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Patch Notes - 1.4.193.0 - 22-Jan-2019


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#61 Alvar Von Kenesthor

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Posted 19 January 2019 - 12:58 PM

View PostInnerSphereNews, on 18 January 2019 - 06:15 PM, said:

Weapon Changes





Missiles
Streak Missiles:


  • Streak missile weighting altered to have missile location targeting distributed more across a bell curve rather then equal distribution across all locations. With the Center Torso location having the heaviest weighting, and extremities as the lightest weighting.
Streak Missile Design Notes: While released with a patch targeting a number of LRM based changes in August 2018, the tightening of the lock on assistance angle was equally intended to affect streaks as it was longer ranged weapons. The previous implementation gave too much leeway for lock on weapons to target highly mobile and maneuverable mechs, which in turn, placed a very easy to use hard counter to high mobility Light and Medium Mechs in a way we felt discouraged their use compared to slower, heavier chassis'. While this change has made their overall use against lighter faster targets more fair in that it requires a bit more attention in order to both acquire and maintain locks against faster targets, after months of observing to see how they have settled into the overall game, we felt that they could use a bit more of a boost to provide more of a payoff for needing to adapt to the added challenge of acquiring locks due to the lock on assistance changes and Artemis loophole closures.



For this, we are choosing to tune the weapon to act similarly to how it operates within the lore, with components being weighted towards more of a bell-curve distribution of how the missiles attempt to seek components. With the Center Torso weighted the most heavily, and tapering out to the Arm and Leg components which are weighted less heavily then the torso's. While this weighting will affect how the missiles attempt to seek components, it's important to note that the missiles do not automatically hit the location that they are seeking, but will travel along a path and damage the first thing they come into contact with. Torso twisting, or being mindful of your orientation to the firer will greatly affect the final distribution of how the missiles impact the target.





Guess it's time to undust my good ol' Ryoken

#62 Dee Eight

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Posted 19 January 2019 - 01:10 PM

View PostZortPointNarf, on 19 January 2019 - 06:30 AM, said:

Nice to see some love for the Blackjack.
Piranha nerfs long over-due, their adamantium lagshield combined with leg buffs is/was insane.
Been trying to get a match on PTS, but no luck,, running events and PTS just doesn't work.


Its not the event...its the fact that we already had an accidental lrm pts when they inadvertently patched in the direct fire flight path for a few days last month. So combine that with no rewards for doing the pts, with a player base that 98% of which don't ever do the PTS's anyway...

#63 Apollo777

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Posted 19 January 2019 - 01:13 PM

View PostApollo777, on 19 January 2019 - 02:33 AM, said:

I tried to find this bug but didn't see what you see in his video!
Maybe different PC have different beeld!

With a big apology to Rhialto and everyone else; I took a better look into it and the bug is there indeed, I'm very sorry forgive me please!Posted Image Posted Image

#64 Dee Eight

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Posted 19 January 2019 - 01:20 PM

View PostCaptain Caveman DE, on 19 January 2019 - 08:10 AM, said:

meh.

so.. next in line for the light-nerfs are the flea, locust, OP-lynx and commando I guess. and after that the 30 tonners, 35t and so on.. until -everybody- can run his lurm-assault from far back behind his meatshields team, without any fear of getting punished for it.

"good job" Posted Image


oh, and what the actual f? @ac2
the moment I saw ac2-comment, I -naively- thought you're going to do something about the one place in this game were the ac2 is a problem - SolACis2.
something like a) more heat b.) more cooldown c) ghostheat-group to 1-2-3; something to roll it back in S7 a bit and at least try to breathe some life into that dead mode by nerfing it in that mode alone (like flamers work differently there, in case you have never played S7 and/or flamers).
instead of that though...
meh.


You never figured out the counter to ac2 boats ? Park somewhere where the enemy cannot just hose you from range for 20 seconds. Find a nice corner where he's gotta approach from under 300 meters... then get in his face and alpha his shoulders.

#65 Teenage Mutant Ninja Urbie

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Posted 19 January 2019 - 01:38 PM

View PostDee Eight, on 19 January 2019 - 01:20 PM, said:


You never figured out the counter to ac2 boats ? Park somewhere where the enemy cannot just hose you from range for 20 seconds. Find a nice corner where he's gotta approach from under 300 meters... then get in his face and alpha his shoulders.


yup. totally not my style, though.
Don't know about you, but I wanna have arena-fun in a Solaris setting; I won't hide it out for 10minutes. So in its current state, there's 1 more reason not to touch S7. too bad, as the mode -could- be fun, but the implementation is just horrible and once again 'rewards' all the wrong things.
no wonder it's dead.

#66 AzureRathalos

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Posted 19 January 2019 - 02:13 PM

Would it be possible to highlight the mechs that have changed divisions in Solaris 7? Thanks.

#67 Dunher Wright

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Posted 19 January 2019 - 02:21 PM

Hey! Lay off my AC2s buddy: still hard enough as is to hit enemies with 2000 proj. Speed and now your gonna reduce it?

Edited by Dunher Wright, 19 January 2019 - 02:22 PM.


#68 Smokeviper

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Posted 19 January 2019 - 02:22 PM

There is an issue with the piranha, look what most light mechs are represented in play. Among those it is the most common light in rotation right now, and people don’t pick it because it’s NOT effective. Just like the Grinner, the flea and urbanmech they are effective and so people play them to the exclusion of other designs. Looking forward to the patch, nothing game breaking here.

#69 Adarven

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Posted 19 January 2019 - 02:37 PM

View PostSmokeviper, on 19 January 2019 - 02:22 PM, said:

There is an issue with the piranha, look what most light mechs are represented in play. Among those it is the most common light in rotation right now, and people don’t pick it because it’s NOT effective. Just like the Grinner, the flea and urbanmech they are effective and so people play them to the exclusion of other designs. Looking forward to the patch, nothing game breaking here.

Exactly
I play lights a lot couple last months, and atm I prefer FLE-17 - MASC (fast turns) and 7x energy hardpoints - I have games 700-900dmg (600-700 is quite often)
I used to play time to time PIR-2 with 15 HSL - oneshotting assaults from the back :D
PIR-1 - its less usefull, u have to be close and constantly looking at the enemy, spreading dmg all around. Nice for the late game, but I don´t like waiting.
With FLE-17 u can shoot from the start, nice range, pinpoint dmg and pretty fast when something go wrong (177 with masc)

#70 Teenage Mutant Ninja Urbie

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Posted 19 January 2019 - 02:39 PM

View PostSmokeviper, on 19 January 2019 - 02:22 PM, said:

There is an issue with the piranha, look what most light mechs are represented in play. Among those it is the most common light in rotation right now, and people don’t pick it because it’s NOT effective. Just like the Grinner, the flea and urbanmech they are effective and so people play them to the exclusion of other designs. Looking forward to the patch, nothing game breaking here.


so, and in your words:
the piranha is effective.
you wanna change that.
got it.

there are so many things -bad- about the pir.. once you get one-shotted from even not so scary mechs, once you run into a wall cause it turns like a brick (for a light), once you run blindly into that one mech that IS prepared for you, since he saw you and you did not, thx to your abysmal field of view.. after all of that and more, you can still cry that it's OP ;)
you people should play it and find out. seriously. it's dirt-cheap. everybody: go buy one and have fun with that OP-mech.

and just for clarity: I too don't like a Pir in my butt.
but I realise that -I- have done something wrong when it catches me isolated. situational awareness or at least the will to learn when you lack it, is a very underrated skill in this game.

#71 Teenage Mutant Ninja Urbie

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Posted 19 January 2019 - 02:42 PM

View PostAdarven, on 19 January 2019 - 02:37 PM, said:

Exactly
I play lights a lot couple last months, and atm I prefer FLE-17 - MASC (fast turns) and 7x energy hardpoints - I have games 700-900dmg (600-700 is quite often)
I used to play time to time PIR-2 with 15 HSL - oneshotting assaults from the back Posted Image
PIR-1 - its less usefull, u have to be close and constantly looking at the enemy, spreading dmg all around. Nice for the late game, but I don´t like waiting.
With FLE-17 u can shoot from the start, nice range, pinpoint dmg and pretty fast when something go wrong (177 with masc)


sssshh! don't.
the flea is just the next in (nerf)line, since you are also abusing assault mechs in that thing. and it's not nice when you bugger the farmers lrm-support-mvp-mechs in any shape or form. nerfhammer incomin' Posted Image

Edited by Teenage Mutant Ninja Urbie, 19 January 2019 - 02:44 PM.


#72 HammerMaster

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Posted 19 January 2019 - 02:45 PM

Not sure the piranha need those nerfs. Especially the Cipher.
Streak boost. We will see.
ACH and Hellspawn buffs. OK.
Panther boosts. Honestly I feel they are still a bit underpowered.
HSL Boosts. We need to see more of those. Keep going down this road for more chassis diversity. THANKS!
Please do another PTS after you get this ones data.
Not enough people got on due to event. Also myself due to work.

#73 Y E O N N E

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Posted 19 January 2019 - 03:18 PM

UAC/20 HSL+1 for NSR-9S pls.

AC/20 HSL+1 for KGC pls.

#74 BrunoSSace

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Posted 19 January 2019 - 03:47 PM

So question about Solaris matchs. I have played 25 games in each bracket. But only one of the brackets is telling me I have ranked on it. Is it only loading the one that it ranked the highest?

#75 The6thMessenger

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Posted 19 January 2019 - 03:49 PM

mobiliby
mobiliby
mobiliby

#76 dario03

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Posted 19 January 2019 - 04:05 PM

View PostSmokeviper, on 19 January 2019 - 02:22 PM, said:

There is an issue with the piranha, look what most light mechs are represented in play. Among those it is the most common light in rotation right now, and people don’t pick it because it’s NOT effective. Just like the Grinner, the flea and urbanmech they are effective and so people play them to the exclusion of other designs. Looking forward to the patch, nothing game breaking here.


There is an issue with balance across the weight classes. Look at what weight classes are represented in play. Among those the bigger mechs are the most common, because they are the most effective.

#77 R5D4

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Posted 19 January 2019 - 04:12 PM

Well the Piranha was almost good for a while but all PGI knows is how to use the nerf bat so there goes one of the last semi-useful lights AGAIN.

Novel idea, make another couple light mechs viable so that the Piranha's don't stick out like a sore thumb for just being OKAY. Oh right that doesn't involve a nerf bat and would mean not hating the Light Class...never mind then that's impossible.

#78 Jack Shayu Walker

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Posted 19 January 2019 - 04:15 PM

View PostHadesuwa, on 19 January 2019 - 12:41 AM, said:

We fish folk still have got enough fish sticks to stuff your rear armor and eat your legs clean off, Jack.


Wasn't scared and not scared of your fishsticks, chappy old boy >:V . What was pants-shittingly terrified of, was more pug teams collapsing because assault mechs eaten by you tasmanian devils while I'm not looking.

Posted Image Don't like assaultsitting, and you've conversely had it too easy Posted Image

Edited by Jack Shayu Walker, 19 January 2019 - 04:16 PM.


#79 Jack Shayu Walker

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Posted 19 January 2019 - 04:18 PM

View Postdr3dnought, on 19 January 2019 - 01:10 AM, said:

Buffing streaks and nerfing Piranhas because the mechdads at mechcon complained. Couldn't be more clear about who you want playing your game.


Oh come on, Piranha was much further above curve than previous meta lights have ever been. No other mech of that speed has ever been able to command that much threat. You haven't even last that, just got some weak knees.

Edited by Jack Shayu Walker, 19 January 2019 - 04:19 PM.


#80 R5D4

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Posted 19 January 2019 - 04:21 PM

View PostAdarven, on 19 January 2019 - 02:37 PM, said:

Exactly
I play lights a lot couple last months, and atm I prefer FLE-17 - MASC (fast turns) and 7x energy hardpoints - I have games 700-900dmg (600-700 is quite often)
I used to play time to time PIR-2 with 15 HSL - oneshotting assaults from the back Posted Image
PIR-1 - its less usefull, u have to be close and constantly looking at the enemy, spreading dmg all around. Nice for the late game, but I don´t like waiting.
With FLE-17 u can shoot from the start, nice range, pinpoint dmg and pretty fast when something go wrong (177 with masc)


SHHH...don't mention the FLEA! The nerf bat will cometh!





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