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Patch Notes - 1.4.169 - 15-May-2018


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#201 ShooteyMcShooterson

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Posted 12 May 2018 - 06:13 AM

So the Clan mechs that were still able to alpha something like 8 ermeds, the MAD-IIC, EBJ, HBR, HBK-IIC-A, SCR, etc all flat out lost one of their better builds. It will be absolutely unplayable now.

Any Clan mech which was able to alpha 6HML, or 6MPL has flat out lost those as options.

Any Clan mech which was able to run 2x or 4x HLL can't run those builds anymore.

I predict even more Clan missile boats of all stripes, more ERLL based vomit, more Clan AC(non-ultra) builds, and a lot more potato play across the board.

#202 tutzdes

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Posted 12 May 2018 - 06:14 AM

I'm an IS player (27 IS mechs vs 4 Clan ones, 3 of which are from packs) and I'm disgusted by the change to clan lasers. It really affects hardpoint limited non-meta mechs much more than meta ones. I was going to pre-order the Vulcan, and now I'm not sure. I do feel salty about PGI butchering the Shadow Cat for which 2xHLL+something was probably the only viable mid-range mixed energy build. Novas and Ice Ferrets didn't deserve this either.

#203 Jay Leon Hart

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Posted 12 May 2018 - 06:14 AM

View PostJames Wirth, on 12 May 2018 - 06:10 AM, said:

This truly is a dezgra patch, PGI, and is not fair to Clan pilots at all, who have repeatedly seen our investments diminish over time in this endless and ultimately futile obsession to achieving some sort of balance between two different technology bases, one being superior to the other from the start.

PVP FPS, balance required

#ThisIsNotTT

#204 Dran Dragore

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Posted 12 May 2018 - 06:16 AM

Quote

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)



Dear PGI,
this is realy a bad idea. And i say this as a IS Player. Sorry to say that, but at the moment there is no reason for switching again on Clan Side in Faction play. Why? Well, even without this drastic nerf of Clan Lasers Clan Mechs and their weapons have a lack of fun and equality to the IS Mechs. For example: the Clan ER PPC is just usable now in Long range. During Brawl the Clan PPC is far too slow in reloading. The IS side has specialized PPCs for every purpose: Brawl (Snub NosePPC); heavy Damage Pin Point (Heavy PPC), less heat (PPC), Lighwight (Light PPC) and Long Range (ER PPC).

Auto Cannons: the Clan dont have the Pinpoint of IS AC 20 or other good Standard ACs. The Clan Ultras jam too often; the standard ACs are too big in Space. The LBX, well, they spread too much. OK, the Clan LBX2 is a good deal. But the rest... I bet on the IS Side.

Clan Lasers: are ok, on the old rules. 6 Medpulser without heat penalty. 2 Heavy Large and 6 ER Med - also ok, even with the long Burn duration. One of the few areas which works ok in my opinion. If you take this - no reason for being Claner again.

Clan ATMs: well, too easy to neutralize this weapon: take 2-3 AMS spreaded on a Lance and this Weapon dont make enough (even any!) damage to the IS Mechs. For Compare: MRMs on IS side is unbeatable with AMS or ECM. Again, point for the IS Side.

So, all in all: dont nerf the Clans to the bottom of the ground. It will kill Factionplay at all.

#205 Rude Dog 2112

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Posted 12 May 2018 - 06:23 AM

Well I count myself lucky I didn't pull the trigger on that Death Strike now after reading these patch notes. Just sad now that the Blood Asp got neutered before it even made it to the battlefield. :(

#206 Thorn Hallis

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Posted 12 May 2018 - 06:28 AM

This change is heavyhanded and kind of lazy. While it will indeed force players to build their chassis more diverse, some 'Mechs will suffer disproportionally until the point of simply being useless. While your goal is right, your way to achieve this goal is not.



#207 cougurt

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Posted 12 May 2018 - 06:31 AM

anyone else find it amusing that the blood asp is being introduced in the same patch that sees its signature heavy lasers rendered useless?

#208 Jay Leon Hart

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Posted 12 May 2018 - 06:33 AM

View Postcougurt, on 12 May 2018 - 06:31 AM, said:

anyone else find it amusing that the blood asp is being introduced in the same patch that sees its signature heavy lasers rendered useless?

The poor Hellfire, Heavy Laser test 'mech, is even further from release Posted Image

#209 Runecarver

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Posted 12 May 2018 - 06:33 AM

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

"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."


Excuse me, but what are you smoking? Because it is clearly severely impeding your critical thinking capabilities.

30 damage cap? So why can we fire 6 inner sphere MPLs for 36 damage? Or 2 Heavy Gauss for 50 damage? Or 3x MRM20's/ 2x MRM30's for 60 damage?

And "staggered fire or diverse weapon payloads"? Your changes are destroying those exact staggered fire builds. 10-9x c-MPL builds on several heavy and assault mechs are now completely unusable.

4x Heavy Large Laser snipers like the Warhawk and Timber Wolf are now going back to the drawing board, as the massive 1.5 second increase in burn time drops your damage per second to abysmal levels.

Executioner hero, which got mauled by knee jerk reactions to power creep and could run 4x SRM6 with Artemis and 6 ER medium lasers as backups is getting gutted. It was hot, but that was the price you paid for increased damage potential at different range brackets. Oh but bracket builds aren't allowed?

And these ghost heat changes, without fixing the linked ghost heat groups for clan small and medium lasers, mean builds like 4x ERSL + 2x ERML or HML are now unusable.

And what about mechs like the sun spider hero or the linebacker, which could only fit 2x HLL's and 3x ERML's to begin with? Oh, it's clan so 57 damage is overpowered. But don't you dare point attention to the fact that a Black Knight or Warhammer can do that same thing with 3x Large lasers and 6x medium lasers, extended range or not.

So clans doing 70+ damage with lasers is overpowered, but 80 damage sandblasters with MRMs, or 70-80 damage pin point facemelters with Heavy Gauss are just perfectly fine and dandy?

Your very explanations for your "balance decisions" are marred with hypocrisy and contradictions. If you want clan mechs to use other weapons, then focus on IMPROVING those other weapons! Lower the pellet count on standard clan autocannons, improve clan SRM spread! Remove negative quirks and give omnipods with less hardpoints better quirks! Don't just ruin yet another aspect of the clan weapons arsenal, then give them nothing back in return while ignorantly stating that you want players to diversify their weapon loadouts. All you're doing with each of these patches is hamfisting clan mech players to an ever decreasing amount of viable playstyles!

Edited by Runecarver, 12 May 2018 - 06:34 AM.


#210 Rude Dog 2112

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Posted 12 May 2018 - 06:34 AM

Also glad I didn't pre-order the Hellfire now...

#211 Jay Leon Hart

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Posted 12 May 2018 - 06:38 AM

View PostRunecarver, on 12 May 2018 - 06:33 AM, said:

Excuse me, but what are you smoking? Because it is clearly severely impeding your critical thinking capabilities.

30 damage cap? So why can we fire 6 inner sphere MPLs for 36 damage? Or 2 Heavy Gauss for 50 damage? Or 3x MRM20's/ 2x MRM30's for 60 damage?

Quote

"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."


Clearer now?

No doubt IS MPL will be reduced to 5 at once, next patch.

#212 cougurt

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Posted 12 May 2018 - 06:38 AM

View PostJay Leon Hart, on 12 May 2018 - 06:33 AM, said:

The poor Hellfire, Heavy Laser test 'mech, is even further from release Posted Image

View PostRude Dog 2112, on 12 May 2018 - 06:34 AM, said:

Also glad I didn't pre-order the Hellfire now...

yep, that thing is going to have virtually no functional builds if this change goes through.

#213 Sjorpha

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Posted 12 May 2018 - 06:42 AM

Those ghost heat nerfs are simply too harsh, especially hll down to 1. I could agree with erml going down to 5 but not 4. Ironically the meta build for the Deathstrike completely dodges this with 2gauss, 2erll and 4erml. I can see the current 2hll + up to 6 erml being too strong though, so i agree with a small nerf, this is just too much though. Slow down PGI.

Anni. Nerfed because solaris. Oh yeah like you said you wouldn't do? Ok...

New map sounds sweet. I'm ok with pushing graphic level a bit forward, it's 2018.

Mk2 yaw nerf seems perfectly reasonable.

Rac2 buff is awesome, i hope it's enough to make it good.

Division changes...don't know. It's an improvement for sure but i think some kind of more dynamic system that adjusts itself is needed here. 7 is still too many divisions and divisions as a concept still feels a bit weird to me but solaris isnt that important to me anyhow.

#214 tutzdes

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Posted 12 May 2018 - 06:47 AM

View PostSjorpha, on 12 May 2018 - 06:42 AM, said:

Anni. Nerfed because solaris. Oh yeah like you said you wouldn't do? Ok...

Atlas was nerfed due to Solaris too. People tend to ST Atlases in Solaris, but in QP everyone aims for CT and ST are easier to hide, than this huge skull head. So it is a nerf to QP Atlas due to Solaris 7 stuff. Very disappointing.

#215 Galenthor Kerensky

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Posted 12 May 2018 - 06:47 AM

and I see that there is nothing being done to cut down the abusive exploitation of stealth armor... which was never meant to be a ghost mech... can't recall if even narc will affect that, Goddess knows tag won't... it was never meant for someone to be able to run upto you, draw a moustache on your face, and saunter away without ever being able to be targeted...

#216 cougurt

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Posted 12 May 2018 - 06:51 AM

View PostGalenthor Kerensky, on 12 May 2018 - 06:47 AM, said:

and I see that there is nothing being done to cut down the abusive exploitation of stealth armor... which was never meant to be a ghost mech... can't recall if even narc will affect that, Goddess knows tag won't... it was never meant for someone to be able to run upto you, draw a moustache on your face, and saunter away without ever being able to be targeted...

stealth armor is nothing more than a gimmick. use your eyeballs my dude.

#217 Martaloc

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Posted 12 May 2018 - 07:05 AM

I find this patch is ridiculos.
Im interested when this patch will go live, how many Hellfire and any other mechpak can you sells.
Clearly PGI guys you will lose a lot of profit ,plus you finished of the Hellfires before release.
Poor poor clan mechdesigners............
R.I.P. Hellfire before release.

#218 Metal Impaler

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Posted 12 May 2018 - 07:12 AM

Never posted here before. Never complained, Just rolled with the punches because the game is unique and fun.

Half of my fully skilled mechs will now need to be rebuilt. Why would you knowingly alienate your player base to this extent? Playing the game as well as looking at stats is the only way to achieve rational change options. Ever been pushed on by lights while using 2 Heavy Large Lasers? Define helpless lol. If you don't hold off on the laser changes then I have to assume you want the game to die.

P.S. Update the tutorial so new players don't give up before they start. CLEAN UP THE FRAKKING UI. Also FYI, releasing endless new mechs while ignoring obvious issues gives the milk whales chapped teats.

#219 Trenchbird

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Posted 12 May 2018 - 07:14 AM

View PostAramuside, on 11 May 2018 - 10:58 PM, said:


Curious how many/which clan mechs/omni's you have.

Fun, I get to type out a list now. So we're all going to enjoy that.

Out of the mechs I own, 33 out of 95 are Clan Omnimechs, with 42 Clan mechs out of 95 total. Of those, only 9 mount exclusively/affected by new patch laser weapons; One Piranha (6X SPL, No GH), One Kit Fox (4X ERML, no GH), Two Hellbringers (Both 4X ERLL, already GH'd), one Huntsman (2XLPL, 4X ERML, No GH), one Nova (6X ERML, affected), one Timber Wolf (2X HLL, 5X ERML. Affected strongly), and two Mad Cat MkIIs (Deathstrike w/ 2X U-AC10 and 6X MPL, affected/MCII-1 w/ 4X LPL, already GH'd)

So yes, my initial assessment was incorrect; I do have 3 out of 9 laser-toting mechs that are affected. Of those three, the only one I have used in the last few months was the Nova. So no, this patch doesn't bother my selection of SRM/Gauss/Autocannon brawlers with limited laser backup, and it certainly doesn't bother my favorite mech, my Huntsman.

EDIT; For stat's sake; This means that 9 out of my 42 Clan mechs are laserboats. I really don't like using any Laserboat that isn't the Huntsman or Hellbringer, so I suppose this makes sense.

Edited by Catten Hart, 12 May 2018 - 07:19 AM.


#220 Garran Tana

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Posted 12 May 2018 - 07:15 AM

Changes to Grim Plexus Domination are very welcomed. I hope it will fix this combination. Also few places that can be randomly chosen by the game to be the circle center would add a lot to the mode.

Edited by Garran Tana, 12 May 2018 - 07:18 AM.






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