating in space-vacuum, right?

#145 Pihoqahiak

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Posted 15 April 2018 - 04:31 PM

View PostVilsen, on 15 April 2018 - 04:25 PM, said:

Isn't any one going to address this? You know that the sun is floating in space-vacuum, right?


Most Sci-fi based games, stories, movies, etc... tend to contain a lot of "space magic". Battletech is full of "space magic", you really can't try to make a lot of sense of how the technology would work in a scientific way.

#146 I cant want to

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Posted 15 April 2018 - 05:48 PM

pgi seems to assume that all maps have the same degree of atmosphere in regards to heat dissipation. a moon that is distant from a star would have low surface temps, but without an atmosphere to carry the heat away, dissipation would be a lot worse than a warmer environment with an atmosphere

#147 Athom83

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Posted 15 April 2018 - 06:09 PM

View PostCadoazreal, on 13 April 2018 - 04:52 PM, said:

HPG manifold coldest map, I thought that heat doesn't dissapate in a vacuum ?

1) Heat is dissipating throughout all contacted solids, including the rock of the entirety of the planet.

2) Heat isn't being trapped by an atmosphere. Energy in this case is reflecting off the surface back into space instead of bouncing between it and a greenhouse gas layer like it does here on Earth. Very little of the energy from a star is absorbed directly into a planet, most of the ambient temperature is caused by energy being absorbed by the surface, atmosphere, and the energy being reflected between the two

3) Second law of thermodynamics.

#148 LordLosh

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Posted 15 April 2018 - 06:51 PM

Can Anyone tell me what happens to SUPPLY CACHES you currently have in Inventory? do you get sell credits for them and they disappear? or are they rolled over into the new system? or do you get nothing for them and everything starts fresh?

#149 DFM

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Posted 15 April 2018 - 07:14 PM

View PostLordLosh, on 15 April 2018 - 06:51 PM, said:

Can Anyone tell me what happens to SUPPLY CACHES you currently have in Inventory? do you get sell credits for them and they disappear? or are they rolled over into the new system? or do you get nothing for them and everything starts fresh?


If you do nothing, they get sold for the current price of 50K C-bills each.

All Cache keys in inventory get refunded for MC.

#150 Rodrigo Martinez

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Posted 15 April 2018 - 09:46 PM

After the patch I can earn supply caches from solaris only?

#151 Horseman

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Posted 15 April 2018 - 10:35 PM

View PostLordLosh, on 15 April 2018 - 06:51 PM, said:

Can Anyone tell me what happens to SUPPLY CACHES you currently have in Inventory? do you get sell credits for them and they disappear? or are they rolled over into the new system? or do you get nothing for them and everything starts fresh?
The patch notes do not specify.
Last we heard, they were supposed to be refunded for their sale value, but that was some months ago.

#152 NocturnalBeast

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Posted 15 April 2018 - 11:05 PM

View PostI cant want to, on 15 April 2018 - 05:48 PM, said:

pgi seems to assume that all maps have the same degree of atmosphere in regards to heat dissipation. a moon that is distant from a star would have low surface temps, but without an atmosphere to carry the heat away, dissipation would be a lot worse than a warmer environment with an atmosphere


And apparently all maps have gravity that is similar enough that there is no effect on the in-game physics. But even the Earth like physics leave much to be desired, for example, Mechs move through water without any loss of speed or mobility regardless of the depth.

#153 Meldric Ward

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Posted 15 April 2018 - 11:29 PM

Yet another useless "comp" gamemode while Faction Warfare is still a joke.

#154 Bishop Six

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Posted 15 April 2018 - 11:31 PM

View PostSusumu  Kodai, on 15 April 2018 - 09:25 AM, said:

The longer load times concern me, primarily because of regular game crashes at match start.  



I run a ridiculously strong PC, and have used the repair tool, but still see crashes... and restarting already takes way too long even on this i9x Alienware Area 51 r4 with 64Gigs of RAM and a solid state drive.  



It's OK, I accept that it crashes daily. But making the home lobby load time longer may increase risk of not getting end-of-mach rewards.  That's going to be a problem.


I feel with you! I have daily crashes, DCs and CTD. Login and rejoin lasts about 5 minutes because of all the advertisments.

PGI how would that be: I give you 30 € and you delete THIS COUNTLESS ******* ADVERTISMENT WINDOWS ARE U KIDDING ME??? I PLAY MWO ALREADY AND I BUY YOUR UGLY MECHS ALREADY!

Edited by Bishop Six, 15 April 2018 - 11:34 PM.


#155 Alan Hicks

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Posted 16 April 2018 - 12:20 AM

...looking forward for the new patch, hope it's good !

#156 TheRealTommo

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Posted 16 April 2018 - 12:33 AM

I'm looking forward to playing this patch. Hopefully I'll avoid "Lurmageddon".

#157 Warschnuffel

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Posted 16 April 2018 - 12:38 AM

I am excited about this Patch. Only thing that worries me: The little note that says it could be possible, that loading-times increase.

That really is an issue. LoadingTimes are a big problem as they are. They decrease the UX big time. And they become a bigger problem, the longer you play the game – because you need more and more convenience as you get used to a game. There should be a focus on this in the future.

#158 Sevronis

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Posted 16 April 2018 - 01:08 AM

Yeah, I'm still doubting those division mech rankings. Would be a lot easier and simple to just make each division separate by weight (so .. 4 divisions) similar to how it was on MW4. Granted 1 division per weight class may work better if/when they later add in a 12 mech free for all. That and there wouldn't be any need to shuffle anything around later in the division lists. And you know they will. I feel like it would be more of an accomplishment for a skilled player using a lower tier mech and winning against the higher tier ones than it would be for restricting whatever variants to different divisions, but instead It's like the lower divisions are the "I participated" medals while I wouldn't be surprised if Div 1-3 get the most popularity, in participation and spectators.

Only have 1 division for each weight. Nice and simple. Screw tiers. This is Solaris. Earn up or shut up.

Hm...Feeling a little aggressive there. I think it's time to sleep..

#159 MrKvola

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Posted 16 April 2018 - 02:31 AM

If load times are to be affected by bolt-ons... could we please have a switch to turn them off in the local client? As in completely turn off? I have about zero interest in bolt-ons both using and seeing them in game. I understand that you are devoting resources to the development of this, but they just destroy the mood for me. I may even consider throwing in a bit of money to have that disable switch available to me. Thank you.

Also, I believe it was asked before... but could there be also an opt-out for the carousel/news bulletin shown after the game loads?

#160 D V Devnull

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Posted 16 April 2018 - 03:38 AM

Okay, it took a while, but I finally got a chance to drop in my thoughts on this April 2018 Tuesday Monthly Patch... Geez, 8 pages gone by before I could get here, but here I go...
  • Bolt-Ons
    For starters, I'm glad that these don't change Mech HitBoxes. Could anyone imagine the nightmare of having a bigger CT over a mohawk? Also, the wording in the Patch Notes is a little confusing. Someone at PGI might want to run a cleanup and better indicate methods of earning these.
  • MechBay 2.0
    I'm going to file this one under "Yes... Like, YES... As in, ALL THE YES!!!" because this one is MASSIVELY overdue. Also, due to past MechBay UI Version Numbers, I think I would have called this "MechBay 2.8", because I know there have been a number of past revisions that already went as far as '2.5' in number. On top of this, the lighting is a much-needed gift in terms of not being blinded when placing Decals and setting up Camo Patterns. About the only remaining Bug to be fixed here is the Consumables in the WareHouse failing to update immediately when you're changing them on a Mech. Well, that and the Bug about not being able to properly move Weapons/Equipment between Torso Sections where HardPoints are available. (Oh, and the whole thing about Drag-and-Drop of Targeting Comps and/or Active Probes on top of another.) With those fixed? "MechBay 3.0" would be an appropriate version number!
  • New Supply Caches
    Well, now I see why the old ones have to be emptied from the system, but I wish they had refunded for at least twice what the normal selling price is. Hopefully, we're allowed to stack up the New ones before opening, so we can open them when we wish to. I am left to wonder, though... How many Supply Cache Points (or SCP) must be earned in order to get an actual Supply Cache?
  • Faction Play Contract Reset
    It was probably about time that this happened. Loyalist Units will of course re-establish their status as soon as they notice it and can get a Contract-handling Officer to fix it. However, let us all hope that PGI restores the Mercenary Contract "Bonus By Population" System, as it would not help to have an overload of people all in one Faction at the same time. I think that was one of the few things that kept the Faction Battles in some minor semblance of not being totally 24-7 PugStomps. Also, Loyalist Bonuses should be added at this point, as it was failing to really pay enough to be one.
  • Map Temperatures
    I've been looking at this again and again, and something just doesn't set right with me. Polar Highlands and Emerald Taiga seem like they should be a touch colder, at least based on their Art Sets. It might be worth swapping the temperatures of Caustic Valley and Rubellite Oasis, given the setting for Sulfurous Rift. Also, given the impression of temperature I've had from Viridian Bog, it might also be worth swapping the temperature settings between Liao Jungle and Mech Factory. But we'll see how things behave after the Patch, seeing as I have this feeling it's too late for those to be altered in time. That, and there's possibly something I'm unaware of about why those temperatures were chosen.
  • MASC Changes
    I've been seeing the same issue that PGI feels is happening, so let's hope this doesn't blow gameplay out of balance. Mechs without both MASC and JumpJets were probably having the worst problems here.
  • Assault Jump Jet Changes
    Okay, here's one where I seriously think that it wasn't given a proper adjustment in this Upcoming Patch. The current Duration feels the right length to me, while the Thrust Speed has felt lacking. So there's no reason, at least to me, to decrease the Duration while increasing the Thrust Speed. If anything, just increase the Thrust Speed, but don't touch the Duration. Oh well, I guess Assault Jump Jets are going to remain in a poor spot for the foreseeable future.
  • LRM Velocity
    First off, pardon my 'Salt' and need to blow some 'Mental Steam' off, but the following must be said, as angry as the whole debacle over LRMs has made me... "Anti-LRM Whiners, you can go to hell after knocking MWO so far out of balance. Learn to use Map Cover, as well as AMS & ECM equipment. Stop trying to have something nerfed out of the game because you failed to pay attention to it, right along with the Opposing Spotters that you failed to pay attention to!" ...and with that said and off my chest, I come to the more serious notes. Anyway, on the serious side of the coin, I'll note that I feel this is a good first step to the recovery of an OverNerfed Weapon. About the only things needed now, in order to provide an effective weapon that's not overpowered yet works as a soft counter to Sniper-class pilots, is... a.) a 50-Meter Baseline Range increase to 950 Meters before Skill Nodes... b.) an increase in Swing Angle Limit for launching Lock-On Missiles by 5 degrees to the 30-degree line... and c.) a minor '0.1' Spread Narrowing to ALL Missile Weapons that are NOT SRMs ...to which after those changes would put LRMs in just the right place to never need another adjustment.
  • HitBox Changes - Sun Spider
    I hope these were done right. It might be that the Mech needs Baseline Armor Quirks? We'll see, that's for sure.
  • End of 32-Bit Support
    Here's another one that upsets me, albeit I can count myself lucky to still be able to have enough computer (64-Bit CPU, 64-Bit OS, and 16 GB RAM) to play. PGI has, without any Proper Large-Scale Announcement that provided enough time in advance, dropped a whole chunk of their player base. Anyone still on an Old 32-Bit CPU or 32-Bit OS has just been told they're Effectively Banned until such time as they go buy New Hardware. Worse, I've seen what trying to use the 64-Bit Client on anything less than 16 GB Total System RAM causes, and that problem is Random Crashes. (For reference, I actually had to use 32-Bit MWO on a 64-Bit System until I upgraded from 8 GB RAM to 16 GB RAM.) I guess the Minimum System Requirements just increased hard for MWO, and that's going to narrow the crowd of who can play... Not good at all, and makes me wish that PGI had better announced their intentions earlier on. This kind of abandoning is going to likely net them a lot of bad reviews on the Internet.
...and with all of that finally off of my mind, I'll note that I've nothing to say at this time about any of the other things, including the New Solaris Game Type itself. None of those happened to either catch my interest, or they ended up seeming like background noise to me that didn't need anything said about it. Either way, I'll be watching after the April 2018 Tuesday Monthly Patch to see how things go, and hope that this massive set of changes to the game doesn't turn MWO's Forums into a 'dumpster fire'. That would be something I think nobody wants to see. :huh:

~Mr. D. V. "This took me a ridiculously long time to type, so I'm keeping the emoji to a minimum." Devnull





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