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Patch Notes - 1.4.169 - 15-May-2018


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#401 BTGbullseye

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Posted 14 May 2018 - 03:18 PM

View PostNema Nabojiv, on 14 May 2018 - 02:49 PM, said:

And speaking of nerfing old mechs. Merely a month since fafnir release, and its direct competitor Annihilator-1X loses 5 armor everywhere. GGWP Chris, very subtle.

Considering the Anni has more armor, and more hardpoints... Bringing it down to the SAME armor on the 2A is not my idea of a "nerf to death" as some like you are portraying it. The 1X still has more armor.

#402 Jay Leon Hart

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Posted 14 May 2018 - 03:27 PM

View Post-Spectre, on 14 May 2018 - 03:16 PM, said:

Dual HLL=36 damage for 32 heat over 1.55 seconds.
Dual heavy gauss=50 damage for 4 heat over 0 seconds, or .75 seconds if you count the charge time.
Just sayin'.

Dual HLL = 8 tons, 6 slots
Dual HGauss = 36 tons, 22 slots, STD engine only, + ammo
Just sayin'

[Edit] Clarification
I don't want HLL GH capped at 1 either, but your comparison is terrible [/Edit]

View Post-Spectre, on 14 May 2018 - 03:16 PM, said:

Just please make a news post on mwomercs informing players of changes. You can still do that. You have time before the patch drops. I don't want to see anyone spending the time to change their mechs unnecessarily.

They have (finally) edited the Patch Notes, so at least anyone reading them tomorrow won't worry about the laser changes. But yeah, an update post would have been nice.

Edited by Jay Leon Hart, 14 May 2018 - 03:28 PM.


#403 Aldodrem

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Posted 14 May 2018 - 03:55 PM

Player who is already core open from battle see Annihilator show up and enganges, dies and complains the annihilator is too tanky just because they already sustained fire?

Any assault mech that move at a speed of 30 stock and arrives late to the party will feel like a tank since it is fresh. By the time it has made the trek onto the frontline the engagement has been underway and fire & casualties were already traded back and forth between the sides so of course any fresh mech entering the fray is tanky comparative to those it is now engaging. Once again the Clanners win with their kodiak which runs 60 stock and has HIGHER alpha & MORE armour no need to go with an annie anymore.

Edited by Aldodrem, 14 May 2018 - 04:05 PM.


#404 Max de Sastre

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Posted 14 May 2018 - 04:02 PM

Weapon Retrofits:
  • All Spider Variants in-game
  • All Shadow Hawk Variants in-game
  • All Roughneck Variants in-game
  • All Rifleman Variants in-game
Trying to figure this one out. What is a weapon retrofit?

Edited by Max de Sastre, 14 May 2018 - 04:03 PM.


#405 Jay Leon Hart

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Posted 14 May 2018 - 04:05 PM

View PostMax de Sastre, on 14 May 2018 - 04:02 PM, said:

Trying to figure this one out. What is a weapon retrofit?

Modelling the Civil War weapons properly for that 'mech. No more placeholder models, like Gauss for HGauss & LGauss, or PPCs for LPPCs & HPPCs, or UAC5s for RACs & other UACs, or LB10Xs for other LBXs.

#406 Yumoshiri

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Posted 14 May 2018 - 05:10 PM

I was wondering why there were 400 comments on such a small patch, seeing no unusual things. Then I realized they were addressing energy weapons for a short while based on the comments. :D

Anyhow, wanted to say that on my Jenner IIC, I usually lose an arm before losing a ST, so I wonder if this structure re-design in these mechs will have the desired effect. The same is true for my Cicada, and actually I usually use the arms as shield to protect my ST/CT in them.

Looking at the jenner iic from the side - you can only hit the arm or the leg (or CT), both of which are easy targets. Stripping an arm essentially takes out half its firepower. If you face your target directly though, only then your STs will suffer much.



Data
The data you have appearantly suggests that arms suffer less damage than the ST, which is why you are going for this change. My question is - what source of data do you use? I imagine T5's mostly showing their face in a cicada as they run to an Atlas, but this behaviour will change with experience.


But maybe it's just me noticing this, and I am imagining it that I lose my arm more often than a ST. I won't be able to test it for a long while still, see you guys again in August!

#407 BTGbullseye

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Posted 14 May 2018 - 05:42 PM

View PostYumoshiri, on 14 May 2018 - 05:10 PM, said:

Data
The data you have appearantly suggests that arms suffer less damage than the ST, which is why you are going for this change. My question is - what source of data do you use? I imagine T5's mostly showing their face in a cicada as they run to an Atlas, but this behaviour will change with experience.


But maybe it's just me noticing this, and I am imagining it that I lose my arm more often than a ST. I won't be able to test it for a long while still, see you guys again in August!

Bear in mind that a lost arm (which contains very few weapons usually) reduces damage to the ST by 50%. Having more ST armor at the expense of the arms is actually a very large boost to survivability.

#408 NocturnalBeast

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Posted 14 May 2018 - 06:22 PM

View Post-Spectre, on 14 May 2018 - 03:16 PM, said:

But the real reason I started writing this post is this: Why in Kerensky's name did they only announce the removal on Russ's twitter?!?!? I had to wade through the first half of these forum posts to find someone who mentioned it, then wade through MWO's twitter, only to not find it, then wade through Russ's twitter before I found it. Surely I am not the only player that does not use social media. I would have had no idea, and would likely have changed my mechs without knowing that I did not even need to. There are probably some players who will do this anyway, because how many players actually read 8 pages of people complaining about the exact same thing, ultimately noticing that one person that referenced twitter.

Just please make a news post on mwomercs informing players of changes. You can still do that. You have time before the patch drops. I don't want to see anyone spending the time to change their mechs unnecessarily.


PGI has a history of making important MWO announcements everywhere but these forums first, this is nothing new. To be fair, they have made major improvements in communication on these forums (the patch notes being posted here in full detail was a recent improvement).

#409 -Spectre

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Posted 14 May 2018 - 06:48 PM

View PostJay Leon Hart, on 14 May 2018 - 03:27 PM, said:

Dual HLL = 8 tons, 6 slots
Dual HGauss = 36 tons, 22 slots, STD engine only, + ammo
Just sayin'


Yes, the Dual HGauss takes a lot more tonnage and slots. I wish they would take that into account. But PGI does not. Per their original patch notes, they look at whether you can do 30 damage in one shot. Dual Heavy Gauss can do 50. Therefore, by their own criteria, it should get the nerf bat. I don't want that, but that would be necessary for them to be consistent to what they say.

#410 BMKA

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Posted 14 May 2018 - 06:57 PM

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

Energy Changes:

All Clan Laser Changes are removed

Madcat Mk. II:
  • MadCat MKII yaw changes removed.


THX YOU!! <3 <3 <3 <3 <3 <3

#411 KrocodockleTheBooBoxLoader-GetIn

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Posted 14 May 2018 - 08:25 PM

I'm over the clan nerfs

#412 Jackal Noble

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Posted 14 May 2018 - 10:43 PM

View Post-Spectre, on 14 May 2018 - 06:48 PM, said:


Yes, the Dual HGauss takes a lot more tonnage and slots. I wish they would take that into account. But PGI does not. Per their original patch notes, they look at whether you can do 30 damage in one shot. Dual Heavy Gauss can do 50. Therefore, by their own criteria, it should get the nerf bat. I don't want that, but that would be necessary for them to be consistent to what they say.


Two Hgauss weigh 36 tons. It's not just about damage quotient.

Glad to see the nerfs are on hold. Balance is at a good spot if not a bit on the IS benny.

#413 NocturnalBeast

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Posted 14 May 2018 - 10:56 PM

View PostJackalBeast, on 14 May 2018 - 10:43 PM, said:


Two Hgauss weigh 36 tons. It's not just about damage quotient.

Glad to see the nerfs are on hold. Balance is at a good spot if not a bit on the IS benny.


HG has a very short range though. No, I am not saying that the Clan lasers should be nerfed, I am just saying the the HLL has a much longer range than the HG.

#414 BTGbullseye

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Posted 14 May 2018 - 11:12 PM

View PostEd Steele, on 14 May 2018 - 10:56 PM, said:


HG has a very short range though. No, I am not saying that the Clan lasers should be nerfed, I am just saying the the HLL has a much longer range than the HG.

And the range for both is relatively unimportant when engagements tend to end up inside the optimal for both.

#415 NocturnalBeast

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Posted 14 May 2018 - 11:26 PM

View PostBTGbullseye, on 14 May 2018 - 11:12 PM, said:

And the range for both is relatively unimportant when engagements tend to end up inside the optimal for both.


Yes, in close quarters it matters less, but on the "sniper" maps, the HLL would do better, although I have never seen high-tier players use them much.

Also, the dual HG + flamers Mauler is pretty nasty if it has enough meatshields to keep it alive long enough to get close.

Edited by Ed Steele, 14 May 2018 - 11:27 PM.


#416 Genesis23

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Posted 15 May 2018 - 01:46 AM

View PostBTGbullseye, on 14 May 2018 - 01:45 AM, said:

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


i dont think you are correct with that assumption, seeing how more and more players get equally frustrated as me with the constant whining over every change and the PGIs relatively clumpy attempts to get their stuff under control. i bet my dune buggy that many mechwarriors would like to play a classic mode from time to time - not nowhere as much as would still play normal mode, but very likely enough for decent queue times.

EDIT: shame they went the way of the chicken on the energy nerfs, would have been interesting to actually see some variety on the clan side for once. HLL are way too strong for their weight and with some coolshots at the right time you can absolutely wreck or at least heavily cripple much heavier mechs than your own.

the people whining about their lazor superority were clearly never on the recieving end and some madman actually compaired the HG to the HLL. what a mess.

PGI should have implemented the changes, collected some data over the next month and then changed back accordingly and with enough data to support their reasons to change the ghost heat limits

Edited by Genesis23, 15 May 2018 - 02:18 AM.


#417 tee5

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Posted 15 May 2018 - 02:56 AM

View PostMax de Sastre, on 14 May 2018 - 04:02 PM, said:

Weapon Retrofits:
  • All Spider Variants in-game
  • All Shadow Hawk Variants in-game
  • All Roughneck Variants in-game
  • All Rifleman Variants in-game
Trying to figure this one out. What is a weapon retrofit?



Its the civil war weapons they introduced May 2017. For example Heavy Gauss, Er-Medium Lasers, etc. At the time they introduced these weapons only 17 mechs could show these weapons, the great rest of the mechs only showed some placeholder weapons.

Over the course of the year, they are now working on more and more mechs, so that they are able to show the correct weapons.

Maybe in 2 or 3 years they are ready.

#418 4er3BaPa

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Posted 15 May 2018 - 03:15 AM

In my mind. Ghost heat and chance to immediately explode with overheat in override must be up. Alpha strike not a regular fire mode.

#419 mad kat

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Posted 15 May 2018 - 03:37 AM

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


Gameplay Tuning


Solaris Division Design notes: While in a typical Solaris Season, we would not be looking to make any form of divisional changes Mid-season, however with this being our inaugural Solaris season, we wanted to quickly address a handful of outliers that cropped up over the first month to ensure that the opening season remains fun and engaging throughout its duration.
Divisions are set up with a variety of ‘Mech types present and typically we want players to be able to experiment and develop counter-strategies to popular 'Mechs on their own. While there are a handful of divisions that accomplish this as intended, we felt that there are a few outliers in the inaugural season that are performing a bit too far above the curb as they were suffocating the amount of viable 'Mech choices within their previously assigned divisions. In these cases, we have migrated those outlier 'Mechs into higher divisions.

In addition to this, we feel that there is a handful of sub 50 ton 'Mechs that are punching a bit too high above their weight. Taking this into consideration, we are bringing a number of Lights a bit further down to hopefully provide them with a bit more of a level playing field and to provide a few lighter lower tonnage 'Mech options at lower division levels. The overall distribution of lights will still see them occupy multiple different divisions as there are many still performing adequately within their currently assigned divisions.

SOLARIS DIVISIONS https://mwomercs.com/s7-mech-divisions





You've left out the heavy divider note in Division 4 on that link!

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


Skill Tree Design Notes:
With Reinforced Casing, we want to nudge the benefits provided by this node up a bit. It’s important to note that because crit boosted weapons such as Machine Guns, and LBX AC's rely on critical hits to produce their boosted damage, this node specifically reduces the frequency of those said critical hits, and does reduce the overall average damage those weapons do to internal structure due to reducing their chances for critical hits.




While i get the idea, crit weapons as mentioned really don't need a nerf to their ability seeing as virtually everyone will bias the armour nodes anyway and a small selection of mechs are only viable as critseeking machines such as the Arrow, Spider 5K, centurion D, Ember etc etc. Making it harder for said crit weapons to be viable in the early game anyway.

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



'Mech Quirks:

Banshee:
  • BNC-3E: Receiving a new Armor Bonus CT: +10 quirk
  • BNC-LM: Receiving a new Armor Bonus CT: +10 quirk

Banshee Design notes:
Since Solaris, we have noticed the amount of CT cores on the Banshee line is a bit higher then we want it to be. We are taking the CT bonus found on the Siren and distributing it to the two Banshee variants that at this point do not have CT armor quirks.




About time! While its a bit of a weak buff compared to some mechs (that don't need as much) i'll take it. I was hoping for closer to 20+ as the Banshee is a giant walking centre torso.

Edited by mad kat, 15 May 2018 - 06:28 AM.


#420 Racerxintegra2k

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Posted 15 May 2018 - 05:50 AM

Only Solaris Division change i can see is the Vindicator moved up one ... SHAKE IT UP !! put more lights in Div 7 more Meds in Div 6 what do you need mediums in div 1-2 for.





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