Patch Notes - 1.4.179.0 - 21-Aug-2018
#341
Posted 22 August 2018 - 09:08 AM
So the cancer will continue after this patch. Don't expect me to share armour, I'm just farming damage.
#342
Posted 22 August 2018 - 09:10 AM
Chados, on 22 August 2018 - 08:47 AM, said:
Where do we put TAG on *these*?
TAG should never have been considered a weapon, it should be a piece of equipment free from hardpoint restrictions just like targeting computers/active probes.
#344
Posted 22 August 2018 - 09:24 AM
Chados, on 22 August 2018 - 08:47 AM, said:
Where do we put TAG on *these*?
There's so much wrong with this I can't even begin.
#345
Posted 22 August 2018 - 09:33 AM
Chados, on 22 August 2018 - 08:47 AM, said:
Where do we put TAG on *these*?
Did you know that there's actually a free, built in TAG on every mech? One that makes your weapons super strong and is guarantee to make people flee in terror. And the best part is that it works on every non-lock on(skill btw) weapon.
It's called aiming.
#346
Posted 22 August 2018 - 09:36 AM
SilentScreamer, on 22 August 2018 - 08:47 AM, said:
I asked Chris if that was technically possible with this game engine back on page 12. Hopefully he can tell us if it actually is or not because that's what I've been suggesting for a while but no clue if it is even possible. I know they have had target info gathering differ based on mech in beta before but that of course is a bit different. Even if they don't do it, I would just like to know out of curiosity.
And if they can't, they could still do some changes that would help lights. Lower alpha damage and velocity by a good bit but bump up dps a bit. With that a light could better use its speed to hit and run and if you do get hit it wouldn't be 72dmg all at once. The higher dps would help against bigger targets since they wouldn't have the speed to get away. However the higher dps would hurt lights that try to stay and brawl though. So something based on speed/size would still be the best option, either spread, or having some streaks not fire but go into cooldown.
Edited by dario03, 22 August 2018 - 09:52 AM.
#347
Posted 22 August 2018 - 10:02 AM
Navid A1, on 20 August 2018 - 12:56 PM, said:
Ok, so first up, apologies for the delay in getting a response to this. I want to spend the time to put together a definitive breakdown of everything that is going on to respond to this, so naturally, a lengthy forum post is called for. But this is something I currently do not have the time to commit to at the moment.
All I can say right now, is that this list is not 100% accurate to how the systems was functioning at the point when we began investigated the changes we made this patch. I will be sure to explain this in greater detail when I have the time to commit to it, but a response will have to wait another day or so while I clear some high priority tasks off of my plate.
#348
Posted 22 August 2018 - 10:23 AM
Chris Lowrey, on 22 August 2018 - 10:02 AM, said:
That would be a “no” Navid.
#349
Posted 22 August 2018 - 10:55 AM
Ibrahim al Arkab Hatomoto, on 22 August 2018 - 10:51 AM, said:
This. I built a dedicated, anti-light streak boat and now it's pretty much going to be gathering dust. Instead of telling your light pilots to "git gud" you give them this huge helping hand at the expense of others. Nice work.
Lol? How exactly is a light pilot supposed to "git gud" to beat a streakboat? It was the laziest possible way to counter lights, using streaks... now a skilled light pilot has more of a chance at evading your lock, so instead of tagging it / using a UAV / using a targeting computer / using BAP or whatever to speed up locks, you just complain. Good job! Honestly if most players have this kind of attitude, I'd rather see the game die than balanced around this "playstyle".
#350
Posted 22 August 2018 - 11:07 AM
Meanwhile LRMers just keep adding tubes. Good job nerfing every other missile system on the way tho.
#351
Posted 22 August 2018 - 11:10 AM
Please bring this functionality to the Streak SRMs in this game, please. LRMs can be dumb fired, and ATMs can as well. I know it's within the capabilities of the existing game. The increased difficulty in acquiring a lock is now having those players using the weapon system suffer increased time of not being able to use the weapon at all. That needs to end. Thanks for reading.
#353
Posted 22 August 2018 - 11:15 AM
Ibrahim al Arkab Hatomoto, on 22 August 2018 - 11:01 AM, said:
Use terrain features, use enemy mechs to intercept incoming missiles, rush out past the effective range. There are quite a few easy ways to defeat a streak boat if you're an experienced pilot. I used to run lights exclusively for years before the sizing changes so I like to think that I have an insight as to what a good light pilot can be.
Plus you've never complained when we've been on the same team and I've pulled the lights off your back.
None of the things you listed are realistically feasible. If you get within 100-150 meters of a streak boat, you cannot dodge the missiles with cover or magically outrun them. They're gonna hit you and kill you. So if you have small pulse lasers and machine guns, you cannot "git gud" to beat a streak user, they will just flat out win regardless of skill.
And yea, I don't complain when people help deal with light mechs.... but don't know what that has to do with streaks vs lights? Any weapon can kill a light mech, if aimed right. Streaks are (were? not sure if they're still too good or not) just too good at it.
#354
Posted 22 August 2018 - 11:19 AM
Bud Crue, on 22 August 2018 - 10:23 AM, said:
Its a bit more complicated then that.
I feel the need to remind everyone that what he was quoting from was a developer post so he is not wrong to call these things into question when we go against what we have previously publicly stated, and I can understand the frustration when developers put out conflicting statements. I have every intention of clearing this confusion up, but there are a number of things that I am in the middle of internally that I need to get off my plate before I can get the time to put in towards a definitive breakdown of everything. When I get the time I will put something up in this thread to address this.
#355
Posted 22 August 2018 - 11:19 AM
FireStoat, on 22 August 2018 - 11:10 AM, said:
Please bring this functionality to the Streak SRMs in this game, please. LRMs can be dumb fired, and ATMs can as well. I know it's within the capabilities of the existing game. The increased difficulty in acquiring a lock is now having those players using the weapon system suffer increased time of not being able to use the weapon at all. That needs to end. Thanks for reading.
Lol no they cannot do that in tabletop. However it would sure make them more usefull in MWO.
#356
Posted 22 August 2018 - 11:29 AM
Chris Lowrey, on 22 August 2018 - 11:19 AM, said:
Its a bit more complicated then that.
I feel the need to remind everyone that what he was quoting from was a developer post so he is not wrong to call these things into question when we go against what we have previously publicly stated, and I can understand the frustration when developers put out conflicting statements. I have every intention of clearing this confusion up, but there are a number of things that I am in the middle of internally that I need to get off my plate before I can get the time to put in towards a definitive breakdown of everything. When I get the time I will put something up in this thread to address this.
That would be a wild flailing, Bud and Navid
#357
Posted 22 August 2018 - 11:31 AM
FireStoat, on 22 August 2018 - 11:10 AM, said:
Except that's not how they worked. You rolled to see if you hit, if you hit then you rolled to see where you hit, applied heat and marked off the ammo expenditure. If you didn't hit then that was it, the missiles didn't fire and you didn't generate heat from that and you moved on to your next weapon.
#358
Posted 22 August 2018 - 11:40 AM
Story Time, on 21 August 2018 - 04:42 PM, said:
Dreaded indeed. When you outright say players who play the game better than you are cancer there really is nothing more to say is there?
It is not how good players are that is the cancer. It is the arrogance and toxicity that they seem to feel they have some right to spray all over everyone that doesn't fall in lock-step with their views.
#359
Posted 22 August 2018 - 11:41 AM
Chris Lowrey, on 22 August 2018 - 11:19 AM, said:
Its a bit more complicated then that.
I feel the need to remind everyone that what he was quoting from was a developer post so he is not wrong to call these things into question when we go against what we have previously publicly stated, and I can understand the frustration when developers put out conflicting statements. I have every intention of clearing this confusion up, but there are a number of things that I am in the middle of internally that I need to get off my plate before I can get the time to put in towards a definitive breakdown of everything. When I get the time I will put something up in this thread to address this.
We know Navid isn’t wrong to question dev statements. I mean c’mon, of all of the things around here that we know to be true, that is near the top.
#360
Posted 22 August 2018 - 11:44 AM
MegaBopper, on 22 August 2018 - 11:40 AM, said:
Many of the bad players have views that are flat-out wrong though. No amount of you wanting it will make certain things true. I've seen players bring absolutely mind-boggling mech builds to faction play drops... things like standard 200 engine Annihilators with nothing but close range weapons on polar highlands. If you try to tell them what a more appropriate mech choice would be, it's assumed your personally attacking them, and they get all defensive and say things like, "It's just a game, I'll play how I want!" well yea, its just a game... a team game. You bringing garbage directly effects me, because your on my team. There are lots of viable choices you can make, its just that there are many flat-out wrong ones too, and new players don't seem to get that, and doggedly stick to their guns even when demonstrably wrong.
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