Jump to content

Patch Notes - 1.4.169 - 15-May-2018


572 replies to this topic

#81 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 11 May 2018 - 06:25 PM

View PostD V Devnull, on 11 May 2018 - 06:13 PM, said:

Uhm... pardon me... but aren't you mixing up your C-HML and your C-ERML a bit?!?!? Posted Image

~Mr. D. V. "This post of yours doesn't read properly to me..." Devnull

I am.

Thanks.

Okay so correction: 18 + 18 + (7*6) = 78 current
And after patch:
18 + (7^5) = 53

18 + 12 + 12 + (7*5) = 77 possible new. 4 + 6 + 6 + 5 = 21 tons
Unless they're smart and keep the larges linked with the heavy large... we'll see.

Side note: IS current...
3 LPL + 6 ML or ER ML = 30 + 30 = 60 without punishment. This at reduced range and for (7*3) + 6 = 27 tons.

Clans are still superior at the laser vomit game.
Clans just want to get double the cake, eat it all and then be able to eat it yet again.

View PostNoguchi-san, on 11 May 2018 - 06:18 PM, said:


Get your math rght - c-erml are doing 7 dmg not 10.
Also you will need to bring in burnduration.

And compare that to the IS Laser Vomits - with this Patch the BlackKnight will be the Mech with the highest Laser Vomit Alpha without Ghostheat.

Corrected above, got my HML and ER ML confused.

Burn duration cuts are stronger for Clans even with lower percentages, because the higher the default burn...the more a percentage will remove.

View PostGrus, on 11 May 2018 - 06:12 PM, said:

AND is HAS A 0 HEAT PPFLD THAT CYCLES FASTER THAN 6 SECONDS.....

You mean machine guns? Clans are winning there, too.

If you mean Gauss, its not zero heat. Neither are ACs, and Clans have both of these.

#82 Noguchi-san

    Member

  • PipPipPipPipPip
  • Bad Company
  • 102 posts

Posted 11 May 2018 - 06:27 PM

View PostKoniving, on 11 May 2018 - 06:25 PM, said:

I am.

Thanks.

Okay so correction: 18 + 18 + (7*6) = 78 current
And after patch:
18 + (7^5) = 53

18 + 12 + 12 + (7*5) = 77 possible new. 4 + 6 + 6 + 5 = 21 tons
Unless they're smart and keep the larges linked with the heavy large... we'll see.

Side note: IS current...
3 LPL + 6 ML or ER ML = 30 + 30 = 60 without punishment. This at reduced range and for (7*3) + 6 = 27 tons.

Clans are still superior at the laser vomit game.
Clans just want to get double the cake, eat it all and then be able to eat it yet again.


Corrected above, got my HML and ER ML confused.

Burn duration cuts are stronger for Clans even with lower percentages, because the higher the default burn...the more a percentage will remove.


You mean machine guns? Clans are winning there, too.

If you mean Gauss, its not zero heat. Neither are ACs, and Clans have both of these.


Still you are wrong about your Math - after the Patch you can shoot only 4 c-erml without Penalty!

#83 Grus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Devil
  • Little Devil
  • 4,155 posts

Posted 11 May 2018 - 06:39 PM

HGAUSS....

#84 SPNKRGrenth

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 184 posts

Posted 11 May 2018 - 06:40 PM

I see that you didn't learn from the C-SPL nerf PGI, still nerfing 6s down to 4s, when all that was needed was 5...

Thanks for the RAC2 buff though! It needed one big time.

#85 Bonfor

    Member

  • PipPipPip
  • The Benefactor
  • The Benefactor
  • 72 posts

Posted 11 May 2018 - 06:43 PM

View PostNoguchi-san, on 11 May 2018 - 06:27 PM, said:


Still you are wrong about your Math - after the Patch you can shoot only 4 c-erml without Penalty!


Correct, so 1 HLL and 4 ERMLs equals 46 alpha. Also, they do not indicate the HLL is going to be separated from the large laser group, so I would say for now you can only add one other LPL to the mix to get a 58 alpha. So, now Clan laser vomit is slightly under the 60 point IS laser vomit mentioned...advantage to IS for damage, but not range or weight.

Edited by Bonfor, 11 May 2018 - 06:45 PM.


#86 denAirwalkerrr

    Member

  • PipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 1,346 posts

Posted 11 May 2018 - 06:55 PM

I’m so tempted to cancel all my preorders and switch to PUBG/R6:S right now.

Edited by denAirwalkerrr, 11 May 2018 - 06:55 PM.


#87 krill68

    Rookie

  • Ace Of Spades
  • 1 posts

Posted 11 May 2018 - 07:05 PM

I came back after a 4 years break. Noticed my TBR was nerfed to hell. ...eh. So today I buy a MCIi DS. NERFED THE SAME DAY. Why did I come back again? Lol

Edited by krill68, 11 May 2018 - 07:05 PM.


#88 Hayek Lahiri

    Member

  • PipPipPipPipPip
  • The Fang
  • The Fang
  • 105 posts
  • LocationHoard

Posted 11 May 2018 - 07:08 PM

View Postkrill68, on 11 May 2018 - 07:05 PM, said:

I came back after a 4 years break. Noticed my TBR was nerfed to hell. ...eh. So today I buy a MCIi DS. NERFED THE SAME DAY. Why did I come back again? Lol

The DS is going to be unaffected for the most part. The torso yaw nerf does nothing to its builds and the HLL can be swapped for C-ERLL/LPL. Nothing major.

#89 Sedant

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 243 posts
  • LocationWinnipeg, Manitoba

Posted 11 May 2018 - 07:10 PM

You mean Clan Star Adder? Clan Blood Adder isn't a thing. Also ADD Clan Star Adder please!!!

#90 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 11 May 2018 - 07:13 PM

without a doubt one of the stupidest "adjustments" I've seen in a long time.

good job constantly turning every mech into a pile of garbage.

these idiotic nerfs are the reason why no one plays this game anymore.

Edited by thievingmagpi, 11 May 2018 - 07:14 PM.


#91 MetalGhost

    Member

  • PipPip
  • Survivor
  • Survivor
  • 23 posts

Posted 11 May 2018 - 07:14 PM

So I'm confused your about to release a clan Mech pack but nerf its weapons. How is that supposed to help it sell? This nerf just makes sure I dont spend any cash on it.

#92 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 11 May 2018 - 07:16 PM

View PostDFM, on 11 May 2018 - 06:04 PM, said:


Or read patch notes. You didn't have to troll the forums and have access to some secret sub-forum to figure out the changes to the flamer mechanics for S7, but you did have to read the patch notes. The information was out there. I guarantee you even clicked through a pop-up with the patch notes link in it to get to the game.

Here's a hint to find new changes to the game after a patch. READ THE PATCH NOTES.

PS. Clan energy weapons got worked again, i'll let you figure out how though.

I'm not making those remarks for me. If you paid any attention to my posting history you'd know I pay very close attention to patch notes. HOWEVER, there are many a player out there (HINT: They're the more casual ones, the ones that keep the game running and PGI's lights on) that DO NOT read the patch notes in great detail with every patch. Whether anyone on these forums (or PGI) likes it or not, any game needs to be designed with casual players in mind -especially F2P games like MWO- because they're the people who keep the lights on. If the game isn't intuitive to them, then that's a big reason why a game population will go stagnant and fail to grow . . . if not shrink . . . like MWO's.

Also, funny thing about a game around this long . . . there are things, like ghost heat, that have their mechanics so buried in patch notes -or other forum documentation- from literal years ago wherein the information about it is so buried that any "new" player won't be able to figure out how things work. In fact, sadly, many of the mechanics in this game have their explanations buried so deep in these forums that they're alien to people who've even been playing the game since the "official launch". They're also not explained anywhere within the tutorial, training grounds, or in-game UI.

Just to name a few:
-Flamer exponential heat mechanics and "free fire" windows
-Ghost Heat and their exact values (not just weapons fired in sync, but the heat penalties themselves)
-Gauss Rifle charge mechanics
-Details of ECM functionality
-PPC and Gauss sync-firing limitations
. . . and more.

Regardless of the fact that I want Flamers fixed, PGI has a lot of work to do, still, to fix a great deal of inherent flaws in how information is communicated to the player. There's a reason that so many people quit the game -and it has so many negative reviews- for having a learning curve that is not just steep, but has next to no support in game.

There are also many of us who want to see the game succeed, but if PGI doesn't put in the work to actually resolve these inherent issues . . . that have been around in the game for ages . . . then we're not going to get that success; and the most we can then hope for is for PGI to "get by" with a stagnant player base of whales who are all too happy to buy a mech pack. After all, just look at the fact that the Solaris 7 release wasn't aimed at new players, but trying to bring back old whales who've long since closed their wallets to PGI.

EDIT: Also, as a note, if the game continues to have such a steep learning curve and bad reputation by the time MW5 launches (which it isn't the IP having problems, as HBS Battletech shows, but this game itself), then MW5's launch can expect to not be the stellar success that PGI NEEDS; and that could be bad news for any sort of MechWarrior future.

Edited by Sereglach, 11 May 2018 - 07:23 PM.


#93 TheMadTypist

    Member

  • PipPipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 535 posts

Posted 11 May 2018 - 07:17 PM

View PostInnerSphereNews, on 11 May 2018 - 03:26 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


This worries me. Are we going to lose our symmetrical rifleman build layouts as we did with the recent changes to the Dao Breaker for other variants?

#94 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 11 May 2018 - 07:18 PM

View PostNoguchi-san, on 11 May 2018 - 06:27 PM, said:


Still you are wrong about your Math - after the Patch you can shoot only 4 c-erml without Penalty!

Is it 4?
Huh.
Meh, doesn't matter.
I...

ignore ghost heat.

And so will most other people. What's an additional 3.6 heat for being adding 7 more damage?

Far as durations...
Clan heavy mech with 4 laser duration nodes at 2.5% each: 1So 10% reduction from (we'll use a Clan LPL) 1.09 is now 0.981 seconds. 12 damage at 0.981 seconds is equal to 1.2232415902141 damage per 0.1 seconds.

Meanwhile: IS Heavy Mech without quirks and IS LPL with 4 laser duration nodes at 3.7% each and 0.67 is now 0.57084 (pulse lasers are the only place where IS gains are superior without relying on individual mech quirks) and 9 damage in 0.57084 is 1.5789473684211 per second.

So there, yes they have an edge.

But compare a 4 ton HML. After laser nodes: 1.395 duration. 1.2903225806452 in 0.1 seconds.
...Okay, IS gets the up front damage advantage. As they should when considering 7 versus 6 or 4 tons. Worse when considering that to have the same survivability we only get 25% weight savings with our engines versus Clan 50% weight savings.

In other words there's a lot of stuff to consider. And IS still gets less alpha damage.

3 LPL (30) + 6 ER ML (30) against 1 HL (18) 2 LPL (24) 4 ER ML (28) = IS: 60 alpha at 48.75 heat versus Clan: 70 alpha damage at 61.2 heat. (Note that Clans typically have higher heat caps provided they use that left overweight to boat heatsinks).


If they keep HL and LL/LPL tied, then...
3 LPL (30) + 6 ER ML (30) against 2 HL (36) + 5 ER ML (35) = IS: 60 alpha damage at 48.75 heat versus Clan: 71 alpha damage at meh.... most mech builds might be at 90% heat on a cold map but on a neutral map that's not viable.

Could could just go the extra 4 tons.
2 LPL (24) + 5 ER ML (35) = 59 damage at 49.56 heat including ghost heat for the extra ER ML...

There we go. At 1 extra LPL = 71 damage at 66.76 heat.
OR 1 extra ER ML = 66 damage at 61.12 heat.

Basically, its an "Eff ya" for doing 60+ insta-kill damage, come back to playing fair with the IS sort of deal... (Besides with Clan laser range, these Klingon honorable warriors spend too much time hiding far left field taking pot shots with the laser vomit equivalent to "noob tubes."

In other words, Clans are spending too much time wearing this...
Posted Image
Camp + laser vomit noob-tube sniper rifle + chicken hat easy mode.)
Posted Image

Edited by Koniving, 11 May 2018 - 07:21 PM.


#95 LordLosh

    Member

  • PipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 409 posts

Posted 11 May 2018 - 07:20 PM

Wow. don't know where to start.
  • Thank you for fixing the hack job on the blood asp.
  • New map looks perfect. Its what I have always wanted that and my blood asp. Two for one, yes please and Thank you
  • Annihilator needed this nerf. I understand the frustration of balancing off one game mode but I can pull 700 plus damage in these two variants without even trying. They needed a nerf QP and Solaris. So thank you
  • Moving some mechs around division wise. Good call, still some head scratchers that stayed or didn't get moved. Baby steps are still steps and no matter what 1-2 mechs will rise to the top of each division. decent that a boy I guess.
  • Those are the major good jobs lots of other little bonuses as well.
Now for the constructive criticism if you will listen
  • Clan lasers should have been adjusted balance-wise with: duration, damage, range, heat WAY before the already proven broken and lazy heat scale implementations. minor changes could achieve same results. Ghost heat totally breaks mechs and builds all at once. Minor changes just force playstyle changes.
  • Solaris still needs to be a focus on moving mechs around. you seem extremely hasty on changes during a season that lasts 3 months. Please look at any other game, they balance and adjust sometimes weekly during shorter seasons. Do not fall into a set it and forget 3-month mentality or I guarantee you Solaris will be more of a ghost town then FP
  • Again back to balancing and MANY others repeatedly telling you TEST SERVERS. if you are not getting numbers you need offer rewards or incentives to play the test server. You guys are horrible, deplorable, downright disgusting on not using test servers to try and tweak major changes like this before just going live with them.


#96 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 11 May 2018 - 07:22 PM

what;s

View PostLordLosh, on 11 May 2018 - 07:20 PM, said:

Wow. don't know where to start.
  • Thank you for fixing the hack job on the blood asp.
  • New map looks perfect. Its what I have always wanted that and my blood asp. Two for one, yes please and Thank you
  • Annihilator needed this nerf. I understand the frustration of balancing off one game mode but I can pull 700 plus damage in these two variants without even trying. They needed a nerf QP and Solaris. So thank you
  • Moving some mechs around division wise. Good call, still some head scratchers that stayed or didn't get moved. Baby steps are still steps and no matter what 1-2 mechs will rise to the top of each division. decent that a boy I guess.
  • Those are the major good jobs lots of other little bonuses as well.
Now for the constructive criticism if you will listen
  • Clan lasers should have been adjusted balance-wise with: duration, damage, range, heat WAY before the already proven broken and lazy heat scale implementations. minor changes could achieve same results. Ghost heat totally breaks mechs and builds all at once. Minor changes just force playstyle changes.
  • Solaris still needs to be a focus on moving mechs around. you seem extremely hasty on changes during a season that lasts 3 months. Please look at any other game, they balance and adjust sometimes weekly during shorter seasons. Do not fall into a set it and forget 3-month mentality or I guarantee you Solaris will be more of a ghost town then FP
  • Again back to balancing and MANY others repeatedly telling you TEST SERVERS. if you are not getting numbers you need offer rewards or incentives to play the test server. You guys are horrible, deplorable, downright disgusting on not using test servers to try and tweak major changes like this before just going live with them.


what's so hard about making other stuff viable rather continually ******** on established systems?

eventually the whole thing is going to just be throwing sand at each other.

#97 Holy Jackson

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 222 posts

Posted 11 May 2018 - 07:23 PM

PLEASE PUT THIS ON A TEST SERVER FOR A WEEK.

The HLL nerf will make me uninstall that weapon system entirely. It is dumb.

Also if you're nerfing op weapons, heavy gauss should only allow one shot at a time.

#98 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 11 May 2018 - 07:30 PM

anyone ever thought that maybe.,..just maybe...weapons are fine the way they are? hgauss are fine. hll are fine.

buff is meds to they way they were

buff small lasers all around back to the way they were

buff srms back to the way they were

and hey! it almost looks like we options ,variety, choice and balance.

Edited by thievingmagpi, 11 May 2018 - 07:31 PM.


#99 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 11 May 2018 - 07:36 PM

Remember how big IS weapon quirks used to be? Clan weapons being what they are, make it hard to just buff IS weapons.

#100 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 11 May 2018 - 07:37 PM

Two comments only...

#1 I don't mind changing the heat scale penalty # on the clan medium lasers... BUT... could you unlink them from the group penalty with the small and micro lasers then ? Encouraging diversified weapon load outs doesn't work very well when you still link all the clan lasers other than larges into the same penalty group. Under the new patch, firing five C-ERMLs with 4 ER-Micros will smack someone with the ghost penalty of nine ER Mediums.

#2 Why are you penalizing ALL Annihilator 1X and 2A variant owners for the players who are using them to build twin heavy gauss mechs ? All this change is going to do is switch them to using the 1A variant instead. What happens then ? You penalize the 1A variant players next ? Why not instead put a negative heavy gauss quirk on the 1X and 2A variants and see if the #s change for their performances... because its certainly not multi AC/2, AC/5, and LB users skewing the performance data for those two variants.





10 user(s) are reading this topic

0 members, 10 guests, 0 anonymous users