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Patch Notes - 1.4.179.0 - 21-Aug-2018


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#321 General Solo

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Posted 22 August 2018 - 05:17 AM

View Postmad kat, on 22 August 2018 - 04:39 AM, said:


FTFY


Guy can change his mind right? Posted Image

#322 Bwah Ha Ha

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Posted 22 August 2018 - 05:40 AM

View PostEdeljoker, on 22 August 2018 - 03:58 AM, said:

I would really love to see an NO LRMS Quickplay EVENT. Gives 1000 MC for everybody, who can make 1000 dmg. and 4 kills in one drop.

And everybody who nascars is hit by a long tom.


You mean stand in the back hit the V button an wait for someone to pop onto your screen?

#323 Eisenhorne

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Posted 22 August 2018 - 05:58 AM

View PostBwah Ha Ha, on 22 August 2018 - 05:40 AM, said:

You mean stand in the back hit the V button an wait for someone to pop onto your screen?


lol, snipers don't do that much damage.

It's a lot easier to do 1,000 damage with a quad LBX10 assault like a KDK-3, ANH-2A, ANH-1X, FNR-5, CP-S, MAL-1R, etc.

If you wanna do a lot of damage with lasers, you'll have the best results with a laservomit HBR. Kinda rare to break 1k with those now that the way damage is calculated has been changed.

#324 Lawrence Elsa

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Posted 22 August 2018 - 05:59 AM

View PostCommando522, on 21 August 2018 - 10:53 AM, said:

Nah i'm just saying you look like a drunk idiot regardless of your points being good or bad.

My stance on this patch is that things aren't going to get better and player count will still bleed off because there's so many worse issues than LRMs really and the timing of this as usual lines up with making the newest mech all the more "enticing".


Guess speaking a second language should be discouraged unless you're perfect at it.

#325 SilentScreamer

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Posted 22 August 2018 - 06:21 AM

View PostEisenhorne, on 22 August 2018 - 05:58 AM, said:



lol, snipers don't do that much damage.

It's a lot easier to do 1,000 damage with a quad LBX10 assault like a KDK-3, ANH-2A, ANH-1X, FNR-5, CP-S, MAL-1R, etc.

If you wanna do a lot of damage with lasers, you'll have the best results with a laservomit HBR. Kinda rare to break 1k with those now that the way damage is calculated has been changed.


Or switch to gauss and PPC and aim. Not doing much damage doesn't mean you can't get KMDD and Kill for the Solo Kill bonus. Just means you have to practice aim with PPFLD weapons. Fafnirs with HPC and gauss are brutal at mid to long range.

Edited by SilentScreamer, 24 August 2018 - 07:30 AM.


#326 General Solo

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Posted 22 August 2018 - 06:28 AM

View PostEisenhorne, on 22 August 2018 - 05:58 AM, said:


lol, snipers don't do that much damage.

It's a lot easier to do 1,000 damage with a quad LBX10 assault like a KDK-3, ANH-2A, ANH-1X, FNR-5, CP-S, MAL-1R, etc.

If you wanna do a lot of damage with lasers, you'll have the best results with a laservomit HBR. Kinda rare to break 1k with those now that the way damage is calculated has been changed.


Snipers may not do a lot of damage but I think damage is overrated.

Kills is the real measure of effectiveness.

Posted Image

Notice the Supernova A Lermer on my team got more damage but no kills.
Where as the guys with kills did less damage
Damage isnt everything

Krills is and no I did not steal da krills

Posted Image


Doh Krills and damage make CB stash bigga

Posted Image

Couldn't help moi self

#327 mad kat

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Posted 22 August 2018 - 07:08 AM

They've done one thing right in this patch and make the Dragons arm finally have camo (how long has that taken)?

Now can we have the old arm back please?

And at least they've fixed the awkward unsightly missile launchers to a much better looking alternative.

#328 Marquis De Lafayette

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Posted 22 August 2018 - 07:12 AM

View Posttee5, on 22 August 2018 - 01:21 AM, said:

For the sake of parity, shouldn't the Claners have a +80% capping mech too?


No... no one should have a +80% capping mech (+100% with skill tree) .....at least not unless they remove assault mode from FW.

To be clear: if this was just going to effect conquest, I would be fine with it...as the Clans currently have some advantages (particularly faster heavies) in conquest

#329 Racerxintegra2k

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Posted 22 August 2018 - 07:21 AM

View PostMarquis De Lafayette, on 22 August 2018 - 07:12 AM, said:

No... no one should have a +80% capping mech (+100% with skill tree) .....at least not unless they remove assault mode from FW.

To be clear: if this was just going to effect conquest, I would be fine with it...as the Clans currently have some advantages (particularly faster heavies) in conquest



80% cap with 2 weapon hardpoints on a fragile light ... don't like the spider capping your base, go chase them away. Just 1 Pir-1 can take out at least 2 of those spiders ... speaking of parity where is the innersphere's 12 machinegun with 3 backup laser tiny light moving at 150+ ??

#330 KrocodockleTheBooBoxLoader-GetIn

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Posted 22 August 2018 - 07:47 AM

Nerf LRMs out of existence your game will be better for it. Awful game mechanic catering to weak players

#331 Mikayshen

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Posted 22 August 2018 - 07:58 AM

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.

When there is just one Spider, it's fine. When there is more than 1 Spider though, there are problems with how fast both Conquest points as well as bases can be capped, let alone when a group or 3 or 4 get to a base. The bar to show capping progress can't even keep up with how fast the Spiders are working their magic.

#332 Eisenhorne

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Posted 22 August 2018 - 08:03 AM

View PostMikayshen, on 22 August 2018 - 07:58 AM, said:


When there is just one Spider, it's fine. When there is more than 1 Spider though, there are problems with how fast both Conquest points as well as bases can be capped, let alone when a group or 3 or 4 get to a base. The bar to show capping progress can't even keep up with how fast the Spiders are working their magic.


I like it though, if you know the enemy is using spiders you'll have to have a mech guard the points. A single Wolfhound could fend off a pair of spiders, so it's not like you need to invest a lot of mechs to defend. I don't think using 3-4 spiders is going to be a super viable cap strat then, maybe just like 2 of them running around mid-late game in conquest to cap / decap back points.

#333 Marquis De Lafayette

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Posted 22 August 2018 - 08:04 AM

View PostRacerxintegra2k, on 22 August 2018 - 07:21 AM, said:



80% cap with 2 weapon hardpoints on a fragile light ... don't like the spider capping your base, go chase them away. Just 1 Pir-1 can take out at least 2 of those spiders ... speaking of parity where is the innersphere's 12 machinegun with 3 backup laser tiny light moving at 150+ ??


Sure....that’s fine and dandy if you know the “salt-spider” (trademark pending...lol) base cap is actually coming.....however unless you have combat id, you can’t know if the opponent is going to try that. This will put Clan teams in a bit of a dilemma...

-all push up dropping (heaviest to lightest....standard FW doctrine) and risk a much quicker (than previously possible) back-cap, which you might not be able to get back for.
-Leave 1 or 2 guys close to base to prevent a potential spider back-cap and risk fighting 10-11 vs. 12, if the opponent just goes conventional.
-Drop a couple of quick lights to go back if needs be...risking being undertonned if your opponent brings 12 Assaults/heavies.
-Not push out away from base....potentially giving the opponent superior firing positions.

I may well be too pessimistic about this....and I hope I am. However, I don’t underestimate how organized teams might use this to a salty end. I don’t think PGI has a good track record of balancing with FW in mind....incursion is a wonderful example...and they might just have created another situation with similarlities to that (not quite as bad...but still)....again I would love to be wrong here

#334 General Solo

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Posted 22 August 2018 - 08:20 AM

View PostMarquis De Lafayette, on 22 August 2018 - 08:04 AM, said:

Sure....that’s fine and dandy if you know the “salt-spider” (trademark pending...lol) base cap is actually coming..


Well the enemy ain't going to tell you, so maybe tell your team to divert a pirhana from assualt backstab duty to guard the base.

If they wont listen they probably deserve to lose, at least its quick.

If it keeps happening get your pirhana and chow down on some ez spiderino's

Edited by OZHomerOZ, 22 August 2018 - 08:23 AM.


#335 ShooteyMcShooterson

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Posted 22 August 2018 - 08:24 AM

I wonder if it's possible to have two-three different settings for a player's account, which would affect certain weapons stats for that player, across the board?

So like, the game could have a rookie mode, regular mode, and a pro mode (call them whatever).

On the rookie mode, certain things are easier to do because the weapons perform better... But on the payout, you just get cbills, no xp. This would obviously be useful to noobs who don't know what they are doing and are in training mechs that have no skill tree. Maybe this is additionally locked so that only T5 and 4 accounts can even access the setting.

On the pro mode, the weapons don't perform quite as well as regular mode in various ways. heat cap, target lock time whatever. But then players get bonuses applied to their match score, reputation and cbills. Maybe 30%. Like rookie mode, maybe this setting is locked as a reward for reaching T1.


Maybe something like that would help further level out in-game performance, while still challenging and rewarding skilled players, but without scaring off the noobs.

#336 Warning incoming Humble Dexterer

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Posted 22 August 2018 - 08:28 AM

The reason LRMs can make so much damage, is because they are better at slowly piling up lots of damage per mech, then getting a kill. A lurmer can pile up hundreds of damage per mech without killing it.

Pinpoint damage weapons have the opposite benefit : A brawler can kill enemy mechs in ~2 clicks, but by doing so he is killing mechs with a minimal amount of damage per mech.

Which works out for both, because you need to do loads of damage to be rewarded as much as kills do. Not to mention the bonus the brawlers get for spotting for LRMs (which translates to higher rewards for the brawler, despite the lack of any extra damage done), before grabbing those kills.

And while lurming requires more positional thinking and more specific maps, then a brawler's combination of low ping and fast reflexes, in my opinion nerfing LRMs will do more harm then good to the FP population, considering FP is already dominated by those ~instant kill brawlers that are already chasing most players out of FP as it is.

As for Streaks, no idea why PGI is focusing on how well they work against light mechs, without paying any attention to how bad they work against anything else but those lights : How many of you are using streak boats in Solaris ? There's a reason why ~nobody does. Even a damaged ASN-21 medium can take down a streak boat, without PGI having to make it even easier then it already is.

Yes, it's nice to have a combination of low ping (including zero latency monitor), fast reflexes, aimbot level aiming/sniping : But what happens if you don't have that, or simply don't want to play MWO like a counter-strike FPS ? "Stay out of FP", appears to be the answer, and sure enough that's what a crushing majority of players is doing, with PGI apparently working hard on increasing that trend.

Edited by Humble Dexter, 22 August 2018 - 08:34 AM.


#337 Holy Jackson

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Posted 22 August 2018 - 08:43 AM

Humble dexter,

1. To be fair, a damaged assassin can take out a fresh battle master. I did that yesterday. I agree with you on streaks though. They're not good weapons to begin with. LRMS are more localized for damage location.

2. Next, you keep mentioning aimbot. I know of no high level players that actually use this. I mean maybe there are, but its not necessary. All you need is a halfway decent gaming mouse and rig set up properly for the game and you too can gauss rifle side torsos all day long. This isn't a twitch shooter.

#338 SilentScreamer

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Posted 22 August 2018 - 08:47 AM

View PostHumble Dexter, on 22 August 2018 - 08:28 AM, said:


As for Streaks, no idea why PGI is focusing on how well they work against light mechs, without paying any attention to how bad they work against anything else but those lights : How many of you are using streak boats in Solaris ? There's a reason why ~nobody does. Even a damaged ASN-21 medium can take down a streak boat, without PGI having to make it even easier then it already is.


I think the problem is the other way around, Streaks have not received buffs because it is impossible to make Streaks more effective against heavier mechs without making them even more lethal against lights. I am curious if PGI could change Streak and other missile behavior based on the target ex: spread evenly against Lights, but group toward torsos on Heavy and Assault class targets.

As for use, they are rather like LRMs, guided but spreading lots of damage. ATMs are better for damage and kills at mid-range, but if you plan on getting up close and don't want to aim SRMs, Streaks still have their niche. Just not 1v1 Solaris unless you have the mobility or speed to slowly wear down your opponent.

Edited by SilentScreamer, 22 August 2018 - 09:04 AM.


#339 Chados

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Posted 22 August 2018 - 08:47 AM

The one I love is the admonition always to bring TAG. Looking at a Catapult A1, I see...zero energy hardpoints. Archer 5W...zero energy hardpoints. Jenner IIC and Oxide...zero energy hardpoints.

Where do we put TAG on *these*?

#340 Pelmeshek

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Posted 22 August 2018 - 09:02 AM

View PostChados, on 22 August 2018 - 08:47 AM, said:

The one I love is the admonition always to bring TAG. Looking at a Catapult A1, I see...zero energy hardpoints. Archer 5W...zero energy hardpoints. Jenner IIC and Oxide...zero energy hardpoints.

Where do we put TAG on *these*?

Git gud and take a narc. Problem solved.





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