Patch Notes - 1.4.193.0 - 22-Jan-2019
#101
Posted 20 January 2019 - 07:11 AM
#102
Posted 20 January 2019 - 07:43 AM
Screw parity. It shouldn't even be close if you bring machine guns and I bring LBX20. Besides, machine guns on mechs are primarily anti-infantry weapons according to lore since mechs had to be loaded for any potential encounter.
Also, make machine guns have a jam chance like EVERY other ballistic weapon in the game. Increase the RAC jam and DECREASE THE UAC JAM. Uac are almost unusable sometimes due to jam chance, while a guy with RAC will wear you out. I can jam a UAC 10 times before a RAC guy can jam his.
Streaks need a buff, so bravo, their spread is WAY to much and way to ineffective.
Make engine size directly affect mobility again to make more builds better, it only makes sense that a bigger engine makes more juice more quickly to move the myomers in the mechs.
Radar needs to be fixed. It needs to be 360 within a few hundred meters of the mech, or even 100 meters. It is almost useless since most things on your forward radar are in LOS, it isn't really helpful at all. I can already see them, what good is radar? And if I have a guy on radar and he is 20 meters from me, he walks around back of me and suddenly I can't tell where he is? I have a 17mil c-bill mech and you don't think I couldn't mount some 360 radar on that crap since there is like no rear armor on that thing? You bet I would. Heck, even make it a piece of equipment like an active probe that I could add if I wanted!
If you just fixed radar, it would balance out the light problem almost by itself.
I know this is a PUB game, but if there was some penalty for charging your mech in headfirst to the enemy line carelessly, like having to replace weapon systems since other things would be too expensive, then you could actually play weapon ranges like you are supposed to. Or, just make it like you don't earn c-bills on losses, I don't know.
Face-tank the game where everyone is a brawler build and the highest alpha wins, gets old.
Sorry about the rant. I still have fun at this game.
#103
Posted 20 January 2019 - 07:59 AM
DAEDALOS513, on 20 January 2019 - 07:11 AM, said:
They have literally said they are bringing bacck old maps in a Twitch stream. Old Forrest, Old Forrest Snow, and Old Frozen are coming. No word on Old Terra at this time
Careful Method, on 20 January 2019 - 07:43 AM, said:
Screw parity. It shouldn't even be close if you bring machine guns and I bring LBX20. Besides, machine guns on mechs are primarily anti-infantry weapons according to lore since mechs had to be loaded for any potential encounter.
Also, make machine guns have a jam chance like EVERY other ballistic weapon in the game. Increase the RAC jam and DECREASE THE UAC JAM. Uac are almost unusable sometimes due to jam chance, while a guy with RAC will wear you out. I can jam a UAC 10 times before a RAC guy can jam his.
Streaks need a buff, so bravo, their spread is WAY to much and way to ineffective.
Make engine size directly affect mobility again to make more builds better, it only makes sense that a bigger engine makes more juice more quickly to move the myomers in the mechs.
Radar needs to be fixed. It needs to be 360 within a few hundred meters of the mech, or even 100 meters. It is almost useless since most things on your forward radar are in LOS, it isn't really helpful at all. I can already see them, what good is radar? And if I have a guy on radar and he is 20 meters from me, he walks around back of me and suddenly I can't tell where he is? I have a 17mil c-bill mech and you don't think I couldn't mount some 360 radar on that crap since there is like no rear armor on that thing? You bet I would. Heck, even make it a piece of equipment like an active probe that I could add if I wanted!
If you just fixed radar, it would balance out the light problem almost by itself.
I know this is a PUB game, but if there was some penalty for charging your mech in headfirst to the enemy line carelessly, like having to replace weapon systems since other things would be too expensive, then you could actually play weapon ranges like you are supposed to. Or, just make it like you don't earn c-bills on losses, I don't know.
Face-tank the game where everyone is a brawler build and the highest alpha wins, gets old.
Sorry about the rant. I still have fun at this game.
Okay, Dr. Evil.
#105
Posted 20 January 2019 - 08:06 AM
200 per ton according to tabletop. I dunno, carrying 2 tons of ammo and having 4 million rounds seems excessive.
Signed,
Dr. Evil
#106
Posted 20 January 2019 - 08:22 AM
D V Devnull, on 19 January 2019 - 08:05 AM, said:
~Mr. D. V. "finally dispelling any thought that this was just a myth linked to one computer" Devnull
It means very little to the overall experience of the game, ergo, not a priority. Him being that one guy who constantly whinges about it at every oppurtunity just makes me wish that they never fix it, just to needle Rhialto more.
Of all the things that could be focused on, you guys pick literally the single most inconsequential of all. If anyone spends that much time watching their shadow, I shudder to imagine what their lifespan per match is.
Edited by Aidan Kell, 20 January 2019 - 08:24 AM.
#107
Posted 20 January 2019 - 08:27 AM
Careful Method, on 20 January 2019 - 07:43 AM, said:
Screw parity. It shouldn't even be close if you bring machine guns and I bring LBX20. Besides, machine guns on mechs are primarily anti-infantry weapons according to lore since mechs had to be loaded for any potential encounter.
Also, make machine guns have a jam chance like EVERY other ballistic weapon in the game. Increase the RAC jam and DECREASE THE UAC JAM. Uac are almost unusable sometimes due to jam chance, while a guy with RAC will wear you out. I can jam a UAC 10 times before a RAC guy can jam his.
Streaks need a buff, so bravo, their spread is WAY to much and way to ineffective.
Make engine size directly affect mobility again to make more builds better, it only makes sense that a bigger engine makes more juice more quickly to move the myomers in the mechs.
Radar needs to be fixed. It needs to be 360 within a few hundred meters of the mech, or even 100 meters. It is almost useless since most things on your forward radar are in LOS, it isn't really helpful at all. I can already see them, what good is radar? And if I have a guy on radar and he is 20 meters from me, he walks around back of me and suddenly I can't tell where he is? I have a 17mil c-bill mech and you don't think I couldn't mount some 360 radar on that crap since there is like no rear armor on that thing? You bet I would. Heck, even make it a piece of equipment like an active probe that I could add if I wanted!
If you just fixed radar, it would balance out the light problem almost by itself.
I know this is a PUB game, but if there was some penalty for charging your mech in headfirst to the enemy line carelessly, like having to replace weapon systems since other things would be too expensive, then you could actually play weapon ranges like you are supposed to. Or, just make it like you don't earn c-bills on losses, I don't know.
Face-tank the game where everyone is a brawler build and the highest alpha wins, gets old.
Sorry about the rant. I still have fun at this game.
lol
#108
Posted 20 January 2019 - 10:02 AM
Careful Method, on 20 January 2019 - 08:06 AM, said:
200 per ton according to tabletop. I dunno, carrying 2 tons of ammo and having 4 million rounds seems excessive.
Signed,
Dr. Evil
2000 rounds per ton is already less than I would expect for an MG.
#109
Posted 20 January 2019 - 10:09 AM
Careful Method, on 20 January 2019 - 07:43 AM, said:
Lowest performing and played class in the game already PERIOD.
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videos?
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Bigger is bigger to such a large degree isn't good for a game where its one or four mechs per pilot per game. Also machine guns do work against mechs. Actually in TT was infantry even in the original game? Didn't that get added shortly after?
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Most ballistics don't have jam, including the one you just mentioned LBX, also AC and Gauss.
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The game needs more incentive to push newer players to other weapons. Having auto aim weapons be to good like streaks having the auto aim, more range on clan, and CT centric while still doing equal or almost equal damage just makes it so that newer players will stick with those and atm/lrm all the time. Why learn how to use other weapons when the auto aim weapons are so good. LRM at least is a different play style, streaks are just srms with auto aim. Also having an anti light weapon when the class is already weak doesn't make sense.
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A bit sure, but not to much since it already gives better top speed and more heatsink slots.
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So more nerfs to lights? Also you decide how much armor is on the back.
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What problem? Nobody has shown anything that shows lights including the Piranha are a problem. Everything shows that bigger is already better.
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Face-tank the game where everyone is a brawler build and the highest alpha wins, gets old.
Sorry about the rant. I still have fun at this game.
If face tanking is to much of a problem then just nerf that style or buff ranged style. R&R encourages hiding.
Edited by dario03, 20 January 2019 - 10:14 AM.
#110
Posted 20 January 2019 - 10:12 AM
Jack Shayu Walker, on 19 January 2019 - 10:37 PM, said:
Wolfhound is a quality skirmisher no doubt, but would you say its an assassin? Once chaos ensues, nothing slips in and drops a 100 ton mech and then fades like a Piranha. Wolfhound lays out damage and trades well, but its a different niche, and its not pushing that niche to places its never gone before.
Of course maybe I'm just missing something. I've never found myself frustrated at the hands of a wolfhound, nor have I watched an entire PUG team collapse to wolfhounds. But hey doesn't mean it doesn't happen, that's n of 1 on my part.
Still, it seems PGI concurs, even if their fix is a little hamfisted.
It's an Assassin from 250 meters away. And it has ECM, making it easier to sneak with. That most WLF pilots spend too much time repositioning instead of shooting is probably why you don't see those results as often; PIRs cannot do that, they have to brawl. As long as the rest of the PIR's team is engaged, too, it will be difficult to peel it off and it will have nice numbers at the end. I do the same thing in my 7SPL Flea, 6HMG Javelin, and 4SRM2 Locust. It's all about exploiting aggro.
Personally, I don't interpret PGI taking action as proof of a problem, considering their colorful history of taking action on things that didn't need it and on taking the wrong actions even on things that did.
#111
Posted 20 January 2019 - 11:30 AM
Careful Method, on 20 January 2019 - 08:06 AM, said:
200 per ton according to tabletop. I dunno, carrying 2 tons of ammo and having 4 million rounds seems excessive.
Signed,
Dr. Evil
Tabletop's MG dealt 400 damage per 1 ton of ammo. MWO's MG deals 200 damage per 1 ton of ammo.
Also consider that if we use TT's 10 second turn metric, that 1 ton of ammo would give you 2000 seconds of continuous fire for 1 MG. In MWO you only get 200 seconds of continuous fire for 1 MG (with 1 ton of ammo).
#112
Posted 20 January 2019 - 12:34 PM
Careful Method, on 20 January 2019 - 08:06 AM, said:
200 per ton according to tabletop. I dunno, carrying 2 tons of ammo and having 4 million rounds seems excessive.
Signed,
Dr. Evil
The weight of 100 rounds of linked M2 ball in ammunition can is approximately 35 pounds. (.50 Cal Being most accepted in the mech machine gun class but 12.7/14.5/20/25/30 mm is certainly possible but encroaches ac2 territory.)
Metric Tons (or Tonnes)
A unit of weight equal to 1,000 kilograms, or approximately 2,204.6 pounds.
2204.6\approx 35 is 62.98857142857142857142857142857142857
X 100 rds is 6298.857142857142857142857142857142857
About 6300 .50 Cal rounds. So we're a bit short sir.
Can I have more ammo now?
So in summary. It's not MGs fault.
I blame mechs being too large in med/heavy/assault class.
Convergence.
No parity in weapons cool down.
Edited by HammerMaster, 20 January 2019 - 12:39 PM.
#113
Posted 20 January 2019 - 12:40 PM
HammerMaster, on 20 January 2019 - 12:34 PM, said:
The weight of 100 rounds of linked M2 ball in ammunition can is approximately 35 pounds.
Metric Tons (or Tonnes)
A unit of weight equal to 1,000 kilograms, or approximately 2,204.6 pounds.
2204.6\approx 35 is 62.98857142857142857142857142857142857
X 100 rds is 6298.857142857142857142857142857142857
About 6300 .50 Cal rounds. So we're a bit short sir.
Can I have more ammo now?
Funny, I would think mechs would be using 20mm as the standard with .50cal. being the "light" MG and 30mm being the "heavy".
#114
Posted 20 January 2019 - 12:49 PM
Uncle Totty, on 20 January 2019 - 12:40 PM, said:
The standard IS MG weighs about as much as a car, so I would certainly expect it to be more powerful than a 50 cal.
#115
Posted 20 January 2019 - 12:58 PM
https://en.m.wikipedia.org/wiki/GAU-19
https://en.m.wikiped...7mm_machine_gun
Either of these rotarys are exceedingly powerful.
Weights seem kind of light.
Ever try to move these irl?
Don't get me started.
If you want to do the maths on the bigger rounds. Feel free. I'm good for now.
Edited by HammerMaster, 20 January 2019 - 01:00 PM.
#116
Posted 20 January 2019 - 01:21 PM
Careful Method, on 20 January 2019 - 08:06 AM, said:
200 per ton according to tabletop. I dunno, carrying 2 tons of ammo and having 4 million rounds seems excessive.
Signed,
Dr. Evil
Tabletop is not the reference for everything in this game.
Edited by Antares102, 20 January 2019 - 01:22 PM.
#119
Posted 20 January 2019 - 01:50 PM
Y E O N N E, on 20 January 2019 - 01:46 PM, said:
Even HBS Battletech, a turn based game that was developed by one of the guys who created this IP, had to change a bunch of things. That should pretty conclusively crush any notion of BT ever being this 100% flawless balanced masterpiece.
#120
Posted 20 January 2019 - 01:52 PM
Y E O N N E, on 20 January 2019 - 01:46 PM, said:
It's not. This is not BattleTech, this is MechWarrior.
Recall when it was hilariously called "a BattleTech game".
Did you forget?
FupDup, on 20 January 2019 - 01:50 PM, said:
Crushed?
Please.
Flawless? I'm not that naive. Don't go down that road.
But a mountain of imbalance starts at 3050.
Know why?
For mwo a mountain of imbalance starts at inception with:
Convergence
Free c3
Jesus box ecm
Power creep hardpoint bloat
Clans.
Different weapon cool down Shall I go on?
Edited by HammerMaster, 20 January 2019 - 02:20 PM.
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