Patch Notes - 1.4.174.0 - 19-Jun-2018
#81
Posted 14 June 2018 - 06:17 AM
So no single word about FP until August?!
I hope i missed something, because i remember a promise about overhauling FP after Solaris release.
#82
Posted 14 June 2018 - 06:32 AM
I already got some nice ideas which have not been viable so far because of ammo limitation.
#83
Posted 14 June 2018 - 06:53 AM
Good, bad, Good, bad, Good, bad, Good, bad, Good, bad, Good, bad, Good, bad........
#84
Posted 14 June 2018 - 07:03 AM
- Are you also still improving FPS performance of ALL the maps and especially Solaris.
- .
- And pls have a look at the search capability of the Forums/webpage.
#85
Posted 14 June 2018 - 07:45 AM
I just don't get why you would bother to increase something that wasn't a problem, and if anything, you were getting TOO much ammo per ton.
The current revision will encourage spray and pray style gaming even more and encourage more indirect lrm fire. Indirect lrm fire is a bit of a problem too, but worth a whole other thread.
#86
Posted 14 June 2018 - 08:12 AM
Daggett, on 14 June 2018 - 06:32 AM, said:
I already got some nice ideas which have not been viable so far because of ammo limitation.
10-20% more ammo is not huge.
50-100% would be huge.
10-20% more ammo wont make any loadout significantly more viable.
Edited by Antares102, 14 June 2018 - 08:14 AM.
#87
Posted 14 June 2018 - 08:29 AM
Edited by Max Rickson, 15 June 2018 - 07:16 AM.
#88
Posted 14 June 2018 - 08:31 AM
Antares102, on 14 June 2018 - 08:12 AM, said:
50-100% would be huge.
10-20% more ammo wont make any loadout significantly more viable.
With certain builds using weapons that carry 8 or more tons of ammo, this buff can save them at least 2 tons, that's pretty noticeable.
#89
Posted 14 June 2018 - 08:39 AM
You will know a team is good when they get this crap to perform at a high level.
#90
Posted 14 June 2018 - 08:47 AM
Pihoqahiak, on 14 June 2018 - 08:31 AM, said:
With certain builds using weapons that carry 8 or more tons of ammo, this buff can save them at least 2 tons, that's pretty noticeable.
Yea, but I think he meant that it won't be an appreciable difference in stock mechs. Like an extra 7-8 shots won't help a blackjack or jagermech be more viable, so it's dumb to do this because it WILL have a massive difference to actually optimized mechs. My Dakka mechs will be able to cut some ammo for more heatsinks, so this is a nice buff to dakka that I appreciate though.
#91
Posted 14 June 2018 - 08:52 AM
Antares102, on 14 June 2018 - 08:12 AM, said:
50-100% would be huge.
10-20% more ammo wont make any loadout significantly more viable.
I agree that 10% is not that much, but in case of LRMs it's a whopping 33%
Lets assume your favorite LRM boat carries 12t of ammo = 2160 missiles.
To maintain the same number of missiles you now only need 9 tons.
That's 3t which you can invest into cooling or better backup weapons.
Or let's look at SRMs.
Only 20% increase here. But if you field 5t of ammo that's still worth an additional ton of ammo.
Do any light or medium mechs come into mind with lots of missile hardpoints where 1t more ammo can make a significant difference in viability when trying to use the bigger launchers?
This will have some impact, can you remember the last buff which had the potential to save you several tons of pod-space on specific builds?
#92
Posted 14 June 2018 - 09:09 AM
Or did i get something wrong?
#93
Posted 14 June 2018 - 09:18 AM
Dee Eight, on 13 June 2018 - 03:39 PM, said:
Baffles me a bit as well. Especially heavy gauss and heavy machine guns needs more ammo. Maybe they think the mgs are too situational to care adding more ammo, and extra gauss slugs just helps pinpoint galore even more?
#94
Posted 14 June 2018 - 09:31 AM
Hammerhook, on 14 June 2018 - 09:09 AM, said:
Or did i get something wrong?
From what I understand, only 8 Pilots per Team are on the field at any given time. So, 480 Tons, divided by 8 Pilots, equals 60 Tons average each. PGI is allowing a 3/3/3/3 Rule in order to allow some flexibility in the Team Mech Composition, but there will ONLY be 8 Mechs per Team on the field. So, there is hopefully no issue with Tonnage, at least when it comes time for those Teams to set out and pummel each other into the dirt.
~Mr. D. V. "I hope that I've cleared up the 'Comp. Tonnage' mess for you?" Devnull
#95
Posted 14 June 2018 - 09:32 AM
#96
Posted 14 June 2018 - 09:43 AM
#97
Posted 14 June 2018 - 10:08 AM
PraetorGix, on 14 June 2018 - 09:43 AM, said:
Hi there... I'm guessing you didn't read that section thoroughly in the Patch Notes. Or perhaps you missed something about the details while you were reading it. Here's some insight, copied from my summary on 'Page 4' of this thread...
D V Devnull, on 14 June 2018 - 04:40 AM, said:
This reminds me... Mechs that I've piloted with the "Reverse Speed" Quirk have indeed had it functioning since the New Skill Tree arrived. What is going on with PGI removing those Quirks, when they're part of the Mech's personality? It actually helped with build diversity, and removing it is only causing people to all go to "cookie cutter builds" for efficiency as the Mechs are being semi-homogenized in terms of mobility.
...as it's very likely we're going to be seeing some problems after the June Monthly Patch with the TimberWolf, and I'll be very surprised if it plays better. Yeah, I'm definitely waiting now for a PDF or Table with the Quirk Change Info...
~D. V. "I'm watching this situation with the TimberWolf very closely." Devnull
#98
Posted 14 June 2018 - 10:08 AM
Any plans for a matchmaker overhaul ?
#99
Posted 14 June 2018 - 11:05 AM
GweNTLeR, on 13 June 2018 - 11:19 PM, said:
It is a joke how much you are buffing LRM without actually buffing *ANY* countermeasures.
20% velocity the previous patch and 33% ammo increase this patch ARE YOU SERIOUS??????
MWO is becoming a red square shooting simulator
It is disgusting.
+1 to that
#100
Posted 14 June 2018 - 12:06 PM
Lt Blackthorn, on 13 June 2018 - 04:36 PM, said:
While we are on the subject of questionable decisions: why did you give LRMs the highest ammo per ton buff without a commensurate or larger buff to AMS ammo? You already made AMS more than 20% less effective with the recent ill-considered LRM velocity buff.
LRMs are now in a fatal dance with ATMs. If you make them much more dangerous to LRMs, ATMs will pretty much evaporate.
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Also, I'll consider LRMs dangerous when I see more than one player per match regularly mounting the stuff. Heck, they'll be viable around the point where half the team thinks it's worth packing AMS and uses it.
Speaking of which, I'll say it again. AMS on all Trials. Babby's first robot should have training wheels, after all.
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