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Patch Notes - 1.4.190.0 - 11-Dec-2018


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#21 Uncle Totty

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Posted 08 December 2018 - 06:05 AM

So how many mechs are still with out weapon retrofits, and how soon will they get them?

#22 Ralph Edwards

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Posted 08 December 2018 - 07:12 AM

Why does the pdf list small laser cool down for the charger 1a and the quirk post shows it has is std laser cool down?

#23 Sereglach

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Posted 08 December 2018 - 09:48 AM

Overall it actually looks like a good patch. Nice to see that when I finally pulled my Kintaro out of moth-ball it actually is ending up with a buff . . . looks like I'll be playing it more in the future, too.

I'm glad to see Stealth Armor is finally getting fixed, but not happy to see that the heat related skill nodes in the Operations tree are still broken and outright aggravated that Flamers are still brokenly OP as all hell . . . it's exploit worthy if your team is actually supporting you.

I've been avoiding using the current state of flamers because it's just brokenly OP to put people at 90% heat in less than 3 seconds with 3-4 Flamers and leave them with not even enough capacity to fire more than a standard Medium Laser in most cases. In fact the ramp-down nodes allow you to do this to 2-3 mechs at once, over time, if you're good about it and/or have solid team support. Like I said, it's exploit worthy and I'm sure not fun at all for the people that I've done this to in the past.

Fixed flat values . . . 0.8 - 1.0 DPS, 1.0 - 1.5 Heat DPS, and .75-1.25 HPS are solid ranges to start with to reign in the weapon, fix ALL the issues of the exponential/accelerated scaling mechanics, and makes balancing the weapon a more reasonable and feasible task. Please fix this weapon, it'd be much better to have a well balanced and highly viable weapon in all forms of play rather than have something with a niche use -at best- even if the exploit worthy status is "fixed" (the only way to really fix it right now is to nerf the Flamer's current functionality into being useless . . . again).

#24 Vellron2005

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Posted 08 December 2018 - 10:29 AM

So wait..

What they're saying is the Pirate's Bane is now gonna be invisible all the friggin time? REALLY?

This is gonna be so broken it's not even funny..

#25 cyclist1994

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Posted 08 December 2018 - 12:02 PM

Guess the stealth armor went from zero to hero.
I will check it out!
If it's too good it will be degraded in a future patch, so I do not worry.
At least it will be fun for a while :-))

#26 Koniving

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Posted 08 December 2018 - 12:41 PM

View PostRhialto, on 07 December 2018 - 06:57 PM, said:

Again another patch and still not fixed:

Posted Image

A fix to this would actually be pretty easy, but then 80% or more of the users would complain.

The stationary shadows are tied to objects attached to the CAMERA, which doesn't move with the mech. The cockpit has a bounce animation that also doesn't move with the mech either. (Mech moves side to side in some of these images, and yet the cockpit only goes up and down).

If the shadows of those objects and those objects were attached to the mech, they would be inconsistent with the "Cockpit mech" that you actually see from the pilot view. If we attached the cockpit mech to the actual mech's movements, your head would go through the ceiling or get thrown out the walls repeatedly, as your head doesn't move while the mech does.

As such, the easiest true fix, is to attach the cockpit mech AND the camera to the ACTUAL MECH animations.

Which means goodbye "perfectly straight aiming" as our cameras, cockpits, and mechs will follow the movement of the actual mechs, completely changing how the game feels when you shoot and adding a degree of difficulty and skill that MWO players are just not capable of coping with.

To help showcase this... Here's the traditional Hunchback view.
Just watch long enough to get an idea of how the cockpit moves. Up/down hobble. In this case there's also a minor tilt.

Now here's what it looked like 6 months before, when the COCKPIT MECH actually used the REAL MECH's animations (at least for some mechs). Keep in mind that Hunchbacks in MWO walk with similar "swagger" of "Hardcase" from MechCommander
Note how the cockpit not only goes up and down, but it sways left and right just like the Hunchback actually walks.

Now for comparison, watch how the Hunchback walks.
Notice the left/right rotating swagger of the torso?

Imagine your cockpit imitating what your mech actually does...like it should. But that's only half of the fix.
Now imagine that your camera following that movement, as it should given that it should be attached TO YOUR NECK...(but it isn't)... There's the fix. But this has the problem of your reticle not remaining in the center as your head moves with the cockpit and the mech but the reticle doesn't.
And finally, now imagine your aim also being attached to where your camera is looking which is following the cockpit which is following the mech's movements. Bam, now you can't aim straight.

Right now the closest way to imitate this is to run in third person, and trust me even that minor bit can really throw your aim off as exampled here when comparing how the lasers are firing while in first to in third, in how straight lines are possible in first but in third the way you hobble drastically changes how the lasers move (as the reticle is drawn from the cockpit and not from the camera in third person). But as I said, if they did this simple fix, 80% or more of the players would complain because running forward and shooting straight would be impossible... you'd have to do something more Battletech like reduce your speed for accuracy. o.O;

Actually, in some situations, even when the first person view can't see over the ridge to shoot because the reticle stops on an obstacle, in third person if the real mech's cockpit is above where the first person cockpit actually is (like in a spider), you can get your reticle to aim at things farther away. Useless in a spider, sure, (unless using Anansi and LRMs), but handy in other mechs with shoulder mounted weapons as the cockpits rarely if ever line up. Thunderbolt's a great example. Roughneck as well.

Edited by Koniving, 08 December 2018 - 08:20 PM.


#27 Tordin

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Posted 08 December 2018 - 12:45 PM

View PostVellron2005, on 08 December 2018 - 10:29 AM, said:

So wait..

What they're saying is the Pirate's Bane is now gonna be invisible all the friggin time? REALLY?

This is gonna be so broken it's not even funny..


Broken? Yeah, cant have a niche equipment be actually useful for once can we? The locust PB will be feared by its non heat mg, stealth kills. Stealth were crap deluxe before now it can actually be good to have.

#28 NUMBERZero1032

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Posted 08 December 2018 - 01:46 PM

Cool buff on the Victor, but you could buff the twist rate more. at least 104. Keep it a viable and competitive choice in the face of two new assaults.

#29 Sable Dove

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Posted 08 December 2018 - 01:59 PM

Who's looking forward to those permanently-invisible gauss snipers?

#30 dr3dnought

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Posted 08 December 2018 - 02:13 PM

View PostVellron2005, on 08 December 2018 - 10:29 AM, said:

So wait..

What they're saying is the Pirate's Bane is now gonna be invisible all the friggin time? REALLY?

This is gonna be so broken it's not even funny..

View PostSable Dove, on 08 December 2018 - 01:59 PM, said:

Who's looking forward to those permanently-invisible gauss snipers?

"Invisible" LUL

#31 Nema Nabojiv

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Posted 08 December 2018 - 02:28 PM

View PostSable Dove, on 08 December 2018 - 01:59 PM, said:

Who's looking forward to those permanently-invisible gauss snipers?

This whole idea only sounds good. What actually happens is that the team with stealth gauss sniper is effectively one mech down from the start.
And then the sniper guy is left alone against the [Redacted] and complains his team died.

Edited by draiocht, 09 December 2018 - 12:18 PM.
inappropriate reference


#32 5th Fedcom Rat

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Posted 08 December 2018 - 03:35 PM

Pretty anemic patch. Not much to get excited about besides the samurai mechs and items, which are pretty awesome admittedly.

#33 Tier5 Kerensky

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Posted 08 December 2018 - 10:18 PM

View PostSable Dove, on 08 December 2018 - 01:59 PM, said:

Who's looking forward to those permanently-invisible gauss snipers?


We already had then on cold maps. Due to the way different heat calculations worked, even previously a mech could dissipate heat when using stealth, as long as the map was cold.(I think it was that the enviroment dissipation was in full effect even when the heatsink dissapation was null due to stealth armor) So steath mechs could stay cool dissipating their movement heat and the small heat generated by gauss. You could even gradually dissipate normal amounts of heat, while keeping the stealth on, but that took a lot longer time than to dissipate the small amount of gauss+movement heat.


I've had lots of mechs trying to use them(stealt+gauss). Pure gauss sniping is just so weak and most players are able to spot you anyway once you shoot them few times, then they only need to fire even something like ERM outside of the max range, and their teammembers will notice what they are doing, and anyone with range will shoot you, plus some light or medium usually gets exited and comes to kick your *** as well.(Im sure you can have lots of fun with stealth gauss on tier 5, but then you can have similiar fun with streak Locusts as well)

Together with the fact that you have to be at least heavy to pack two gauss rifles plus all other stuff, it's not just going to work.

Sniping, in the sense that you are using long range weapons, and are standing in position way off the rest of your team, is just so challenging that most mechs can't do it.(if you want to try, take Mad IIC D with two ERL and two gauss)


Or if someone is more worried about single gauss stealt snipers, I think mainly Grille might be able to do it effective enough. You might as well as take Shadow cat for similiar effect. Grille is probably better though, but not because of the stealth.

#34 D V Devnull

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Posted 08 December 2018 - 10:56 PM

View PostTeer Kerensky, on 08 December 2018 - 10:18 PM, said:

Or if someone is more worried about single gauss stealt snipers, I think mainly Grille might be able to do it effective enough. You might as well as take Shadow cat for similiar effect. Grille is probably better though, but not because of the stealth.

Uhm... what is "Grille"??? :blink:

~D. V. "just not getting the reference" Devnull

#35 Tier5 Kerensky

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Posted 08 December 2018 - 11:15 PM

View PostD V Devnull, on 08 December 2018 - 10:56 PM, said:

Uhm... what is "Grille"??? Posted Image

~D. V. "just not getting the reference" Devnull


GHILLIE. IS hero mech with ECM. Yeah it's a bit difficult to remember exact spelling.

#36 Weeny Machine

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Posted 09 December 2018 - 01:25 AM

No 35t mech gets a mobility improvement but Osiris, Victor and Wolverine which are pretty nimble for their class? While 35 tonners, the chassis which need agility most because they are fragile and easy to hit, drive mostly like school buses? Balance hahaha

Posted Image

Edited by Bush Hopper, 09 December 2018 - 01:43 AM.


#37 Six-Pack

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Posted 09 December 2018 - 01:41 AM

View PostBush Hopper, on 09 December 2018 - 01:25 AM, said:

No 35t mech gets a mobility improvement but Osiris, Victor and Wolverine which are pretty nimble for their class? While 35 tonners, the chassis which need agility most because they are fragile and easy to hit, are screwed? Balance hahaha


Especially the barndoor FS-9 that has the lowest stats among all of them. Assassin is smaller and faster...

#38 Jesse Custer

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Posted 09 December 2018 - 08:10 AM

They've always said mobility changes would be done in waves for testing/tweaking, not en masse. So far, they're sticking to that.

#39 Y E O N N E

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Posted 09 December 2018 - 09:46 AM

View PostVellron2005, on 08 December 2018 - 10:29 AM, said:

So wait..

What they're saying is the Pirate's Bane is now gonna be invisible all the friggin time? REALLY?

This is gonna be so broken it's not even funny..


Oh yes, fear those four Medium lasers! So OP! Posted Image

#40 Tarl Cabot

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Posted 09 December 2018 - 10:35 AM

So first PGI decouples engine ratings so they do not affect mobility values, giving each weight class/etc their default values then starts increasing mobility values, though static, across the board. The update affects more IS mechs than Clan mechs, but still. Maybe there should be two different ranges, one for Clans and one for IS.





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