Jump to content

Patch Notes - 1.4.179.0 - 21-Aug-2018


453 replies to this topic

#1 InnerSphereNews

    Member

  • Developer
  • Developer
  • 2,857 posts

Posted 20 August 2018 - 11:06 AM



Upcoming Patch - 21 AUGUST 2018 @ 10AM – 1PM PDT
Patch Number: 1.4.179.0
Client Patch Size: 900MB




You can check out the Countdown post for more details about the Vulcan as they are released!
Order the Vulcan in the Store page here!



As of this patch, all variants of the following 'Mech chassis now support the distinct visuals of 3060s era weaponry:
  • Thunderbolt
  • Cicada
  • Cataphract
  • Awesome
  • Commando
  • Dragon
  • Javelin
  • Jenner


New Bolt-Ons
The following new bolt-ons have been added to all retrofitted 'Mech chassis:
  • Blood Asp Blades
  • Enyo Club
  • Utility Club
  • Iron Jaw
  • Buzzsaw Shoulders
  • Repair Platform

Bolt-On Retrofits
The following 'Mechs now have Bolt-On Support:
  • Hellfire

Battery Cell Bolt-Ons (shoulder and forearm) have been added to the following 'Mechs
  • Annihilator
  • Assassin
  • Banshee
  • Blackjack
  • Black Lanner
  • Blood Asp
  • Centurion

Notes:
The bolt-ons are independent of the loadouts of the mech they are equipped to, therefore if there is a hardpoint for any weapon/ams/lms present on a variant that clips with a bolt-on, then we are unable to equip that bolt-on regardless of whether there is any equipment in that hardpoint.
On top of normal hardpoints, Omni-mechs present a similar problem in that we are unable to change bolt-on compatibility based on the Omni-pods present on the mech. There is also a toggle for the arm-actuator (preventing any hand bolt-ons from being equipped), so Omni-mechs are generally more restricted in which bolt-ons are equitable.


All Tournament Pack Supporters receive the following new item:
  • 2018 Tournament Standing Blue
  • 2018 Tournament Hanging Blue
  • 2018 Tournament Warhorn Blue



Coolshots
  • Coolshot behavior has been changed. They will now dissipate 14 total heat over a 3 second period of time. (From 14 total heat over 1 second.)
Design notes: Compared to ballistic and most missile heat which often is applied in rapid spikes, lasers and volley type weapons see heat applied over their duration. This has allowed coolshots to be utilized either preemptively right before you fire your weapons, immediately after a shot in order to avoid shutdowns or overrides that would normally apply to weapons with heat that apply in a single heat spike, or in reaction to an override to immediately get yourself out of an overridden state. We feel that in addition to having more immediate value to certain weapon types over others, this also creates situations in which coolshots ended up being used as a reactionary ability to negate any punishments for poor heat management. With this pass, we are tuning the initial 3 seconds to still allow the total coolshot heat dissipation to apply between most weapon's cooldown cycles provided the player uses it as a proactive way to set up a future weapon volley.

LRMs
The past few months have brought with them a number of changes to the LRM system. As we have stated in a recent podcast as well as the follow up forum thread, these changes have been implemented to make LRMs more effective at the core role we wish to see them occupy within the game. While this did improve the base weapon as we wished to see, we also observed is that in its elevated baseline state, a number of force multipliers surrounding the LRM system compounded on one another to make the weapon system a bit too oppressive in certain situations. In addition to a general ease of use that we felt needed tuning to be a bit more difficult to acquire and maintain targets. For this month, we will be hitting a number of force multipliers as well as provide a boost to ECM to help with coordinated counter-play against them. While we are focused on these force multipliers for this month, we still are closely observing LRM play and will consider further changes if we feel that it still does not put the weapon in a satisfactory state.

Weapon Lock changes
  • Weapon lock assistance angle tightened by ~50%


Design notes: With the recently boosted LRM stats, we want to take a second look at the weapon lock assistance angle and tighten the system up. This is not only to make it more challenging to lock on with LRM's but with all lock on type weapons including ATMs and Streak Missiles, which we feel had previously been set a bit too generously to the detriment of lighter, faster 'Mechs for all systems linked to the weapon lock on system.

Artemis Upgrade
  • Lock Time Boost and Tracking Strength Boost removed (from 50% Lock Time Boost 50% Tracking Strength Boost)
Design notes: Unlike TAG or NARC that require either team work or direct line of sight to provide lock-on and Missile Tracking boosts, Artemis was often a raw-upgrade that applied to the other more risky boosts in a cumulative way that saw a massive performance gap between loadouts that centered on baseline LRM launchers and loadouts that took LRMs equipped with Artemis. While we want Artemis to remain a worthwhile upgrade whose primary benefit is to boost Missile volley accuracy through tighter clustering, we do not want the upgrade to become a barrier to entry for effective LRMs use. And the previous benefits simply resulted in too great a performance gap between baseline LRM launchers, and those that took Artemis. Especially when the benefits of Artemis compounded on the benefits of TAG and NARC that require much more risk and exposure to fully benefit from.

Additionally, the Artemis upgrade was also applying these benefits to ATM's and Streak Systems without any further cost investment to the base launchers. This change will close the Artemis loophole on those systems, making their overall performance no longer dependent on any kind of hidden mechanic / upgrade. ATM and Streak launchers will now behave identically to one another whether a 'Mech has an upgraded Artemis system or not.

ECM
  • ECM effect radius increased to 120 meters (from 90 meters.)
Design Notes: The previous ECM range was a bit too restrictive which often found ECM 'Mechs utilizing the system as a personal cloaking device with the team assistance / anchor position too restrictive. We want to provide a small boost to the radius to reward ECM 'Mechs being utilized as team anchors in which they can be screened from incoming LRM fire.

NARC
  • NARC cooldown increased to 7 seconds (from 3.5 seconds)
Design Notes: While we want NARC to be a powerful team play supplement, the previous tuning saw it be a bit to potent in too short a period of time. Primarily when it came to isolating ECM 'Mechs, plus any potential escorts that may be screening them. We often found that a NARC carrier would indiscriminately be able to launch pods at any enemy that crossed their path until they could get to their ECM carriers at which point, opposing LRM fire can rain down at an almost oppressive rate. We want there to be a bit more natural risk at being able to negate and tag well screened ECM carriers, as well as allowing more time for opposing players being able to appropriately react to someone NARCing their team.

ATMs (All Launchers)
  • Velocity increased to 220 (from 200)
Design Notes: The weapon lock change coupled with the closing of the Artemis lock on boost loophole will directly affect the ATMs ability to lock onto a target. We want to offset these system changes with a 10% baseline velocity increase to make the overall time from lock on + Missile travel time to remain somewhat consistent for those that can acquire and maintain locks within the more restrictive lock-on conditions.

Streak SRMs
  • Inner Sphere Streak SRM Launchers (2,4,6)
- Velocity increased to 280 (from 260) *this is to offset some of the changes coming through the changes to lock on weapons.

  • Clan Streak SRM Launchers (2,4,6)
- Velocity increased to 260 (from 230) *this is to offset some of the changes coming through the changes to lock on weapons.

Design Notes: The weapon lock change coupled with the closing of the Artemis lock on boost loophole will directly affect Streak SRM's ability to both lock and maintain locks against a target. Due to the short range nature of Streak Launchers, these changes will impact the streak system more than ATMs or LRMs. Especially against smaller, highly evasive targets. We did not want these changes to swing the dial on streaks too far into a negative direction, so we are providing an offsetting increase to their velocity so provided you can acquire and maintain locks with the more restrictive lock on system, it will provide similar times between starting the lock on sequence and hitting a target. We do want to stress that this change is only to offset the incoming changes to Lock-on’s and the closing of the Artemis loophole we will be keeping a close eye on this particular change and will make amendments if we feel this offset is not needed.


Quirks

Spider
  • SDR-5D:
- Added a Heat dissipation 5% quirk

  • SDR-5K
- Small Mobility increase across all attributes

  • SDR-5V
- Small Mobility increase across all attributes
- Added a Target Retention Duration +1 quirk
- Added a Sensor Range +100 quirk
- Brand New Native 'Mech quirk added: Capture Acceleration +80%

  • SDR-A
- Energy Range quirk consolidated into a global Range 10% quirk.
- Added Machine Gun Rate of fire +15% quirk

Design notes: The Spider line has always been focused towards a mobile harassment role, and with this patch, we want to provide a handful of boosts to augment this role. When it came to the Spider 5V, with its heavily restricted hardpoint layout, we want to push it into an extreme specialist role focused on team support and objective play within a match. To that end we are providing it with a number of scouting and a new native capture acceleration quirk. This quirk is tuned so that with full skill tree investment, this 'Mech will capture conquest points, bases, and Incursion energy points at double the rate of similar 'Mechs. We want this 'Mech to be able to force pressure on an opposing team through map objectives that puts opposing teams in a position where they would have to either react before they normally would like to, or force resources to keep the Spider in check.

Centurion
  • CN9-A:
- Added Heat Gen -5% quirk
- Ballistic Cooldown quirk increased to -15% (from -10%)
- Removed Missile Cooldown quirk

Design notes: The CN9-A has dipped bellow the rest of the current centurion lineup. We wanted to take the opportunity to provide it with a number of buffs that support a wider variety of loadouts as such, we have swapped the missile cool-down quirk for an added global heat gen quirk, as well as some further incentive to utilize its ballistic hardpoint.

Quickdraw
  • QKD-4G
- Moderate Mobility increase across all attributes

  • QKD-4H
- Energy Cooldown -10% and Missile Cooldown -5% consolidated into a global Cooldown -10% quirk
- Energy Heat Gen - 5% and Missile Heat Gen -5% consolidated into a global Heat Gen - 5% quirk
- Moderate mobility increase across all attributes.

  • QKD-5K
- Energy Cooldown - 5% converted into a Global Cooldown -10% quirk
- Moderate mobility increase across all attributes

Jenner IIC
  • JR7-IIC, JR7-IIC-2, JR7-IIC-3, JR7-IIC-A
- All above listed Jenner IIC variants have received moderate increases to their mobility across all attributes.

Design notes: Over time, the performance of the non-hero Jenner IIC's has dropped off. We feel with the various tuning to Clan equipment, its time to allow the Clan Jenner to compete on a bit more of an even playing field to its Inner Sphere counterpart.




  • Fixed an issue where some Trial and owned 'Mechs contained loudout errors.
  • Fixed an issue where players still received Call to Arms notifications in the "Select Map/Game Mode" screen.
  • Fixed an issue where the Hover over information for Heat Sinks(ENG) was incorrect.
  • Fixed an issue where existing Bolt-Ons overlapped new Bolt-Ons after returning from Testing Grounds.
  • Added an option to exit the game completely though the Logout button in the UI.
  • Gameplay Tips are now displayed according to the player's experience.
  • Fixed a bug where adding/removing Jump Jets on a 'Mech in the MechLab did not influence the Heat Management.
  • Fixed a display issue where the Store Cart icon stuttered when first appearing.
  • Fixed a UI issue where the Creator Star shown in Unit Member Management would overlap onto the Player Rank.
  • Fixed an issue in the Tutorial mode where "Return to Academy" pop up points to "Select 'Mech" instead of "Academy".
  • Fixed an incorrect error that would occur when a player assigned someone in their Unit to their own rank.
  • Fixed a UI issue where some of the Home screen UI remained after going into Solaris screen.
  • Fixed an issue where spamming the "Rejoin" button while having multiple on-going matches would cause the list to display incorrect information.
  • Changes made to the Player Card that now shows a little more information about a 'Mechs loadout and the Skill Tree point allocation. It does not however show all fine details that were previously found by entering MechLab/Skill Tree.
  • Fixed an issue where the Player Card would display 'Mech Loadouts in the incorrect Division.
  • Fixed an issue where the logout pop up got stuck if it is spammed in the Tutorial Academy.
  • Fixed a text issue in the Academy where it says "Quit Tutorial" instead of "Quit Academy".
  • Fixed an issue where a player could select and highlight the Pattern, Decal & Bolt-On headers despite having no action.
  • Fixed an issue where removing an engine from the loadout and increasing the engine size from zero would not add an engine to the 'Mech.
  • Fixed an issue where the Settings overlay did not completely cover the screen.
  • Fixed a UI issue where the Consumables did not have an Enhancement list on their tooltip popup.
  • Fixed an issue where the Weapons list in the Warehouse stopped showing all equitable weapons after entering/exiting the Testing Grounds in Column View layout.
  • Fixed an issue where testing a 'Mechs into Testing Grounds from the Store will sometimes break the Mech Lab UI.
  • Fixed the following Champion 'Mechs stock loadouts that did not match the non-champion versions:
- Bushwacker - BSW-S2(C)
- Uziel - UZL-3P(C)
- Nightstar NSR-9P(C)
- Osiris OSR-1V(C)
- Roughneck RGH-1A(C)
- Mad Dog MDD-C(C)
- Assassin ASN-101(C)

Comp Play
After hearing the concerns about teams avoiding each other in the Comp Play queue, the following changes have been made to remove the ability to see what teams are in the active queue:

  • Removed Active Teams panels and the ability to see the active team names in Comp Play. It's been replaced with a Top 12 Leaderboard for "Recent Matches" and "Past Matches".
  • Leaderboards and Historical Matches now update every 24 hours instead of every hour. This is to compliment the above improvement in disabling the ability to see which teams are active in the Comp Play queue.

  • Fixed an issue where the average damage per match values were too high and incorrect.
  • Fixed an issue with the Assassin ASN-101 (C) using it's Champion Loadout in Comp Play instead of it's standard stock loadout. In addition, the ASN-101 (C) is now re-eligible to use in Comp Play.


Trial 'Mechs Update

Inner Sphere:
  • RVN-3L(C)
  • TBT-7M(C)
  • JM6-A(C)
  • VTR-9S(C)
  • SDR-5K(C)
  • SHD-2H(C)
  • TDR-9SE(C)
  • BNC-3M(C)

Clan:
  • MLX-Prime(C)
  • SHC-Prime(C)
  • EBJ-Prime(C)
  • DWF-W(C)
  • ACH-Prime(C)
  • HBK-IIC(C)
  • TBR-C(C)
  • WHK-C(C)

Art Fixes
  • Fixed a bug where the UrbanMech did not have a smoke effect while overheating.
  • Fixed a texture issue on the Quickdraw QKD-4H 'Mech when equipping Narc Missles.
  • Fixed the issue where the pilot's shoulder clipped through the chair in the Huntsman with default FOV.
  • Fixed an issue where the Nova Cat 'Mech's weapons were not aligned to the body.
  • Fixed an issue where King Crab 'Mechs had small gaps inside the side of its cockpit.
  • Fixed an issue where 'Mechs could get stuck in cell J5 on Alpine Peaks.
  • Fixed an issue where the camera did not pan to the Gatling Warhorn when equipped in the MechLab on the Annihilator 'Mech.

Patch Files (Direct Download)

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.
This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.

Patch File(s):

How to use these patch files
• Download the above file(s)
• For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
• You do not need to unzip or unpack the patch file(s)
• Launch the MWO Portal
• Select the three horizontal lines in the top left of the Portal Window
• Choose the 'Specify Patch File Cache' option
• In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
• For example, C:\Users\<username>\Documents\MWO Patch Cache
• Click the blue Patch button
• The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
• Once the patch is complete, launch the game


#2 l42yb0y

    Member

  • PipPip
  • The Pest
  • The Pest
  • 20 posts
  • LocationDark Side of the Moon

Posted 20 August 2018 - 11:08 AM

finally patch notes - and trial mech updates!

#3 WarmasterRaptor

    Member

  • PipPipPipPipPipPip
  • The Ogre
  • The Ogre
  • 205 posts
  • LocationQuébec - Canada

Posted 20 August 2018 - 11:23 AM

Thanks for the cockpit items! :)

#4 FrontlineAssembly

    Member

  • PipPipPip
  • The God of Death
  • The God of Death
  • 84 posts
  • LocationFort Smith Arkansas...can't belive I moved to Arkansas of all places....

Posted 20 August 2018 - 11:25 AM

These changes to coolshots and Artemis have made them both pretty useless. So much for your goal of not creating deadweight in the mechlab! And how is removing 2/3 of Artemis functionality and upgrade? Did you study newspeak from 1984 or something. Less is more, and the chocolate ration was increased to 20g from the previous 30g..etc etc. I don't use Artemis much at all as it is. But definitely won't now!
As has been repeatedly posted in the forums. It is obvious you guys don't play your own game enough. You don't get how nost things work in game. Let's just start beating each other's mechs with sticks. At least those haven't been nerfed (balanced).....yet

Edited by FrontlineAssembly, 20 August 2018 - 11:27 AM.


#5 SuperFunkTron

    Member

  • PipPipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 910 posts
  • LocationUSA

Posted 20 August 2018 - 11:25 AM

I can't say for sure yet, but the adjustments to missile systems looks reasonable. I especially appreciate returning some of the ECM range back to the system.

Just out of curiosity, is there a single document or thread showing the current status of mechs having Civil War updates as well as bolt-on compatibility having been added?

#6 SmokeGuar

    Member

  • PipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 450 posts

Posted 20 August 2018 - 11:26 AM

Thanks for killing ATMs and Streaks. Anybody running light with big radar deprivation and little lag shield is untouchable now.
Why was is necessary to start poking with missiles in first place? Just roll back few missile patches and all is better.

#7 ApexSun

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 125 posts
  • LocationHouston, TX USA

Posted 20 August 2018 - 11:32 AM

Mostly good stuff but nerfing the streak missile lock on range is kinda BS. If lights weren't already way OP then now lets kill the best weapon that you can use to defend yourself from them with.

#8 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,943 posts
  • LocationOn the farm in central Minnesota

Posted 20 August 2018 - 11:33 AM

You finally acknowledged the left behind aspect of the non-hero Quickies. Thank you.

And in that recognition your gave them slightly better generic cool down quirks and moderate (edit) agility quirks. Yay, I guess?

Can we get the numbers on the agility quirks?

Edited by Bud Crue, 20 August 2018 - 11:35 AM.


#9 fedratsailor

    Member

  • Pip
  • The Solitary
  • 13 posts

Posted 20 August 2018 - 11:34 AM

ATMs never had Artemis support ever. same with streaks. Artemis was only a Bonus to Cluster table rolls, which is missile spread in MWO. I use both systems and I like this change, being able to go max speed and lock on in like 2 seconds in a light with streaks was just wrong.

#10 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,444 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 20 August 2018 - 11:39 AM

So, when you're thinking of nerfing lasers into the gutter, we get a PTS (that fails miserably), but when it's time to nerf LRMs, it's streight up nerfs, no PTS, just hit us lurmers over the head and be done with it huh?

SO how is a Lurmer not supposed to feel like a second class player in this game?

NOT COOL.

#11 Xetelian

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 4,393 posts

Posted 20 August 2018 - 11:46 AM

Taking the missile quirks off the CN9 A is brutal because that is one of my favorite SRM+A mechs. It has actuators I can't remove so it can't bring a bit ballistic worth taking.


You want the JR7 IIC to preform better? Mobility will help but the missile spread is horrible even if you take Artemis.

Edited by Xetelian, 20 August 2018 - 11:47 AM.


#12 Eisenhorne

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,111 posts
  • LocationUpstate NY

Posted 20 August 2018 - 11:53 AM

View PostVellron2005, on 20 August 2018 - 11:39 AM, said:

So, when you're thinking of nerfing lasers into the gutter, we get a PTS (that fails miserably), but when it's time to nerf LRMs, it's streight up nerfs, no PTS, just hit us lurmers over the head and be done with it huh?

SO how is a Lurmer not supposed to feel like a second class player in this game?

NOT COOL.


People who are unironically calling themselves "lurmers" should probably diversify their skillset. The only skill required in LRM play is by the person using the NARC light. LRMs have a narrow band where they are useful, just like ER Laser snipers or SRM brawlers. They shouldn't be useful in all situations, and they were too strong in too many situations. This might not even be enough of a nerf, we'll see.

#13 Ninjah

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 307 posts
  • LocationComstar Lounge

Posted 20 August 2018 - 11:54 AM

Great news, love the changes! Now brace for the Lock-On warrior saltstorm :D

#14 TheFallOfTheReaper

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 339 posts

Posted 20 August 2018 - 11:54 AM

Goodbye missiles, goodbye narc, goodbye artemis, goodbye lockwindowsize, goodbye any use for green weapons, goodbye hidden Streakbuff thats been there since openbeta.

Do you guys even play your own game?
GG, enjoy hemorrhaging even more players.

EDIT:


ALSO
good job doubling back on the ECM shenanigans (You remember the Shytstorm that caused a couple years back? They Will Cry Again), even though its only half restored to "actual" functionality

Now, how about a resounding Chorus of this CLASSIC, EVERYONE SING ALONG

Edited by ShadowHimself McEvedy, 20 August 2018 - 12:09 PM.


#15 Felbombling

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,979 posts
  • LocationVancouver, BC

Posted 20 August 2018 - 11:54 AM

Are ATM launchers not supposed to have integrated Artemis IV FCS built right into the weapon system? If so, are the adjustments you have made to lock-on and Artemis factored into the ATM specific changes you made?

#16 TheFallOfTheReaper

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 339 posts

Posted 20 August 2018 - 11:56 AM

View PostVellron2005, on 20 August 2018 - 11:39 AM, said:

So, when you're thinking of nerfing lasers into the gutter, we get a PTS (that fails miserably), but when it's time to nerf LRMs, it's streight up nerfs, no PTS, just hit us lurmers over the head and be done with it huh?

SO how is a Lurmer not supposed to feel like a second class player in this game?

NOT COOL.



LRMS ARENT A PRIMARY WEAPON>NEVER HAVE BEEN NEVER SHOULD BE

Edited by ShadowHimself McEvedy, 20 August 2018 - 11:56 AM.


#17 Eisenhorne

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,111 posts
  • LocationUpstate NY

Posted 20 August 2018 - 11:58 AM

View PostShadowHimself McEvedy, on 20 August 2018 - 11:56 AM, said:



LRMS ARENT A PRIMARY WEAPON>NEVER HAVE BEEN NEVER SHOULD BE


BUT I WANNA TAKE MUH LRM 80 SUPERNOVA!!!111!!11

lol, in all seriousness, LRM boats will likely still be extremely deadly in faction play. I don't see these changes having much of an effect on Polar, Alpine, or Caustic, which are some of the biggest problem maps for lurming right now. The NARC cooldown will require NARC lights to go double narc maybe, which will mean they take a little less ammo, so maybe they'll have to switch off at some point. We'll see. I'd prefer to see them revert the heat buffs, and probably add a larger ghost heat penalty for LRM 15's and 20's.

Edited by Eisenhorne, 20 August 2018 - 11:59 AM.


#18 TheFallOfTheReaper

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 339 posts

Posted 20 August 2018 - 12:00 PM

View PostEisenhorne, on 20 August 2018 - 11:58 AM, said:


BUT I WANNA TAKE MUH LRM 80 SUPERNOVA!!!111!!11

lol, in all seriousness, LRM boats will likely still be extremely deadly in faction play. I don't see these changes having much of an effect on Polar, Alpine, or Caustic, which are some of the biggest problem maps for lurming right now. The NARC cooldown will require NARC lights to go double narc maybe, which will mean they take a little less ammo, so maybe they'll have to switch off at some point. We'll see. I'd prefer to see them revert the heat buffs, and probably add a larger ghost heat penalty for LRM 15's and 20's.

OMFG. im DEAD, you use lrms in FP? GG factionplay is dead.
Also, good thing i reffited my narc raven for triple narcs last month >_>

Edited by ShadowHimself McEvedy, 20 August 2018 - 12:01 PM.


#19 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,938 posts
  • LocationVancouver, BC

Posted 20 August 2018 - 12:14 PM

So... PGI...

Are you telling me... that Artemis bonuses requiring Line of Sight was a big lie for the past 6 years??????!!!!!!


Also you are telling me that Artemis and NARC Bonuses DID stack???!!!



This is some serious S*

Either everything you told us regarding artemis for the past 6 years was a lie... or the new guy doing these changes isn't really briefed on core mechanics

Edited by Navid A1, 20 August 2018 - 12:17 PM.


#20 TheFallOfTheReaper

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 339 posts

Posted 20 August 2018 - 12:18 PM

View PostNavid A1, on 20 August 2018 - 12:14 PM, said:

So... PGI...

Are you telling me... that Artemis bonuses requiring Line of Sight was a big lie for the past 6 years??????!!!!!!


Also you are telling me that Artemis and NARC Bonuses DID stack???!!!



This is some serious S*

Either everything you told us regarding artemis for the past 6 years was a lie... or the new guy doing these changes isn't really briefed on core mechanics

SHOTS FIRED





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users