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Patch Notes - 1.4.193.0 - 22-Jan-2019


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#101 DAEDALOS513

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Posted 20 January 2019 - 07:11 AM

No mention about bringing back old maps.. the easiest way to inject some life back into this game..

#102 Careful Method

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Posted 20 January 2019 - 07:43 AM

Lights need to be nerfed PERIOD. Lag armor, etc. I alpha on a light with 88 alpha and it walks away with yellow armor. Two more alphas later and he has killed me, who is in an assault. With him running circles and drilling my front armor, and no I didn't miss according to the visuals. When a single light or medium is unafraid to face tank a heavy or assault, something is wrong.

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 Jack Shayu Walker

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Posted 20 January 2019 - 07:59 AM

View PostDAEDALOS513, on 20 January 2019 - 07:11 AM, said:

No mention about bringing back old maps.. the easiest way to inject some life back into this game..


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 :)

View PostCareful Method, on 20 January 2019 - 07:43 AM, said:

Lights need to be nerfed PERIOD. Lag armor, etc. I alpha on a light with 88 alpha and it walks away with yellow armor. Two more alphas later and he has killed me, who is in an assault. With him running circles and drilling my front armor, and no I didn't miss according to the visuals. When a single light or medium is unafraid to face tank a heavy or assault, something is wrong.

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.

#104 D V Devnull

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Posted 20 January 2019 - 08:05 AM

View PostCalebos, on 20 January 2019 - 12:38 AM, said:

If you can't recognise the sarcasm do not bother with this question Posted Image

How rude... EXCUSE ME FOR TRYING TO LEARN!!! :angry:

~D. V. "your response is about 20 shades of unjustly mean" Devnull

#105 Careful Method

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Posted 20 January 2019 - 08:06 AM

Oh yeah, make machine gun ammo significantly less rounds per ton.

200 per ton according to tabletop. I dunno, carrying 2 tons of ammo and having 4 million rounds seems excessive.

Signed,
Dr. Evil

#106 Chiasson Brinker

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Posted 20 January 2019 - 08:22 AM

View PostD V Devnull, on 19 January 2019 - 08:05 AM, said:

Hello, everyone. I can unfortunately say CONFIRMED that it's not only just Rhialto seeing this long-standing issue. I get it too, because someone amongst PGI's Developers never properly synced the Weapon Doors (and some other things) to the Chassis on which they're mounted. This is particularly visible from within the Cockpit of the various Mechs with the shadow problem. Pay more attention to your Mechs with those things, folks. You'll soon see what we're talking about. Posted Image

~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 Kaini Industries

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Posted 20 January 2019 - 08:27 AM

View PostCareful Method, on 20 January 2019 - 07:43 AM, said:

Lights need to be nerfed PERIOD. Lag armor, etc. I alpha on a light with 88 alpha and it walks away with yellow armor. Two more alphas later and he has killed me, who is in an assault. With him running circles and drilling my front armor, and no I didn't miss according to the visuals. When a single light or medium is unafraid to face tank a heavy or assault, something is wrong.

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 Y E O N N E

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Posted 20 January 2019 - 10:02 AM

View PostCareful Method, on 20 January 2019 - 08:06 AM, said:

Oh yeah, make machine gun ammo significantly less rounds per ton.

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 dario03

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Posted 20 January 2019 - 10:09 AM

Is this a serious post?

View PostCareful Method, on 20 January 2019 - 07:43 AM, said:

Lights need to be nerfed PERIOD.

Lowest performing and played class in the game already PERIOD.

Quote

Lag armor, etc. I alpha on a light with 88 alpha and it walks away with yellow armor. Two more alphas later and he has killed me, who is in an assault. With him running circles and drilling my front armor, and no I didn't miss according to the visuals. When a single light or medium is unafraid to face tank a heavy or assault, something is wrong.

videos?

Quote

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.

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?

Quote

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.

Most ballistics don't have jam, including the one you just mentioned LBX, also AC and Gauss.

Quote

Streaks need a buff, so bravo, their spread is WAY to much and way to ineffective.

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.

Quote

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.

A bit sure, but not to much since it already gives better top speed and more heatsink slots.

Quote

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!

So more nerfs to lights? Also you decide how much armor is on the back.

Quote

If you just fixed radar, it would balance out the light problem almost by itself.

What problem? Nobody has shown anything that shows lights including the Piranha are a problem. Everything shows that bigger is already better.

Quote

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.


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 Y E O N N E

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Posted 20 January 2019 - 10:12 AM

View PostJack 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 FupDup

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Posted 20 January 2019 - 11:30 AM

View PostCareful Method, on 20 January 2019 - 08:06 AM, said:

Oh yeah, make machine gun ammo significantly less rounds per ton.

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 HammerMaster

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Posted 20 January 2019 - 12:34 PM

View PostCareful Method, on 20 January 2019 - 08:06 AM, said:

Oh yeah, make machine gun ammo significantly less rounds per ton.

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 Uncle Totty

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Posted 20 January 2019 - 12:40 PM

View PostHammerMaster, 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 FupDup

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Posted 20 January 2019 - 12:49 PM

View PostUncle Totty, on 20 January 2019 - 12:40 PM, said:

Funny, I would think mechs would be using 20mm as the standard with .50cal. being the "light" MG and 30mm being the "heavy".

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 HammerMaster

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Posted 20 January 2019 - 12:58 PM

80s looks cool sci fi so.
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 Antares102

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Posted 20 January 2019 - 01:21 PM

View PostCareful Method, on 20 January 2019 - 08:06 AM, said:

Oh yeah, make machine gun ammo significantly less rounds per ton.

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.


#117 HammerMaster

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Posted 20 January 2019 - 01:44 PM

View PostAntares102, on 20 January 2019 - 01:21 PM, said:

Tabletop is not the reference for everything in this game.

And that is the root of many of our issues.
Thanks for pointing that out.

#118 Y E O N N E

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Posted 20 January 2019 - 01:46 PM

View PostHammerMaster, on 20 January 2019 - 01:44 PM, said:

And that is the root of many of our issues.
Thanks for pointing that out.


It's not. This is not BattleTech, this is MechWarrior.

#119 FupDup

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Posted 20 January 2019 - 01:50 PM

View PostY E O N N E, on 20 January 2019 - 01:46 PM, said:

It's not. This is not BattleTech, this is MechWarrior.

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 HammerMaster

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Posted 20 January 2019 - 01:52 PM

View PostY 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?

View PostFupDup, on 20 January 2019 - 01:50 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.

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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