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Patch Notes - 1.4.185.0 - 16-Oct-2018


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#61 SneekiBreeki

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Posted 12 October 2018 - 04:32 PM

Thanks, Chris.

#62 roboPrancer

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Posted 12 October 2018 - 04:34 PM

I come back from working in the potato fields all day and what do I get? Armor nerfs and atm buffs... Thanks fam

#63 MechNexus

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Posted 12 October 2018 - 04:35 PM

Thanks, Chris.

#64 Marjan Lion

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Posted 12 October 2018 - 04:35 PM

Thanks, Chris

#65 Buenaventura

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Posted 12 October 2018 - 04:36 PM

I'll try to get a few of the Solaris rewards. The mode seems rather deserted though.

An end of season Solaris event would've helped, like you said in an other thread, Matt.

#66 MaoutheGreat

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Posted 12 October 2018 - 04:36 PM

View PostArkhangel, on 12 October 2018 - 04:29 PM, said:

To be blunt, the CERLL is the one that NEEDED the nerf. You literally tend to see at least two Hellbringers with CERLLs in any match who're always sitting back too cowardly to actually engage, just sniping.

You legit haven't played in 3 months ( https://leaderboard....rch?u=Arkhangel ) so where are you getting this info from. As someone who plays FP regularly and has done group drops in QP regularly ERLL mechs are a valid strategy and can spit out some of the best damage and kill numbers even when compared to the Dakka MCII-B, Deathstrike with Gauss Vom, and other Clan Laser Vom mechs.

#67 SoulRcannon

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Posted 12 October 2018 - 04:37 PM

I'm going to attempt to stick to fundamentals. The number of DHS clan mechs can boat, will increase clan laserboat dps because of the dissipation. Builds will be made around the cap, hit the cap, then cool off nice and fast. Despite the weapon changes, this is a clan laservomit buff, an outcome that unless I'm mistaken runs contra-indicated to the purpose of the PTS sessions. And where it's a buff, can we see how it works before IS armor quirks are nerfed? I mean, if patience is necessary for the PTS 2.1 mobility change implementation, why not this?

And for the sake of attempting competitive IS laser builds in the new environ, could you please consider making IS double heatsinks a little better than clan DHS? If you need a fluff reason, it occupies more crit space, increased surface area within dissipates heat a little better... The fact that IS laser builds cannot boat anywhere near as many DHS make them no where as good a recipient of these changes over clan laser builds.

So finally having said this, I guess we'll see how the game is when the patch hits. Oh me, oh my.

#68 thievingmagpi

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Posted 12 October 2018 - 04:39 PM

well at least the "aiming is OP" crowd can be (further) satisfied.

#69 Arkhangel

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Posted 12 October 2018 - 04:39 PM

View PostMaoutheGreat, on 12 October 2018 - 04:36 PM, said:

You legit haven't played in 3 months ( https://leaderboard....rch?u=Arkhangel ) so where are you getting this info from. As someone who plays FP regularly and has done group drops in QP regularly ERLL mechs are a valid strategy and can spit out some of the best damage and kill numbers even when compared to the Dakka MCII-B, Deathstrike with Gauss Vom, and other Clan Laser Vom mechs.

I never said they weren't viable and Valid, quite the contrary. I said they were BROKEN, which is why they need the nerf.

#70 Detergent II

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Posted 12 October 2018 - 04:40 PM

View PostroboPrancer, on 12 October 2018 - 04:34 PM, said:

I come back from working in the potato fields all day and what do I get? Armor nerfs and atm buffs... Thanks fam

It's pronounced, "Thanks, Chris", my dude

Posted Image

#71 MisterSomaru

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Posted 12 October 2018 - 04:41 PM

View PostArkhangel, on 12 October 2018 - 04:29 PM, said:

To be blunt, the CERLL is the one that NEEDED the nerf. You literally tend to see at least two Hellbringers with CERLLs in any match who're always sitting back too cowardly to actually engage, just sniping.


The only place that you will regularly see ERLL hellbies is in faction. the dps simply isn't high enough to take to QP. As is, you're 98% more likely to see lrm or ATM hellbringers.
Don't delude yourself, man.

#72 Detergent II

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Posted 12 October 2018 - 04:41 PM

View PostArkhangel, on 12 October 2018 - 04:39 PM, said:

I never said they weren't viable and Valid, quite the contrary. I said they were BROKEN, which is why they need the nerf.


?????
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#73 Rather Dashing

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Posted 12 October 2018 - 04:44 PM

Please fix the weapon geometry on the Centurion.

#74 thievingmagpi

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Posted 12 October 2018 - 04:45 PM

I'm not sure I've ever encountered... in maybe 20 years of gaming, a more inept development team

Edited by thievingmagpi, 12 October 2018 - 04:45 PM.


#75 Composite Armour

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Posted 12 October 2018 - 04:48 PM

I'm going to ask it again.

Why were armour quirks nerfed based on a 4v4 test environment?

#76 MisterSomaru

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Posted 12 October 2018 - 04:54 PM

View PostComposite Armour, on 12 October 2018 - 04:48 PM, said:

I'm going to ask it again.

Why were armour quirks nerfed based on a 4v4 test environment?


If I recall correctly, 100 tonners live longer when shot at by 4 mechs, as opposed to 12. they get deleted no matter the armor quirks when focused.

#77 Felbombling

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Posted 12 October 2018 - 04:56 PM

I'm really surprised that you guys/gals are pushing forward without some kind of adjustment to Flamers. Can't you use some forethought to figure out the impact of the heat changes on the weapon system? We're going to just test it live and see what happens? Kooky.

#78 thievingmagpi

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Posted 12 October 2018 - 04:57 PM

View PostComposite Armour, on 12 October 2018 - 04:48 PM, said:

I'm going to ask it again.

Why were armour quirks nerfed based on a 4v4 test environment?


same reason why the way they thought to address hemorrhaging player count, plummeting skill level and the flight of veteran and skilled players was to make the world championship based on Stock Mode.

#79 Sereglach

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Posted 12 October 2018 - 05:04 PM

View PostFelbombling, on 12 October 2018 - 04:56 PM, said:

I'm really surprised that you guys/gals are pushing forward without some kind of adjustment to Flamers. Can't you use some forethought to figure out the impact of the heat changes on the weapon system? We're going to just test it live and see what happens? Kooky.

See, that's the thing. It got tested, and feedback was given. Very thorough feedback, at that. In fact, I was able to outline exactly how they're going to be able to utterly break the game akin to Flamergeddon 1.0 with a new Flamergeddon 2.0.

https://mwomercs.com...ts-20-feedback/

They know EXACTLY what is coming; and they seem to be hoping that no one is going to figure it out. Either that, or they're intentionally creating this Flamergeddon, get people to scream at Russ on twitter -like they did last time-, and use it as an excuse to nerf the weapon so hard into oblivion that no one gives it a second thought ever again.

I'm hoping it's just the first one; and that they're dragging their feet, because the true fix to flamers will take a tiny bit of actual coding effort (even though it can quite possibly be jerry rigged off of xml changes, from players parsing files). I'd like to give them the benefit of the doubt that they're just dragging their feet. I'm trying really hard to give them the benefit of the doubt.

Regardless, it's inexcusable; and I'm disappointed and disgusted by it.

Edited by Sereglach, 12 October 2018 - 05:05 PM.


#80 stocky0904

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Posted 12 October 2018 - 05:14 PM

For everybody who is interested: the quirks for the Champion are in the patchnotes PDF file





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