Patch Notes - 1.4.185.0 - 16-Oct-2018
#181
Posted 13 October 2018 - 11:42 AM
#182
Posted 13 October 2018 - 12:02 PM
#183
Posted 13 October 2018 - 12:32 PM
#184
Posted 13 October 2018 - 12:50 PM
The Mysterious Fox, on 13 October 2018 - 11:42 AM, said:
They already had more agility than most heavy mechs (and some mediums) and they're getting a buff in that aspect. In terms of firepower they're getting buffed as well because Clan laser vomit is going to be much more sustainable with the DHS buffs.
Outcomes:
1. The Exe will most likely remain mediocre because its true issue is being a huge fragile target with very low mounted arm hardpoints. It already has good agility in every aspect other than having a limited twist radius (but the twist speed is already good) so making it twist/turn faster will not fix its fragility or its horrible arm mounts. It will get some sustainability boost with the DHS buffs, but again that won't change the fact that it's a large target with easily isolated hitboxes and a lack of armor/structure quirks.
2. The Gargles is actually already quite serviceable with laser vomit (seriously, try Gar-D with 2 HLL + 4 ERML) and will get a bit better because of being able to shoot more frequently and being even more agile than it already is.
Edited by FupDup, 13 October 2018 - 12:53 PM.
#185
Posted 13 October 2018 - 12:52 PM
The Mysterious Fox, on 13 October 2018 - 11:42 AM, said:
Yepp, everything that relied mostly on C-HLL/ERML/MPL gonna be hit hard(likely just a single alpha before shutdown and somewhere minus 10% alpha strike)...at least HML are untouched (for now?), so some options are still available....
But who cares about that pathetic vomit any more? Lurms and ATMs are the new king of the hill.
Edited by GweNTLeR, 13 October 2018 - 12:55 PM.
#186
Posted 13 October 2018 - 01:01 PM
Edited by NUMBERZero1032, 13 October 2018 - 01:01 PM.
#187
Posted 13 October 2018 - 01:04 PM
Edited by Dank R Hill, 13 October 2018 - 01:05 PM.
#189
Posted 13 October 2018 - 01:32 PM
Bushmaster0, on 13 October 2018 - 01:21 PM, said:
BTW, just a day before I had the situation:
- the enemy mech (flea) stays still (DC)
- my mech stays still in less than 100m from enemy mech
- I am shooting (4xMPL) at enemy CT
=> NO hit reg!!
Saddly I had not recorded that game. But some guys had seen this moment.
#190
Posted 13 October 2018 - 01:36 PM
MarsThunder, on 13 October 2018 - 01:32 PM, said:
- the enemy mech (flea) stays still (DC)
- my mech stays still in less than 100m from enemy mech
- I am shooting (4xMPL) at enemy CT
=> NO hit reg!!
Saddly I had not recorded that game. But some guys had seen this moment.
On DC Mechs hit-reg is on purpose wonky. Or as some they the hitboxes are shifted. So that you can not farm headshots.
In the far far past I WAS farming headshots from DC's so yeah, there was a time, where hitboxes where correct.
#192
Posted 13 October 2018 - 01:50 PM
#193
Posted 13 October 2018 - 01:55 PM
#194
Posted 13 October 2018 - 02:01 PM
#195
Posted 13 October 2018 - 02:04 PM
#197
Posted 13 October 2018 - 02:10 PM
Edit: ... and I made it to the eleventh...
Edited by Aidan Crenshaw, 13 October 2018 - 02:11 PM.
#198
Posted 13 October 2018 - 02:11 PM
Please stop, TT is unbalanced, and its not meant to be used for an actual Shooter game.
There is a reason why, because TT is based off tactics and dice rolls.
So please, stop balancing the game off the 10 people on the forums who want TT values.
This is mechwarrior, a ADAPTATION, not a actual translation of TT. So stop making it like TT.
Also abandoning all the changes the community decided on GG PGI.
Edited by theplayerx4734, 13 October 2018 - 02:12 PM.
#199
Posted 13 October 2018 - 02:32 PM
#200
Posted 13 October 2018 - 02:37 PM
Anyone can explain concisely what is changing and how it affects the game now?
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