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Patch Notes - 1.4.169 - 15-May-2018


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#441 aardappelianen

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Posted 15 May 2018 - 12:02 PM

okay now that king crabs have entered division 2 can the mad dog be moved to another division ?

#442 WaggghBozz

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Posted 15 May 2018 - 12:02 PM

Plz chance the waiting time on solaris

#443 Charon DOC Stock

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Posted 15 May 2018 - 12:06 PM

Now that the lasergate case is closed can we talk about the structure change in the jenner (/jager/stalker/cicada) arms?
More structure in the torso... great so i can run longer like a chicken with no arms and no WEAPONS.

And you just ruined those mech for the stock games too. Why didn't you alter the structure value with your enhancements system?

Edited by Doc Shmol, 15 May 2018 - 12:17 PM.


#444 Lizardman from Hollywood

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Posted 15 May 2018 - 12:08 PM

Wow so the clan laser nerf got the axe. Whining wins again!

#445 Ricktor87

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Posted 15 May 2018 - 12:18 PM

And whats the deal with turning some of the gold bits in the rasalhague camo pattern that horrible purple??? The one pattern / theme I liked and you screwed it up thanks.

#446 Leidulfr

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Posted 15 May 2018 - 12:18 PM

Soooo... PGI... why can't you just tell us exactly which Atlas variants were affected by the changes to armor and structure and what those exact changes were?

I have 4 Atlas variants (S(L), BH, D-DC, and RS(C)), and none of their armor values have changed from what they were before the patch.

Do I just not have one of the variants that were changed? If so, why would only the ones you apparently changed get armor redistributed from the CT to the side torsos, but not the others?

Edit: Allegedly, all of them were changed, according to your notes, but as I said, none my variants were changed.

Did you make a mistake and there aren't really any armor values being changed, just the structure?

I don't know if the structure was changed or not, because I did not have those values memorized, as I don't have to adjust them when setting up a 'mech.

From the patch notes:

Atlas:

Center torso Armor and structure quirks reduced and re-distributed to the side torsos on all Atlas Variants.

Amount distributed varies from variant to variant.

Edited by Leidulfr, 16 May 2018 - 10:12 AM.


#447 Jubblator

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Posted 15 May 2018 - 12:24 PM

Thanks for this new mech! Blood Asp is GREAT!!!...at having less armor then any of the 90 tonners, HUGE hitboxes and size of an atlas...76 side torso armor total? Are you kidding me?
This is the last mech im buying before i get to see the armor values on it...thanks for screwing us over ONCE AGAIN...sigh...

Short version: Dont buy the Blood Asp its a **** assault (worse then supernova), buy the marauder iic if you want a good one.

#448 VinnyBagODoughnuts

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Posted 15 May 2018 - 12:28 PM

My Jaegermech loadout is now invalid after parching, and I can't figure what is wrong with it. Strange....

#449 BTGbullseye

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Posted 15 May 2018 - 12:28 PM

View PostJubblator, on 15 May 2018 - 12:24 PM, said:

Thanks for this new mech! Blood Asp is GREAT!!!...at having less armor then any of the 90 tonners, HUGE hitboxes and size of an atlas...76 side torso armor total? Are you kidding me?
This is the last mech im buying before i get to see the armor values on it...thanks for screwing us over ONCE AGAIN...sigh...

Short version: Dont buy the Blood Asp its a **** assault (worse then supernova), buy the marauder iic if you want a good one.

It's a bigger, less maneuverable MCII with ECM on a couple variants... And no way to fix any of the weaknesses. It even loses out on quirks.

#450 no_name

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Posted 15 May 2018 - 12:29 PM

The armor configuration is reset each time you select Posted Image

#451 Charon DOC Stock

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Posted 15 May 2018 - 12:31 PM

View PostVinMan, on 15 May 2018 - 12:28 PM, said:

My Jaegermech loadout is now invalid after parching, and I can't figure what is wrong with it. Strange....

Try this: delete 1 point of armor in each arm. If you are lucky the alert will disappear and you will able to modify your armor and save.

#452 Jay Leon Hart

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Posted 15 May 2018 - 12:34 PM

View PostVinMan, on 15 May 2018 - 12:28 PM, said:

My Jaegermech loadout is now invalid after parching, and I can't figure what is wrong with it. Strange....

View Postno_name, on 15 May 2018 - 12:29 PM, said:

The armor configuration is reset each time you select
Spoiler


From the patch notes;

Quote

Structure / Max - Armor Redistribution:
The following 'Mechs have had some of their Arm Structure and Max Armor Points re-distributed from their Arm Locations into their Torso locations:
  • Jenner
  • Jenner IIC
  • Cicada
  • Jagermech
  • Stalker


All 'Mechs in a player's inventory affected by this change will have their armor re-set to the stock values.

PLEASE CHECK YOUR 'MECHS BEFORE YOU DROP!

In the event that the stock values would render the 'Mech over tonnage, the 'Mech would be flagged as an invalid build. Both of these can be manually re-adjusted in the 'Mechlab.


#453 Jonathan8883

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Posted 15 May 2018 - 12:35 PM

Patch feedback:

Solaris VII is not coming up in the map rotation very often. I know the map selector chooses modes first and then maps, but this means that some maps are simply not given as choices very often because they do not support all map modes. Please fix. This also applies to Mining Collective, Viridian Bog, Canyon, and a few other maps. S7 seems to be the worst offender at the moment.

S7 is a fun map. I like it. 3d chaos, great for mechs with jumpjets and maneuverability. I have seen reports of performance issues, but it runs fine on my recently-purchased refurb+gfx card computer.

There have been some connection issues. I saw 12 disconnects in one match a couple of hours ago. I assume you're tracking this.

The new point on Grim Plexus seems to be good at first glance. Much more fair, and we had a very nice chaotic fight around the hill.

The Blood Asp has good firepower. I don't own it, so no other feedback.

Edited by Jonathan8883, 15 May 2018 - 12:43 PM.


#454 no_name

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Posted 15 May 2018 - 12:44 PM

View PostJay Leon Hart, on 15 May 2018 - 12:34 PM, said:

From the patch notes;

Armor is reset after selecting another robot

Cicada
Jagermech
Stalker is fine

problem with only OXID

Edited by no_name, 15 May 2018 - 12:47 PM.


#455 ExoForce

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Posted 15 May 2018 - 12:45 PM

In Solaris map, center is death, high ground wins.
No FPS drop on my potato laptop - graphics from 90s, reminds me on my youth.
Nerfed Stalker, eh?
My CT was tanking already like a boss before, now nerfed arms with main weapons?
ON A STALKER??

Edit: *my CT*, lol!

Edited by ExoForce, 15 May 2018 - 01:03 PM.


#456 RaidonBergan

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Posted 15 May 2018 - 12:55 PM

Energy Changes:
  • All Clan Laser Changes are removed.
something that a might benefit clans for a change?

#457 BTGbullseye

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Posted 15 May 2018 - 12:58 PM

View PostRaidonBergan, on 15 May 2018 - 12:55 PM, said:

Energy Changes:
  • All Clan Laser Changes are removed.
something that a might benefit clans for a change?


Actually, it was massive nerfs to all Clan medium laser and HLL ghost heat limits, basically making Clan laser boating universally worse than IS backup lasers.

#458 ExoForce

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Posted 15 May 2018 - 01:12 PM

9 BASs in the match.

#459 Bonfor

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Posted 15 May 2018 - 01:39 PM

View PostSephrus Shanadar, on 15 May 2018 - 12:08 PM, said:

Wow so the clan laser nerf got the axe. Whining wins again!


Many agree that changes need to be made, but they also agree that the proposed changes were too much, cutting usable HLLs in half, dropping medium lasers by 2 instead of 1, and not opening up such drastic changes on the PTS to get some stats before going live with it. Boating lasers may be more of an issue with heavy/assault mechs that can use a combination of large and mediums, but you really want to limit all light and medium mechs to 4 medium lasers because they can't afford the tonnage for large lasers? Ghost heat based on a flat # of units of the same weapon punishes lights/mediums more so than heavier mechs that have more options, so a more viable alternative needs to be looked at.

#460 Dee Eight

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Posted 15 May 2018 - 01:43 PM

They've nerfed the annihilators twice now. They originally released with the same armor quirks as the atlases (which had armor not structure quirks). Then they claimed they were reducing them because they didn't want the Annihilator to replace the atlas. Now they're reducing two variants only even further, because they're outperforming the rest...again because of the HGR build specifically being used on them. And the ANH-2A is more popular for it than the ANH-1X because more basic packs were sold than reinforcements, and they started being used for the twin HGR from the get go, not merely once they all released for c-bills. They're not nerfing the 1A which is just what people will switch to running with twin HGR instead...and then they'll nerf it... all the while never addressing the problem itself...which ISN'T the mech upon which the build is used, but the weapon package of twin heavy gauss rifles.

AS to the new map... frozen city on my 11 month old system I see 65-75fps at full window 1920*1080 with motion blur off, vsync and damage glow off, postaa, effects high and everything else medium....solaris city....39-46fps. Its still playable but not the sorta frame rate drop i was hoping for... while my several years old system where most maps i top out 35-40fps at lower graphics settings already... well... not even what I'd consider all that playable anymore. Honestly you guys at PGI need to stop designing maps that tax the already crappy game engine you're using to the limits. We don't want more maps. We want you to fix the existing game.





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