Edited by RJF Volkodav, 12 October 2018 - 11:50 PM.
Patch Notes - 1.4.185.0 - 16-Oct-2018
#121
Posted 12 October 2018 - 11:50 PM
#122
Posted 12 October 2018 - 11:55 PM
Trennbull, on 12 October 2018 - 10:46 PM, said:
I agree, my huntsman hates this idea, but does it matter? not really it's just an adjustment we will roll with, in two weeks i'll have forgotten about it like i'm still trying to forget the clan med pulse range nerf, actually the IS large pulse damage nerf wrecked my favourite marauder and i still haven't gotten over that one, lol. But really does it matter? nah just fit the mech out how you like and play well, the numbers will mean little in the end. No really just add one point to large pulse lasers again, they were so much better
#123
Posted 13 October 2018 - 12:05 AM
InnerSphereNews, on 12 October 2018 - 03:06 PM, said:
Don't you think that it's kinda sorta backwards that players can probably hit top 100 long before getting 25 total matches? Probably not unexpected, given the number of players on each division's leaderboard, but damn.
#124
Posted 13 October 2018 - 12:21 AM
#125
Posted 13 October 2018 - 01:23 AM
3.85 h/s
Old dissipation with 30 DHS and 10% from dissipation skill nodes:
5.5 h/s
Difference: 1.65 h/s
New dissipation with 20 DHS and 10% from dissipation skill nodes:
4.85 h/s
New dissipation with 30 DHS and 10% from dissipation skill nodes:
7.26 h/s
Difference 2.41 h/s
While heat capacity was reduced for both IS and Clan mechs, clan laser boats that generally carry more heat sinks received 0.76 h/s dissipation for free, an equivalent of 3.5 new 0.22 h/s heat sinks or 5 old ones.
=======================================================================================
Why nerf MPL? The problem with clan lasers is damage/ton. MPL weight 2 tons each.
Why no adjustmentes to heat and/or duration were made for nerfed cERML and HLL?
Clan laser vomit is just one type of build. There's also gauss vomit, UAC boating, LB10/20X + SRM brawling, all were buffed by increased dissipation, all weight less than iS counterparts, but somehow IS armor quirks still had to be nerfed.
SRM nerf through ECM? Seriously? And with no buff to non artemis missile spread? I guess I'll remove artemis from all of my brawler mechs. And then you ask why laser/gauss vomit is so prevalent? It's because of crаp like this.
Solaris? What is Solaris? Seriously you need to merge divisions into one queue and add weight or invisible power rating based matchmaker. The game mode is a waste of time, literally. You have to sit and stare into your screen for minutes to find a game.
Edited by kapusta11, 13 October 2018 - 01:53 AM.
#126
Posted 13 October 2018 - 01:47 AM
RJF Volkodav, on 12 October 2018 - 11:50 PM, said:
Completely agree. Everything else, from LRM to UACs and RACs, everything else is better than energy on the IS side, and you nerf the clan side so no one can be happy?
Literally no one was calling for a CMPL nerf, but you keep pushing for one. Why do you insist on aggravating players? Just stop, seriously.
I have positive comments about most of the other changes, but that really goes by the wayside when you have AGAIN this push for changes that annoy people.
KEEP CMPL AS THE ARE!!! Buff MPL if faction balance is what you're worried about.
#127
Posted 13 October 2018 - 01:49 AM
> Damage reduced to 6.5 (from 7)
I suppose PGI will not relax until mpl reduced to 0.1
Edited by MarsThunder, 13 October 2018 - 01:59 AM.
#128
Posted 13 October 2018 - 02:05 AM
If it is not ready. Don't bring it out.
"Here is our brand new car, we fix the problems with breaking, steering, etc., later."
Why are we not allowed to know the rewards for Solaris7 at the beginning of a season?
"We are here at Wimbeldon, Steffi Graf is serving for Matchball to win the tournament, and just in time the envelope with the rewards for her victory is arriving!"
Edited by tee5, 13 October 2018 - 02:06 AM.
#129
Posted 13 October 2018 - 02:23 AM
#130
Posted 13 October 2018 - 02:24 AM
tee5, on 13 October 2018 - 02:05 AM, said:
Yepp, that's idiotic at least. When the rewards were posted for the previous season I thought: WTF for REAL, I'm not getting GXP??? Not gonna play this s****y mode any more. But if I knew the prizes, I might have played some divisions.
However, after reading the patch notes, I'm happy I didn't waste my time doing it-it might be meaningless, since many players might decide to quit MWO due to the new (upcoming) lurmpocalypse.
Edited by GweNTLeR, 13 October 2018 - 02:24 AM.
#131
Posted 13 October 2018 - 02:24 AM
I guess we will see and feel the whole picture after patching.
There are many things to consider now and there will be new strategies and builds, which is good.
But also there will be a loss of some beloved mech builds i guess, so lets see how it works out.
IMPORTANT: FIX LEAVING GROUP BUG!
#132
Posted 13 October 2018 - 02:26 AM
Pelmeshek, on 13 October 2018 - 02:23 AM, said:
Oh wow, I missed that possibility. Now that's really hilarious.
#133
Posted 13 October 2018 - 02:40 AM
#134
Posted 13 October 2018 - 02:45 AM
Hiten Bongz, on 12 October 2018 - 04:28 PM, said:
Excuse me, what? SHS is currently 1.3 cap and .13 dissipation. DHS is 1.5 cap, .15 dissipation.
So yeah, I think we're due a real explanation as to why DHS are getting patched to have 33% less capacity than SHS. Let's also not forgot the fact that DHS have less HP than SHS while taking up 3x (or 2x) the slots, and the price to convert to DHS, where applicable.
What say you, Chris?
Did YOU not do the pts's ? They were testing a fixed heat cap in two of them where there was zero increase in capacity by installing additional heat sinks.
#135
Posted 13 October 2018 - 03:10 AM
Dee Eight, on 13 October 2018 - 02:40 AM, said:
What's the problem with HGauss anyway? At 460m, which is cERML optimal range, dual HGauss with 15% range quirk deals a whopping 6.76 more damage than dual cGauss while being 12 tons heavier and forcing you to use std engine. Also, once your ST is open it's gone, that's why you need armor qirks on those assaults in the first place.
#136
Posted 13 October 2018 - 03:21 AM
XkrX Dragoon, on 12 October 2018 - 05:23 PM, said:
The first heat pts had it at forty, second one they tried fifty. But additional heatsinks didn't add heat capacity. The forty/fifty were hard limits. Only thing that could increase capacity was the skill nodes, and then it was only 15% on top of the hard cap...so... 6 and then 7.5 extra.
#137
Posted 13 October 2018 - 03:21 AM
So... No PGI, I dont want a Warhammer IIC, nice try, but no thanks
#138
Posted 13 October 2018 - 03:23 AM
Steel Raven, on 12 October 2018 - 06:07 PM, said:
ACTUALLY...there's an additional bug related to ECM and in particular..stealth armor...they know about...and haven't mentioned in the patch notes...so i assume they haven't figured out how to code a fix to it yet.
#140
Posted 13 October 2018 - 03:31 AM
Lynx OGrady, on 13 October 2018 - 03:21 AM, said:
So... No PGI, I dont want a Warhammer IIC, nice try, but no thanks
You also DIDN'T play the last two heat scale / heat sink PTS's did you ? In the pts, the DHS were truedubs... 0.2/sec disappation, but with a hard fixed limit on heat capacity (40 was tested, and then 50 was tested) it made a lot of builds even more viable, including energy ones. Now they're patching them to be even better at 0.22/second than we were testing them at, AND the heat cap isn't going to be hard limited to 50.
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users