Patch Notes - 1.4.169 - 15-May-2018
#481
Posted 15 May 2018 - 07:32 PM
"Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size."
But does it really need to gobble up whole 15gb in process of changing/adding 1gb of data? That just doesn't feel right. And It also takes forever to do so. That just doesn't feel right.
#482
Posted 15 May 2018 - 08:20 PM
1. Remove the blimp. It's cool but it's an unnecessary thing that wastes resources. No one will be looking up during matches and unless you do you'll never see it.
2. Take out about half of the billboards on buildings, they're also unnecessary though they do add to the atmosphere.
3. Get the people of Solaris more food options, I think I saw over 12 'Triple F' burger joints and a small number of Kuritian Restaurants and a few pizza shops.
#483
Posted 15 May 2018 - 10:00 PM
Mikayshen, on 15 May 2018 - 08:20 PM, said:
1. Remove the blimp. It's cool but it's an unnecessary thing that wastes resources. No one will be looking up during matches and unless you do you'll never see it.
2. Take out about half of the billboards on buildings, they're also unnecessary though they do add to the atmosphere.
3. Get the people of Solaris more food options, I think I saw over 12 'Triple F' burger joints and a small number of Kuritian Restaurants and a few pizza shops.
Yeah, were are the Marik gyros?
#484
Posted 15 May 2018 - 10:09 PM
You can actually hear music at the entrance of the Interstellar Hotel, the stand alone 98o and at the big FFF burger. The animated billboards are also a real nice touch, it's Vegas meets Blade Runner with the opening to Akira tossed in. Well done!
#486
Posted 15 May 2018 - 11:52 PM
If I recall my Jenner IICs got 4 armor removed from each arm, and each was 2 over max. Previously it had max arm armor. So don't remove just one, you got to remove enough, and until you do, the "max armor" displayed on the mechlab, is incorrect. If you are over real max, it will display max armor as the amount you have. So just remove enough. It might vary depending on how much survival nodes you have, too.
P0607, on 15 May 2018 - 07:32 PM, said:
"Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size."
But does it really need to gobble up whole 15gb in process of changing/adding 1gb of data? That just doesn't feel right. And It also takes forever to do so. That just doesn't feel right.
It depends how it's done.
The portal at least creates a new copy of all affected files, and when it's done with the patching, it will replace original files with those modified ones. As the files are large this requires at lot of extra space. Another way of doing the same outcome is directly modifying the original files. The reason PGI is not using this is because if portal crashes the files can be in invalid state then. I think a lot of patchers use first method, but how much extra space is required depends on the size of files.
There are other peculiar but common oddoties of patchers, like it's nearly universal to download first a patch, then apply it. But downloading and applying as you go would be faster because your computer can do perfectly several things all at once, sometimes very significantly the larger the patch is.
And there are far more worse implementations in related fields. The worst one I know is Fallout 4 HD resolution pack. Or patch or wharever. See, it replaced many textures with more detailed ones fit for 4k playing. And you have to download that, was it 55 GB of textures. But, the stupidity is a lot of the textures are original. The real amount of changed textures is far less, but you have to download all of them even though you have many of them already. It's so absurdy lazy not to include only the changed ones.
And when someone made an unofficial pack containing only the new changed textures, Bethesda had it removed of course due to copyright. On slower to medium connection downloading 55 GBs takes enormous time.
Edited by Teer Kerensky, 16 May 2018 - 12:24 AM.
#487
Posted 16 May 2018 - 12:43 AM
#488
Posted 16 May 2018 - 01:44 AM
#489
Posted 16 May 2018 - 02:18 AM
#490
Posted 16 May 2018 - 02:36 AM
Edited by draiocht, 16 May 2018 - 09:55 PM.
unconstructive, inappropriate language
#491
Posted 16 May 2018 - 02:39 AM
#492
Posted 16 May 2018 - 02:39 AM
Leidulfr, on 15 May 2018 - 12:18 PM, said:
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.
My AS7-D lost 3 armor on the CT and gained 2 on each side torso (negligible but funny, also structure didn't change)
ExoForce, on 15 May 2018 - 12:45 PM, said:
NERFED!? MUHFUKKA YOU TRIPPIN! :v
For realsies tho, only time I ever lost arms on the damned thing is when the side torso they're attached to would come off! Now i can facetank for dayz!
#493
Posted 16 May 2018 - 04:01 AM
It seemed like +8 on DWF-W LT (which has one ballistic) and +15 on the torso omnipods which had no weapons/only AMS.
#494
Posted 16 May 2018 - 04:12 AM
MischiefSC, on 15 May 2018 - 03:22 PM, said:
That's going to push me back to QP, given that FW is dead, or, well, other games.
This is where a "dropdeck" type of setup, where a player can select X number of Divisions with selected mechs then go from there.
#495
Posted 16 May 2018 - 04:25 AM
Rawyn, on 16 May 2018 - 12:43 AM, said:
Ninjah, on 16 May 2018 - 02:18 AM, said:
Sadly, when I tried to take my Jenner on the field after making sure I had fixed the armor values, it got CT'd dead. I was mobile, but those new Blood Asp Mechs are absolutely dangerous. Jenner CT really needs some Front Armor Quirks.
Keshav Murali, on 16 May 2018 - 04:01 AM, said:
It seemed like +8 on DWF-W LT (which has one ballistic) and +15 on the torso omnipods which had no weapons/only AMS.
Wait... what? I'm going to need to go check my Dire Wolf Mechs then. Maybe PGI finally realized that they're too squishy, and that people with extreme skill had been abusing them to the detriment of everyone else for too long?
~D. V. "Eh... There's too much that slipped by the radar, huh?" Devnull
#496
Posted 16 May 2018 - 05:03 AM
Then you have the same Damage per second, the same heat per second, and only the splash damage and lock on time have been increased.
With the instant pixel precision and lack of splash damage being the main problem with laser weapons.
Also this kind of change would have zero impact on mechs or player mech builds.
#497
Posted 16 May 2018 - 05:31 AM
Edited by ShooteyMcShooterson, 16 May 2018 - 05:36 AM.
#498
Posted 16 May 2018 - 06:32 AM
MWO just crashed 3 times in a single conquest match - for everyone. We got the situation where we re-connected, killed a few disconnects, disconnected again, etc.
I'll start another match to check if it happens again.
EDIT:
Seems to be related to Grim Plexus only. Avoid the map for now.
Edited by Ninjah, 16 May 2018 - 06:46 AM.
#499
Posted 16 May 2018 - 06:37 AM
Almoust all windows are misplaced:
Some of them are floating in air:
While looking around I've walked inside the textures:
And some buildings look just awfull
Including poor optimization, you really released this map way too early.
#500
Posted 16 May 2018 - 07:02 AM
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