Patch Notes - 1.4.179.0 - 21-Aug-2018
#281
Posted 21 August 2018 - 03:55 PM
PGI listening to the wrong crowd again :/ .......
#282
Posted 21 August 2018 - 04:01 PM
Axys Rageborn, on 21 August 2018 - 04:00 AM, said:
The problem is that the change affects more than just Streaks, and ATMs are intended to have Artemis built into them. They are also reducing the lock on area by more than half (even though they try to present it as only by half), combined with increased time to lock on, that will cause all lock on weapons to take significant more time to deal their damage than the very minor velocity increase compensates for.
PGI will preach trying to implement balance changes in smaller iterations in one hand, while carrying a sledgehammer for changes in the other. It really doesn't present a well coordinated development process unfortunately.
#283
Posted 21 August 2018 - 04:07 PM
Story Time, on 21 August 2018 - 04:01 AM, said:
yes. A nearly six year old bug
If you define "better" as having a higher damage total at the end of a QP match against lower skilled players than him, yes. If he had taken direct fire builds, I am very sure he would have ended those matches much more quickly by taking 1/3 of the time (and damage output) to destroy the enemy team, and I think he would agree, since he did play his direct fire mechs during some of those same streams and that is exactly what happened much more often than not.
#284
Posted 21 August 2018 - 04:15 PM
HammerMaster, on 21 August 2018 - 03:45 PM, said:
(People who are better than me hate LRMs because of lore reasons, not because people who practice and git gud at a game would naturally be better)
[Redacted]
Edited by draiocht, 22 August 2018 - 08:00 PM.
unconstructive, Quote Clean-Up
#285
Posted 21 August 2018 - 04:20 PM
Admiral Ackbar 86, on 21 August 2018 - 05:46 AM, said:
I usually see between 60-150 missiles destroyed (at a minimum) while using a single AMS with 1/2 ton of ammo, that will equal the damage soaking potential of at least 1 ton worth of armor in most cases, and it is applied to the team, not just for you, so it's already worth it to me on a lot of mech builds.
Edited by Pihoqahiak, 21 August 2018 - 04:21 PM.
#286
Posted 21 August 2018 - 04:23 PM
#287
Posted 21 August 2018 - 04:35 PM
Story Time, on 21 August 2018 - 04:15 PM, said:
(People who are better than me hate LRMs because of lore reasons, not because people who practice and git gud at a game would naturally be better)
[Redacted]
Oh no. The dreaded git gud.
Droll.
Predictable.
Redundant.
[Redacted]
Edited by draiocht, 22 August 2018 - 08:03 PM.
unconstructive, inappropriate reference, Quote Clean-Up
#290
Posted 21 August 2018 - 04:46 PM
Mikayshen, on 21 August 2018 - 04:23 PM, said:
Were you alive or dead at the time the Spiders capped? Cap Screens have always been a bit buggy for dead pilots.
#291
Posted 21 August 2018 - 04:55 PM
HammerMaster, on 21 August 2018 - 04:44 PM, said:
Better than lore?
Blasphemy!
Better than lore? I Think you'll find most custom mechs in Table Top are better than their counterparts. You ever run a stock Atlas K against an Atlas with TSM, Tandem charge SRMs and a Heavy Gauss rifle? Its not pretty for the Atlas K.
If you want stock mechs and lore gameplay, play the World Championship. I think you'll find that there's a meta for that too.
#292
Posted 21 August 2018 - 04:55 PM
Pihoqahiak, on 21 August 2018 - 04:01 PM, said:
The problem is that the change affects more than just Streaks, and ATMs are intended to have Artemis built into them. They are also reducing the lock on area by more than half (even though they try to present it as only by half), combined with increased time to lock on, that will cause all lock on weapons to take significant more time to deal their damage than the very minor velocity increase compensates for.
PGI will preach trying to implement balance changes in smaller iterations in one hand, while carrying a sledgehammer for changes in the other. It really doesn't present a well coordinated development process unfortunately.
I'm not trying to defend PGI here as I think its pretty dumb the way they go around things but if gaining bonuses from artemis with out any of the draw backs (ie: extra tonnage per launcher) is a bug then its good that its gone. Also ATMs reflect having Artemis built into them by their core stats as stated in the thread.
Personally having to aim like 1 second more shouldn't get people so worked up and after playing for a bit its really not the doomsday ppl are crying about.
Aiming is part of an fps and if its hard find ways around it ie lower sensitivity.
Edited by Axys Rageborn, 21 August 2018 - 05:06 PM.
#293
Posted 21 August 2018 - 05:00 PM
Axys Rageborn, on 21 August 2018 - 04:55 PM, said:
I think you wrapped up the entirety of my umbrage with people's complaints. The only additional lock on time needed is what was lost with INDIRECT fire which means the amount of time needed to acquire lock doesn't mater because you're not risking armor.
If not needing to aim was what people liked about LRMs in their
Edited by Story Time, 21 August 2018 - 05:01 PM.
#294
Posted 21 August 2018 - 05:05 PM
Story Time, on 21 August 2018 - 04:55 PM, said:
Better than lore? I Think you'll find most custom mechs in Table Top are better than their counterparts. You ever run a stock Atlas K against an Atlas with TSM, Tandem charge SRMs and a Heavy Gauss rifle? Its not pretty for the Atlas K.
If you want stock mechs and lore gameplay, play the World Championship. I think you'll find that there's a meta for that too.
I have previously expressed our need for mechlab hard mode many times thank you.
Of course you can't compare a custom rig like that vs stock K. Proves nothing.
#295
Posted 21 August 2018 - 05:09 PM
I have learned to get rid of Artemis and add more useful equipment.
EchoHotel I used SSRM boats to pop Mediums and up that like to hang in the back. Nothing like 48pts damage from 4 SSRM6s.
EchoHotel My Nova and Night Gyr will still be playing up towards the front. Nothing more satisfying then giving someone a face full of 80-90 LRMs.
#296
Posted 21 August 2018 - 06:05 PM
Mikayshen, on 21 August 2018 - 04:23 PM, said:
A friend from another unit tried the spider 5v out (just to see how the buff was going to work) and confirms this exact bug (might have been the same game...idk). To his surprise they got a base win at what looked to be 50%-ish. So, I just the cap acceleration doesn’t seem to be visually represented in the bar....no one had an idea really how close to capture they actually were.
Edited by Marquis De Lafayette, 21 August 2018 - 06:05 PM.
#297
Posted 21 August 2018 - 06:23 PM
Edited by Ragnar Baron Leiningen, 21 August 2018 - 06:24 PM.
#298
Posted 21 August 2018 - 06:27 PM
Marquis De Lafayette, on 21 August 2018 - 06:05 PM, said:
I wish I was recording when this happened earlier. Was about 200m from our base in a Piranha and it was at about 20% the game ended. {Richard Cameron} just said " cap accel!" Was like no that's some bs right there.
Why is this game so borked all the time?
#299
Posted 21 August 2018 - 06:53 PM
As for the 5V, I do agree the Cap accel buff is a bit overpowered, but we're also talking about the 5V, one of the mechs with the lowest possible firepower in the game. thing is, if you have a problem with people capping, actually leave someone to guard your base. done. even if you have pugs, you still have voice comms for a reason. coordinate.
#300
Posted 21 August 2018 - 07:21 PM
Quote
Unfortunately it seems that PGI can't duplicate here in MWO what was done in MW4 with it's streak launchers. Or maybe some players would whine that they would be too OP
Edited by C0y0tl45, 21 August 2018 - 07:30 PM.
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