Patch Notes - 1.4.179.0 - 21-Aug-2018
#241
Posted 21 August 2018 - 10:27 AM
#242
Posted 21 August 2018 - 10:28 AM
Weapon - Matches - Fired - Hit - Accuracy - Time Equip.
NARC - 7,137 - 161,311 - 71,992 - 44.63% - 35 days 14:01:53
Edited by Z Paradox, 21 August 2018 - 10:34 AM.
#245
Posted 21 August 2018 - 10:50 AM
ShadowHimself McEvedy, on 20 August 2018 - 11:56 AM, said:
LRMS ARENT A PRIMARY WEAPON>NEVER HAVE BEEN NEVER SHOULD BE
Catapult A1: *weeps openly*
Awsome 8R: *runs to room and slams door*
Locust 1M: *Says you aren't it's real dad*
Kitfox D: *writes angrily in diary*
Hellspawn Sextuplets: *order a dozen large pizza's and finish them in one sitting while the Paralyzer looks on in horror*
Trebuchet Septuplets: *already finished their first dozen pizzas and have ordered more*
Ice Ferret C: *is writing very unkind things about you online*
Shadow Cat B: *Is pretending that didn't hurt it's feelings... but it did*
Stormcrow D: *is just standing there silently with tears streaming down it's face*
Archer Quadruplets: *are nowhere to be found*
Ebon Jaguar C: *Wants to fight but Thanos 5T is holding it back*
Nova Cat C: *has passed out from hyperventilation*
Summoner B: *is asking the Trebuchets where they got their pizzas*
Sun Spider C: *is not surprised because it knew you only pretended to love it*
Night Gyr D: *is threatening to go off and get teen pregnant*
#247
Posted 21 August 2018 - 10:53 AM
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".
Edited by draiocht, 22 August 2018 - 08:27 PM.
insults, Quote Clean-Up
#248
Posted 21 August 2018 - 10:58 AM
You'll have to spell that out to us in the other hemisphere.
#249
Posted 21 August 2018 - 11:02 AM
D V Devnull, on 20 August 2018 - 03:35 PM, said:
I hope you're out there, listening well... I'm trying to post this in at least a somewhat constructive (without getting extremely angry) manner...
I happen to know some people who play MWO, but I can't get to post much on the Forums at all. These people in question happen to be of older age than myself by a factor of around 66% or more, and suffer from Nerve Damage and other Medical Issues. They enjoy being able to LRM here on MWO, as it's all they're normally capable of doing after they return home from a hard day of work on non-game jobs. These changes that you're making to Lock-On Mechanics and such will doom those people to effectively thinking you (and the rest of PGI) have told them to leave and never come back. Those with the aforementioned Medical Issues can NOT track accurately, even with rock-bottom (almost on the order of 'dead zero') mouse sensitivity stats. Now more than likely, they flatly won't even be able to get a lock completed in order to help support their team. Then, they will find themselves repeatedly frustrated as they try any and every weapon to find something they can barely get along with, only to realize that their options are all gone, and they're stuck unable to play in any manner at all. Unfortunately, I also happen to know these people are slowed down due to their age, and can NOT react fast enough to brawl (or even snipe... or direct-fire while moving) in any useful capacity, taking that option from them too. They're going to end up with no choice but to leave MWO permanently, without hope of returning. And if there's one thing I know for sure, MWO does NOT need more nails in a coffin that seems to be slowly materializing for it.
Add to that the exodus from anyone who also gets annoyed at you (and again, the rest of PGI) over hurting those people, as well as some people who are not the 'Top-Tier Competitive'-type of players becoming disillusioned with MWO, and the population for the MatchMaker to work with will be crippled to a reasonable extent. This is not useful to MWO's long-term survival, in any way, shape, or form. I don't know how much of a care you (and again, the rest of PGI) give about old people who are no longer still able to function like younger folk, but the BattleTech Lore gave precedence to having old-aged pilots who didn't run Front-Line Battle Roles. The changes in particular to Streaks, ATMs, Weapon Lock Angle, and Artemis are ALL a slap in the face to every inch of that, as well as to those older people in Real Life who dared even touch MWO in the first place. It would be a rather good idea to reconsider what you're doing to older people with those aforementioned Medical Issues.
Now, all of the important above notes said, I'll note the only two things from your LRM-Related Changes that REALLY needed doing. Those are...
- ECM Bubble Extension -- Could do with a 135-Meter Setting here, instead of just 120
- NARC Cooldown -- Could increase to somewhere around 5.25 to 6 seconds. Pushing it to 7 seconds is what's called 'PGI-Style OverKill', and a second NARC really won't help that much with the issue, as most Mechs with a reasonable design simply could NEVER pack two NARCs.
Also of note is the Cool Shot Changes... You've got something going there with a Duration-based design. However, it needs tweaking. I would recommend boosting cooling at a rate of 5.5 per second, then over a 3 second time period, for a total cooling of 16.5, otherwise people will potentially stop using them altogether, or start spamming the forums due to finding them ineffective. Yes, they should be used proactively instead of in a reactionary manner, but they shouldn't do little enough at a rate of ~4.66 per second over 3 seconds to cause people to think they aren't working at all. However, if you implemented "Alpha Balance PTS 2.0" as-is from what we saw, I think this change to Cool Shots would possibly be flatly unnecessary.
Pardon me at this point, for I feel like I need a drink after reading these v1.4.179, 2018-08-21 Patch Notes. I know one person who's going to hate this being effectively a "To hell with you... Now get out..." for their Birthday. I can already feel my stomach starting to flip upside-down because of what I can tell the effects of this upcoming Monthly Patch will be.
~Mr. D. V. "If it weren't for 'PGI-Style Overkill' in regard to Lock-On Missiles, this Patch might have been good." Devnull
By the Goddess, someone outside of my unit actually is showing some understanding... While I can run most of the weapons systems, I am best with missiles, as several folks can attest to. I have long since grown tired of those who whine about the view that I use just because they can see using regular view to a point that I can't see any movement at all, including being told ( kill your zoom you lazy **** ) among other things ( and no, I am not going to change the text to softsoap it, you will get it the same way I got stuck with it ) not everyone in this game has perfect vision, and I don't appreciate being treated as if it's a requirement to play... I have been around battletech since 87, and as such am one of the older folks playing it. there are folks of all ages playing the game, a few older than me, but most younger, and we each have our own playstyles. While some tend to be constructive about their opinions, alot aren't. To quote Natasha Kerensky " Old age and treachery will beat youth and skill every time" while that may not always be accurate, it comes close alot of the time...
I don't know as of yet about how these new changes are going to work for missiles, but I have my doubts just from reading the notes... If pgi's end goal for missiles to take it out of the game, then they will end up killing the game... As for the pts, I for the most part have stopped trying it, as they have shown far too much tendency to ignore the views/responses of Clanners
#250
Posted 21 August 2018 - 11:20 AM
The reason Clan mechs use laser vomit is because their lasers last too long and spread out damage.
The reason pulse lasers are desirable is because they have shorter duration and can deal pinpoint damage.
The main drawback of U/AC's are the multiple projectiles that spreads out damage.
MRM's have more damage per tone of ammo but the drawback is more projectiles that spreads out the damage.
So why would you use a weapon you can't hip fire and randomly spreads out it's damage across random body parts, some that may not even be facing you, even when fired from even point blank range against something you could easily hit with any other weapon that will concentrate the damage more?
That's right you wouldn't.
#252
Posted 21 August 2018 - 11:30 AM
#253
Posted 21 August 2018 - 11:34 AM
Z Paradox, on 21 August 2018 - 10:28 AM, said:
Weapon - Matches - Fired - Hit - Accuracy - Time Equip.
NARC - 7,137 - 161,311 - 71,992 - 44.63% - 35 days 14:01:53
AMS can kill NARC beacon. I think there is AMS invisible animation bug when it shoot on NARC.
#254
Posted 21 August 2018 - 11:40 AM
Vlad Striker, on 21 August 2018 - 11:34 AM, said:
AMS can kill NARC beacon. I think there is AMS invisible animation bug when it shoot on NARC.
Vlad Striker, on 21 August 2018 - 11:34 AM, said:
AMS can kill NARC beacon. I think there is AMS invisible animation bug when it shoot on NARC.
it was AFK player without ams, last one to kill to end game, so it is not ams... just bad hit reg...
#256
Posted 21 August 2018 - 12:21 PM
Quote
So what you're saying is that since an IS LRM 5 is only 2 tons, Artemis LRM5 should be a 50% improvement?
#257
Posted 21 August 2018 - 12:33 PM
Edited by Marquis De Lafayette, 21 August 2018 - 12:34 PM.
#258
Posted 21 August 2018 - 12:35 PM
Quote
This is actually true, though given it's velocity and usual range fired it doesn't always happen.
#259
Posted 21 August 2018 - 12:41 PM
Galenthor Kerensky, on 21 August 2018 - 10:11 AM, said:
your second edit suggests that only folks in perfect health should be able to speak on balance issues... I disagree... that is like saying that everyone and their dog has the right to chime in on my builds and how I run my mechs when they don't don't pay a dime for them... not going to happen.
Anyone can speak. Who PGI should listen to to make a better game is another story.
Your comment doesn't hold up with consistency. You say anyone should be able to talk about balance, and then say people shouldn't be able to chime in on your builds. So you either support free speech or you don't. You don't have to listen to them chiming in on the builds you make, as PGI shouldn't listen to the lowest common denominator for balance decisions that affect everyone playing!
#260
Posted 21 August 2018 - 12:46 PM
Galenthor Kerensky, on 21 August 2018 - 11:02 AM, said:
By the Goddess, someone outside of my unit actually is showing some understanding... While I can run most of the weapons systems, I am best with missiles, as several folks can attest to. I have long since grown tired of those who whine about the view that I use just because they can see using regular view to a point that I can't see any movement at all, including being told ( kill your zoom you lazy **** ) among other things ( and no, I am not going to change the text to softsoap it, you will get it the same way I got stuck with it ) not everyone in this game has perfect vision, and I don't appreciate being treated as if it's a requirement to play... I have been around battletech since 87, and as such am one of the older folks playing it. there are folks of all ages playing the game, a few older than me, but most younger, and we each have our own playstyles. While some tend to be constructive about their opinions, alot aren't. To quote Natasha Kerensky " Old age and treachery will beat youth and skill every time" while that may not always be accurate, it comes close alot of the time...
I don't know as of yet about how these new changes are going to work for missiles, but I have my doubts just from reading the notes... If pgi's end goal for missiles to take it out of the game, then they will end up killing the game... As for the pts, I for the most part have stopped trying it, as they have shown far too much tendency to ignore the views/responses of Clanners
You talk about PGI having some sort of agenda to take missles out of the game, which is ridiculous.
You should read last month and this month's actual patch notes (it appears you haven't!)
July Notes:
LRM Design Notes: The core role of the LRM in the greater weapon lineup is to have a ranged DPS weapon option at an economic tonnage investment point with the core drawbacks coming in the form of inconsistent DPS due to weapon spread and a number of options available to the opposing player that blunt incoming damage (AMS) or counteract the locking mechanics that can often hard counter the weapon system.
After review of community suggestions and aligning it with our own internal data, we feel that the general proposal aligns with our overall goals for the weapon and agree that they could use a bit of a boost to their sustainability provided they can maintain solid weapon locks.
August Notes:
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.
They WANT LRMs to be more prominent in the game, and have stated that time and time again over the past months, and HAVE made them more effective.
This is a minor dial down, and LRM folks have had it too good and are losing their minds.
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