Patch Notes - 1.4.176.0 - 17-Jul-2018
#21
Posted 13 July 2018 - 06:45 PM
#22
Posted 13 July 2018 - 06:50 PM
#23
Posted 13 July 2018 - 06:51 PM
brawling- dead
small lasers of any variety- dead
pulse lasers of any variety- dead
mechs with agility- dead
poptarts- dead
erppc sniping- dead
all lrm warrior online
#25
Posted 13 July 2018 - 06:55 PM
For the first time in a long time, I agree with every change to the weapon stats in this patch. Nevertheless, I'd like to see a rework of ATM's, by removing the min range and reducind the max damage they do from 3 per missile to... I don't know, 2, 2.2, something like that. The way they are now, it varies from useless at a distance (1 damage per missile is just so low for the weight and ammo) to a face melting volley (72 damage just from 2 ATM12 is something that will blow your side torso off), with complete uselessness at close range. This means it either feels unfair for the receiving end or the giving end, but never feels right.
#26
Posted 13 July 2018 - 07:06 PM
"The Match Maker will now direct matches played by EU and OC opponents to the NA servers"YAY ! (dont kow why you listed it under bug fixes instead of under the command wheel change)
Changes to SRM 6's YAY!
LRM changes.... lulz
#27
Posted 13 July 2018 - 07:10 PM
Time to troll with triple AMS until that gets boring - then take a long break.
#29
Posted 13 July 2018 - 07:17 PM
#30
Posted 13 July 2018 - 07:17 PM
Fixed an issue with the Tittle/Badge screen border upon logging in
Edited by Average Sloth, 13 July 2018 - 07:17 PM.
#31
Posted 13 July 2018 - 07:19 PM
The last few weeks of lurms, then lurms n PIRs hasn't been fun enough boys n girls, so let's crank it up yet another notch and see what happens next........ Anyone wanna guess???
N love that token AMS buff. 10% ammo buff (versus the 33% the lurms got) and 5% heat buff (versus 10% the lurms got). Its like PGI just threw it in there so they could say "hey..... Hey lookie, we did something"...... Oh wait, that's the usual, my bad.
Edited by TechChris, 13 July 2018 - 07:50 PM.
#32
Posted 13 July 2018 - 07:20 PM
TechChris, on 13 July 2018 - 07:19 PM, said:
The last few weeks of lurms, then lurms n PIRs hasn't been fun enough boys n girls, so let's crank it up yet another notch and see what happens next........ Anyone wanna guess???
N love that token AMS buff. 10% ammo buff (versus the 33% the lurms got) and 5% heat buff (versus 10% the lurms got). Its like PGI just threw it in there so they could say "hey..... Hey lookie, we did something"...... Oh wait, that's the usual, my bad.
Ok buddy, you not a fan of RANGED DPS?
#33
Posted 13 July 2018 - 07:22 PM
Aiming is so 2015.
#34
Posted 13 July 2018 - 07:26 PM
Regardless, I'm still upset at seeing the Flamer still languish away in a broken state needing the reengineering it should have received over 4 years ago, now. Please fix them. No "exponential scaling" or "pseudo-cooldowns" . . . make it the energy MG that Russ was talking about doing all those years ago with modest heat damage . . . it's the simplest fix that removes all of the problems and concerns with weapon balance for the Flamer.
#36
Posted 13 July 2018 - 07:55 PM
Fixed an issue where the Raven's animation appeared slower after lancing from Jump Jetting or falling
Edited by Prototelis, 13 July 2018 - 07:55 PM.
#37
Posted 13 July 2018 - 07:59 PM
thievingmagpi, on 13 July 2018 - 07:10 PM, said:
So you agree with more LRM buffs, Streak buffs, and SRM alpha nerfs?
LOL
Well, yes. I think the LRM are too hot as of right now. Missiles in general. I don't really use LRM, but if I did, i'd like to be able to use them in combination with lasers, in direct combat, and you can't really do that effectively. SRM are also not that good with all the spread and range, so I'd like to see a similar treatment with SRM 2 and 4. In the end, it's not a huge change, so I don't see the danger on trying to bring SRM to compete with heavy gauss and laser vomit. I rarely see LRM, so I don't see the danger in buffing them either. I could be wrong, though.
#38
Posted 13 July 2018 - 08:08 PM
#39
Posted 13 July 2018 - 08:17 PM
Frankly, if a light player is not going to take the time and effort to learn to psychically detect my streakboat and its ability to hard counter anywhere from 1/3 to 1/4 of the enemy team then they shouldn't be playing.
+1 for this patch
Edited by SA Baxter, 13 July 2018 - 08:17 PM.
#40
Posted 13 July 2018 - 08:24 PM
SA Baxter, on 13 July 2018 - 08:17 PM, said:
sorry your aim is bad enough you need to rely on streaks. keep up the lock-on nerfs. keep up that skill ceiling.
yes, you should need a followup shot to "instantly remove any mech 40 tons and under within ~400m range". one shotting without needing to aim. smart design.
SA Baxter, on 13 July 2018 - 08:17 PM, said:
Frankly, if a light player is not going to take the time and effort to learn to psychically detect my streakboat and its ability to hard counter anywhere from 1/3 to 1/4 of the enemy team then they shouldn't be playing.
+1 for this patch
"and its ability to hard counter anywhere from 1/3 to 1/4 of the enemy team then they shouldn't be playing."
oh yeah that's some balance yeahhhh
SA Baxter, on 13 July 2018 - 08:17 PM, said:
+1 for this patch
+1 for lock on no aim click warrior
Edited by thievingmagpi, 13 July 2018 - 08:29 PM.
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