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Oct Patch Notes


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#1 TheMurf

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Posted 12 October 2018 - 07:09 PM

I must say that the changes at first glance ... awful. I will need to see what they do in game but I really do not see where your data and roll of the dice choices make you think these are required. You keep ruining lasers, missiles are on the very strong side, ballistics I think are solid except MG....geez really you can't seem to address that....

Making me think you are using a broken Magic 8 Ball to select something to keep messing the game up....stop just stop please.

#2 Kanil

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Posted 12 October 2018 - 07:52 PM

Ghost heat quirks seem like... a new source of endless whine.

I wonder if an Awesome can fire two HPPCs and a regular without triggering ghost heat now?

#3 FupDup

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Posted 12 October 2018 - 07:56 PM

View PostKanil, on 12 October 2018 - 07:52 PM, said:

Ghost heat quirks seem like... a new source of endless whine.

I wonder if an Awesome can fire two HPPCs and a regular without triggering ghost heat now?

I would assume not, because GH assumes that all of your weapons alpha'd are all using the heat values for the hottest weapon in the salvo. It should still be counting as triple HPPC normally.

#4 Eisenhorne

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Posted 12 October 2018 - 07:58 PM

It seems the quirks will be specific to the PPC being fired. So AWS-8Q will only get the quirk for triple REGULAR ppcs, and AWS-9M only gets it for regular ERPPC's.

Which of course makes it useless.

#5 Kanil

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Posted 12 October 2018 - 08:03 PM

View PostFupDup, on 12 October 2018 - 07:56 PM, said:

I would assume not, because GH assumes that all of your weapons alpha'd are all using the heat values for the hottest weapon in the salvo. It should still be counting as triple HPPC normally.

Ah. So mechanically the 2GR/ERPPC example of the Nightstar is just considered 3 ERPPCs and thus doesn't trigger ghost heat? But a 2HPPC/1PPC Awesome would be considered firing 3 HPPCs and would get ghost heat?

#6 GeminiWolf

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Posted 12 October 2018 - 08:05 PM

View PostTheMurf, on 12 October 2018 - 07:09 PM, said:

I must say that the changes at first glance ... awful. I will need to see what they do in game but I really do not see where your data and roll of the dice choices make you think these are required. You keep ruining lasers, missiles are on the very strong side, ballistics I think are solid except MG....geez really you can't seem to address that....

Making me think you are using a broken Magic 8 Ball to select something to keep messing the game up....stop just stop please.

I agree, people whine about this, people whine about that then PGI alters everyone's mechs every time they change weapons and now heat management. They have altered settings so often that they have, in some instances, changed everything back to where it was, claiming it's newly balanced. So as you say, PGI just stop, simply stop.

#7 BrunoSSace

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Posted 12 October 2018 - 08:28 PM

Patch notes do look bad but, its not the end of the world.

#8 FupDup

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Posted 12 October 2018 - 08:30 PM

View PostBrunoSSace, on 12 October 2018 - 08:28 PM, said:

Patch notes do look bad but, its not the end of the world.

...But you can see it from here. :P

#9 Y E O N N E

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Posted 12 October 2018 - 08:38 PM

View PostKanil, on 12 October 2018 - 08:03 PM, said:

Ah. So mechanically the 2GR/ERPPC example of the Nightstar is just considered 3 ERPPCs and thus doesn't trigger ghost heat? But a 2HPPC/1PPC Awesome would be considered firing 3 HPPCs and would get ghost heat?


Yes.

An important distinction to make is that all weapons have their own individual ghost heat group size limits, even if the inclusion of other weapons contributes to the pool. A good example is the Light PPC, which has a max group size of 3 before penalties. But, because all PPCs are in the same pool, because every other type has a max group size of 2, and because Ghost heat always starts applying penalties based on the smallest group limit in the pool, you get whacked with ghost for running 2x LPPC and a single PPC.

#10 Novakaine

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Posted 12 October 2018 - 08:40 PM

View PostKanil, on 12 October 2018 - 08:03 PM, said:

Ah. So mechanically the 2GR/ERPPC example of the Nightstar is just considered 3 ERPPCs and thus doesn't trigger ghost heat? But a 2HPPC/1PPC Awesome would be considered firing 3 HPPCs and would get ghost heat?


Can't have the IS to stronk can we.
Which is why I stop opening my wallet.

#11 Eisenhorne

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Posted 12 October 2018 - 09:53 PM

View PostNovakaine, on 12 October 2018 - 08:40 PM, said:


Can't have the IS to stronk can we.
Which is why I stop opening my wallet.


Yea... this patch is looking like a fairly massive buff to clan DPS at the cost of slightly lower clan alphas, while nerfing some of the strongest IS assaults that were required to hold the line against the clans.

Makes perfect sense to me!

#12 WrathOfDeadguy

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Posted 12 October 2018 - 10:51 PM

My only question about the heat scale limit quirk is this:

Why no dual AC20 love for the King Crab?

The HBK-IIC got its stock dual UAC20s; the AWS-8Q got its stock triple PPCs... but alas, poor Crabby, thou still lackest thy boom.

#13 Acersecomic

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Posted 12 October 2018 - 10:55 PM

Observe! Real patch notes by real developers.
https://forums.warfr...ra-update-2310/

#14 El Bandito

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Posted 13 October 2018 - 12:28 AM

View PostEisenhorne, on 12 October 2018 - 09:53 PM, said:


Yea... this patch is looking like a fairly massive buff to clan DPS at the cost of slightly lower clan alphas, while nerfing some of the strongest IS assaults that were required to hold the line against the clans.

Makes perfect sense to me!


CMPL Clan mechs are gonna be firing non-stop. Posted Image I don't understand why the **** does PGI still give the exact same value for 2-slot CDHS and 3-slot IS DHS. One is clearly better, especially when combined with superior XL, endo, ferro... Jeez get a grip already!

View PostWrathOfDeadguy, on 12 October 2018 - 10:51 PM, said:

My only question about the heat scale limit quirk is this:

Why no dual AC20 love for the King Crab?

The HBK-IIC got its stock dual UAC20s; the AWS-8Q got its stock triple PPCs... but alas, poor Crabby, thou still lackest thy boom.


PGI at this stage is still experimenting. Krab's time will come.

Edited by El Bandito, 13 October 2018 - 12:32 AM.


#15 SFC174

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Posted 13 October 2018 - 04:35 AM

Not a fan of introducing the new heat system and reducing clan laser dmg without a heat reduction as well (I mean really, we're going to make clan laser weapons even less heat efficient again? And why does the Clan MPL keep getting nerfed? SMH).

And the ghost heat quirks are the exact opposite of what PGI have said they were trying to do (eliminate quirks).

That said, I'll play a few games and see. And if I don't like it, I can always cancel pre-orders to show my disdain.

#16 El Bandito

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Posted 13 October 2018 - 04:38 AM

View PostSFC174, on 13 October 2018 - 04:35 AM, said:

Not a fan of introducing the new heat system and reducing clan laser dmg without a heat reduction as well (I mean really, we're going to make clan laser weapons even less heat efficient again? And why does the Clan MPL keep getting nerfed? SMH).

And the ghost heat quirks are the exact opposite of what PGI have said they were trying to do (eliminate quirks).

That said, I'll play a few games and see. And if I don't like it, I can always cancel pre-orders to show my disdain.


The increased heat dissipation will make Clans far better at sustained trading, which is why Clan lasers did not receive heat reduction along with damage reduction.

Edited by El Bandito, 13 October 2018 - 04:38 AM.


#17 SFC174

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Posted 13 October 2018 - 05:09 AM

View PostEl Bandito, on 13 October 2018 - 04:38 AM, said:


The increased heat dissipation will make Clans far better at sustained trading, which is why Clan lasers did not receive heat reduction along with damage reduction.


There is so much more to it than that Bandito, as you well know.

Reducing damage and alpha sizes also mean Clan glass cannons have to expose more often. This is doubly bad for a Clanner using MPLs at 300m because they're in optimal range of pretty much every IS weapon of any import.

#MPLLivesMatter

#18 Full Meta Jacket

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Posted 13 October 2018 - 05:20 AM

My favourite part is that they are making the heat changes ... and just blandly stating that they know the Heat Skill Nodes and Stealth Armor will be broken.

It's like the opposite of development. Yet they expect us to keep buying Mech Packs...?!

#19 El Bandito

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Posted 13 October 2018 - 05:23 AM

View PostSFC174, on 13 October 2018 - 05:09 AM, said:

There is so much more to it than that Bandito, as you well know.

Reducing damage and alpha sizes also mean Clan glass cannons have to expose more often. This is doubly bad for a Clanner using MPLs at 300m because they're in optimal range of pretty much every IS weapon of any import.

#MPLLivesMatter


And what would those be? CMPL optimum range is still better than AC20, SRM, IS SSRM, IS MPL, IS ML optimum range.

And have you actually calculated just how much reduction will Clan alphas take post patch? Does the new heat value actually overheat 2xHLL+6xCERML combo? Cause if not...

Edited by El Bandito, 13 October 2018 - 05:25 AM.


#20 K O Z A K

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Posted 13 October 2018 - 05:28 AM

I'm pretty sure they're just ****ing with us at this point





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