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Patch Notes - 1.4.169 - 15-May-2018


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#361 Natural Predator

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Posted 13 May 2018 - 11:42 AM

View PostMechaBattler, on 13 May 2018 - 11:30 AM, said:


Yeah, but that doesn't make you anymore capable of making balance decisions as the next guy. Especially as you develop a bias for favoring that specific build.

Damn man it’s like talking to a wall. You learn what works and by extension how it’s built and then you apply the same logic across your mechs. Thus increasing your knowledge base until you are capable of developing your own mechs. Have I broke that down enough for you yet?

#362 MechaBattler

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Posted 13 May 2018 - 11:51 AM

View PostRagnar Baron Leiningen, on 13 May 2018 - 11:42 AM, said:

Damn man it’s like talking to a wall. You learn what works and by extension how it’s built and then you apply the same logic across your mechs. Thus increasing your knowledge base until you are capable of developing your own mechs. Have I broke that down enough for you yet?


Granted you might develop a better understanding of how to min max. But that doesn't translate directly to balance. Especially as people develop a bias toward their favored meta. Often defending it in the face of balancing changes that are directed to overall balance.

#363 Natural Predator

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Posted 13 May 2018 - 12:45 PM

View PostMechaBattler, on 13 May 2018 - 11:51 AM, said:


Granted you might develop a better understanding of how to min max. But that doesn't translate directly to balance. Especially as people develop a bias toward their favored meta. Often defending it in the face of balancing changes that are directed to overall balance.

I give up explaining this to the brown sea.

#364 MechaBattler

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Posted 13 May 2018 - 12:46 PM

View PostRagnar Baron Leiningen, on 13 May 2018 - 12:45 PM, said:

I give up explaining this to the brown sea.


Uh-huh. Clearly it's my lack of understanding. Not yours. Smooth.

#365 NocturnalBeast

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Posted 13 May 2018 - 01:22 PM

View PostMechaBattler, on 13 May 2018 - 12:46 PM, said:


Uh-huh. Clearly it's my lack of understanding. Not yours. Smooth.


Yes anyone who calls this forum the "brown sea" are just elitists who can't handle the criticism that they run into outside of their Reddit safe-space.

Note: Also, I thought the Redditors stopped calling this the "brown sea" since the forums are not brown anymore?

Also, there are a finite amount of builds that you can make for each Mech and anyone who plays long enough will eventually come up with the most efficient build on their own, even though someone else has probably already done that.

Edited by Ed Steele, 13 May 2018 - 01:21 PM.


#366 Grim 13

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Posted 13 May 2018 - 01:23 PM

View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:



Posted Image


Solaris City is available in Quick Play and supports the following modes: Assault, Conquest, Skirmish, Domination.
PREVIEW IMAGE
Posted Image

MINI MAP PREVIEW
Posted Image

A word of caution about Solaris City
The Solaris City map is a processor intensive map and due to this, it is one of the slowest maps we have created. That being said, we are putting this map on high priority in terms of monitoring its performance on the live servers and will be addressing everything we can as quickly as we can. Due to the complexity of urban/city environments and the extensive amount of unique models required to populate it without it looking extremely repetitive, some creative/technical liberties were needed to allow this map to be built in the current version of CryEngine. As stated, we will be monitoring performance metrics intensively and will include updates to the map with every patch/hotfix that goes out until we hit a point of optimization where improvements will no longer be noticeable. While far from unplayable, it's not performing at a consistent level of acceptable norms. Min Spec players may have a harder time with this map than others. The biggest take away from this statement is, please be aware, we are monitoring and acting upon this map as a top priority item.



Sooo.... when are you porting the game to an engine that's not utter trash? Unreal 4 for example?

View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:

Weapon Changes:

Energy Changes:

Clan ER Medium Laser
  • Minimum Heat Penalty reduced to 5 (from 7)

Clan Medium Pulse Laser
  • Minimum Heat Penalty reduced to 5 (from 7)

Clan Heavy Medium Laser
  • Minimum Heat Penalty reduced to 4 (from 5)

Clan Heavy Large Laser
  • Minimum Heat Penalty reduced to 2 (from 3)




Clan Laser Design notes:
When heat scale values were initially set for the clan lasers, Many lasers where set to equal the number of lasers fired on the IS side with no mind to the overall damage output of those said lasers. With one of our core focus' being better baseline balance between the Clan and Inner Sphere factions, we have decided that allowing one faction to compound on easily boatable weapons that deal 40% more damage than their IS equivalents while still being able to combine with other weapons has become untenable. We are adjusting the heat scale on the clan weapons to equal the "30 damage" cap that was used to tune all other laser weapons. The clans will still retain their direct range, and 40% or higher damage over similar IS weapons, but maximizing their benefits will have to come with either more staggered fire or diverse weapon payloads.


Read: CLAM NERF

When the heat scale values were initially set for the clan lasers, many lasers were set to equal number of lasers fired on IS side with no mind to overall damage output of those said lasers... and then you added an extra laser to the heat scale for IS and bumped the clan laser heat through the roof.
Not to mention that the IS has better ballistic options and comperable (if not better) missile options AND on top of that a metric sh*t-ton of survivability quirks. So if your goal is balance, your scale is broken mates.

Also, are you really that limited in understanding your own game that you still fail to realize that the size of a freakin Alpha strike is not how you measure firepower!? To use an extreme example - the Direstar has a 165 Alpha, is that an overpowered build by your standards? A build that self-destructs after a single shot?
And now compare that to the hex AC5 Annihilator that has a 30 point Alpha... that is being pumped out every second or so, thus achieving the same amount of total damage in the time needed for the CERPPC to reload and without the 'Mech killing itself due to overheat.
You measure firepower by looking at sustained dps and average time (/damage needed) to kill, not this bs metric of how much damage you can produce in a single shot with all guns blazing.


View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:

'Mech Quirks:
Madcat Mk. II:
  • MCII-1, MCII-2, MCII-4, and MCII-A Base Torso Yaw reduced to 80 (from 85)
  • MCII-B and MCII-DS Base Torso Yaw reduced to 75 (from 85)

Madcat Mk. II Design Notes:
With most MK II's having lower arm actuators and high mounted weapons, we feel that the previous tuning on the torso yaw left their threat range to be a bit too wide compared to many other Assault 'Mechs, which made it difficult for lighter, more venerable mechs to make the most out of flanking against them. We have brought the Torso yaw angles into line with other assault 'Mechs to provide it with a bit more counter-play opportunities for lighter targets to stay out of their threat arc.


As previously hinted at, the MC mk.2 has already been balanced by not having survivability quirks, unlike it's counterparts. This is just adding insult to injury now... you're not achieving balance, you're removing fun factor. Destroying what makes 'mechs quirky and unique and turning them into static turrets in a DPS war where the winner is one who can facetank harder.

#367 LadyKryptonite

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Posted 13 May 2018 - 03:34 PM

I am NOT happy about my ANH-2A being nerfed I barely play Solaris when I have the fights have been very even and hard fought. The ANH is a GIANT target on the battle field we have enough trouble with lights as it is now it will be worst and the incredible amount of LRMs as of late. I think nerfing her is a big mistake.



#368 Holy Jackson

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Posted 13 May 2018 - 04:52 PM

View PostCatten Hart, on 13 May 2018 - 10:09 AM, said:

So you're saying that invalidating a quad Ultra AC/20 Dire Wolf via EXTREME GHOST HEAT is a bad solution?


That thing has 2 tons of armor

#369 EvangelX

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Posted 13 May 2018 - 06:21 PM

says it all

PGI Shocking Interview

#370 Natural Predator

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Posted 13 May 2018 - 07:25 PM

View PostEd Steele, on 13 May 2018 - 01:22 PM, said:


Yes anyone who calls this forum the "brown sea" are just elitists who can't handle the criticism that they run into outside of their Reddit safe-space.

Note: Also, I thought the Redditors stopped calling this the "brown sea" since the forums are not brown anymore?

Also, there are a finite amount of builds that you can make for each Mech and anyone who plays long enough will eventually come up with the most efficient build on their own, even though someone else has probably already done that.


More like get tired of teaching people how to count to 3 and give up on the utter helpless of the cause.


Anyways, the clan nerf is on hold and it’s good that it is. It was way to hard of a nerf regardless of what’s meta right now. I agree you could give clan laser vomit a very slight nerf but it should come with a slight buff to clan mech armor and quirks. Less dPS means more FaceTime. Which means your trading twice likely for 3 is shots.. the whole reason IS mechs get strong quirks in the first place is to balance out clan firepower. Take that away and your just creating a new op side. Not addressing the problem at all. IS side is pretty much easy mode now as it is.

Edited by Ragnar Baron Leiningen, 13 May 2018 - 07:29 PM.


#371 Lionheart2012

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Posted 13 May 2018 - 08:17 PM

View PostRagnar Baron Leiningen, on 13 May 2018 - 09:45 AM, said:

That is without a doubt the dumbest thing I’ve ever read about balance. Quick question, do you play faction warfare where is vs clan balance actually matters?


Yet another elitist asking an irrelevant question. Clan/IS balance doesn't matter in QP? Solaris? Of course it does. The game's balance should not be dictated by the few try-hards in Tier 1/Comp Play/Faction Play.

#372 Natural Predator

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Posted 13 May 2018 - 08:48 PM

View PostLionheart2012, on 13 May 2018 - 08:17 PM, said:


Yet another elitist asking an irrelevant question. Clan/IS balance doesn't matter in QP? Solaris? Of course it does. The game's balance should not be dictated by the few try-hards in Tier 1/Comp Play/Faction Play.


Are you smoking crack. Solaris definetly doesn’t use the same builds as comp or faction and quickplague is any mech you want from any side you want. Faction play is the hardcore mode of the game because outside of drop weight, there is no matchmaker, there is the coordinated and the dead, there is no forgiveness for bad builds and bad teamwork. So yeah faction and comp have the best players in the game period. Clearly and logically faction play is where balance is tested the most. It’s the only place that’s clearly is vs clan. If you need that explained to you than you don’t belong in this conversation.

#373 GweNTLeR

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Posted 13 May 2018 - 11:26 PM

View PostRagnar Baron Leiningen, on 13 May 2018 - 08:48 PM, said:


Are you smoking crack. Solaris definetly doesn’t use the same builds as comp or faction and quickplague is any mech you want from any side you want. Faction play is the hardcore mode of the game because outside of drop weight, there is no matchmaker, there is the coordinated and the dead, there is no forgiveness for bad builds and bad teamwork. So yeah faction and comp have the best players in the game period. Clearly and logically faction play is where balance is tested the most. It’s the only place that’s clearly is vs clan. If you need that explained to you than you don’t belong in this conversation.

While this all is true, I think the guy is trying to say that mechs and weapons should be balanced with potato players in mind, because it will bring satisfaction to the majority of players. And well...TBH it makes sense to me, since it could possibly increase online, if done right.
Because, many ex CS or something alike players can follow enemy torso with lasers or LRMs, but ballistics is just too hard for them, so they start stating that lasers are OP and other similar stuff.

Edited by GweNTLeR, 13 May 2018 - 11:31 PM.


#374 Genesis23

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Posted 14 May 2018 - 01:20 AM

looking at this utter mess and whining, i would seriously just prefer a second server where everything is pre-clan-drop, so no clan mechs, no quirks, no overly hardpointinflated mechs etc. sure i would lose a lot of my stable and weaponry on the server, but at least it would be a fairer fight than it is now..

the lasernerfs were deserved and needed, even if they went in the wrong direction at some points. but there is absolutely no doubt that lazorvomit in general is way too powerfull and popular, just look at the streams of competitive games online. ballistics and rockets, especially boated, are so rare you could put a bounty up on them.

#375 BTGbullseye

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Posted 14 May 2018 - 01:45 AM

View PostGenesis23, on 14 May 2018 - 01:20 AM, said:

looking at this utter mess and whining, i would seriously just prefer a second server where everything is pre-clan-drop, so no clan mechs, no quirks, no overly hardpointinflated mechs etc. sure i would lose a lot of my stable and weaponry on the server, but at least it would be a fairer fight than it is now..

You would also likely be playing with less than 5% of the playerbase... Good luck getting drops.

View PostGenesis23, on 14 May 2018 - 01:20 AM, said:

the lasernerfs were deserved and needed, even if they went in the wrong direction at some points. but there is absolutely no doubt that lazorvomit in general is way too powerfull and popular, just look at the streams of competitive games online. ballistics and rockets, especially boated, are so rare you could put a bounty up on them.

I still have yet to hear how it is so overpowered... Higher alpha is not the same as overpowered, as it's easy to get incredible alpha builds that can't stand up to even a mild DPS build in regular combat.

#376 MiZia

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Posted 14 May 2018 - 01:52 AM

Well easiest solution to avoid large Alphas would just be merging meds and larges in a GH grp.
But since Clans cant rely on other play styles due to overquirked IS counterparts it would mean that an entire Tech has to be revisited.
Well not playing much Clans it would not affect me but i would not drive em anymore if it comes like they planned.

#377 o0cipher0o

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Posted 14 May 2018 - 04:50 AM

Hell yeah, now i can switch all my heavy large laser mechs back to pulse lasers, at least untill you nerf LPL too.
Seriously? Ghost heat on two heavy LLs? The damn things are already hot as hell, have a day and a half of burn time, ant take two days and a half to shoot again. And now we can only shoot one at a time? ****, at least reduce burn time AND reload time, and by a lot.

Edit: Uh, the berf is on hold. Well, good news.

Edited by o0cipher0o, 14 May 2018 - 05:21 AM.


#378 Aidan Crenshaw

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Posted 14 May 2018 - 05:08 AM

Calm down, you're late to the party. The Ghost heat changes are already said to be reverted. Posted Image

Edited by Aidan Crenshaw, 14 May 2018 - 05:08 AM.


#379 Dee Eight

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Posted 14 May 2018 - 05:12 AM

View PostDungeon 206, on 12 May 2018 - 10:03 AM, said:



OMEGALUL.
bro. come find me when you get into tier 1.
i dont die to those. i eat those.
i was simply shooting down your stupid theory that clan laser vomit is easy mode.
you obviously dont understand what easy mode is.

you've made thousands more post than i have. obviously you've been around for a while.
and you're still in tier 2?
now THAT'S an impressive potato feat.


You shouldn't try tier shaming or potato calling someone who's actual QP stats are so similar to your own. Tier's mean nothing. Its a accumulated match score measurement bar... that's it. Its got nothing at all to do with actual skill or experience or even common sense.

#380 Naitrael

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Posted 14 May 2018 - 05:19 AM

View PostRagnar Baron Leiningen, on 13 May 2018 - 10:20 AM, said:

Not to burst your bubble but being able to build effective mechs that maximize the value does mean you understand the mechanics of the game. Yes, you can use suboptimal builds/mech to play this game. Being able to build a mech to its maximum potential is a sign that you understand the mechanics of balance.


Not to burst your bubble, but to assume that by playing an asymmetrical game like this maybe a few thousand times, only realizing every scenario out of your single point of view and then automatically draw a reasonable conclusion on which of the billions of cogs in this nightmare of any game designer are working best and which don't, now that is dazzling self-conceit.

What I want to say is: Singular experiences don't matter. And they shouldn't.





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