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Patch Notes - 1.4.193.0 - 22-Jan-2019


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#201 Arkhangel

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Posted 22 January 2019 - 07:24 PM

View PostSerial Number, on 22 January 2019 - 05:06 PM, said:

After I saw few streamers playing new streaks I just wanted to ask... What's the exact point of playing lights at all these days? Especially the IS ones that get instagibbed in a single volley due to xl death?

it's actually knowing how to PILOT. you don't get instagibbed if you actually maneuver and keep moving in a light. Easiest way to spot a stupid light pilot is they run straight at you without armor angling or zig-zagging, which is suicidal. entire combat role of a light is to get into the vulnerable flank of enemy units quickly and with luck, not being seen, doing hit and runs to either take out dangerous units, or at least force them to turn to engage which opens them up to teammates hitting said heavy unit in the back with long range firepower.

so.. yeah.. Lights still have a place in the game, it's just a lot of pilots can't pilot them worth crap. fun facts about the Urbie btw, maybe be slow, but it tanks like a Heavy, is quite maneuverable due to its JJs, does extremely well in Cities (hence its name), and carries a pretty solid punch with that AC/10. Lights're just as varied as other mech classes for roles and toughness too. I kinda see, say, the Wolfhound or Panther as the "Hunchbacks" of lights, being durable and decent firepower, even against Steak Boats, whereas the others really can run the whole gamut of firepower, durability and speed.

#202 Meatbag in the tincan

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Posted 22 January 2019 - 08:41 PM

I think panther is underpowered yet for its tonnage. It needs more buffs to compensate for huge hitboxes, low mobility, and extremely low and vulnerable hardpoints. Especially, heat buff for PNT-10p is meaningless. It needs more hardpoints, ramp down duration for rotary ac, or more cooldown for ballistic weapon. If not, I am certain that PNT-10p is still one of the worst mech in MWO.

Edited by SweetMango, 22 January 2019 - 08:51 PM.


#203 mack brawler

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Posted 22 January 2019 - 09:13 PM

View PostArkhangel, on 22 January 2019 - 07:24 PM, said:

it's actually knowing how to PILOT. you don't get instagibbed if you actually maneuver and keep moving in a light. Easiest way to spot a stupid light pilot is they run straight at you without armor angling or zig-zagging, which is suicidal. entire combat role of a light is to get into the vulnerable flank of enemy units quickly and with luck, not being seen, doing hit and runs to either take out dangerous units, or at least force them to turn to engage which opens them up to teammates hitting said heavy unit in the back with long range firepower.

so.. yeah.. Lights still have a place in the game, it's just a lot of pilots can't pilot them worth crap. fun facts about the Urbie btw, maybe be slow, but it tanks like a Heavy, is quite maneuverable due to its JJs, does extremely well in Cities (hence its name), and carries a pretty solid punch with that AC/10. Lights're just as varied as other mech classes for roles and toughness too. I kinda see, say, the Wolfhound or Panther as the "Hunchbacks" of lights, being durable and decent firepower, even against Steak Boats, whereas the others really can run the whole gamut of firepower, durability and speed.


When Serial number says there is a problem, and he is one of the best, easily a top 100 player in this game, then there is a fricken problem. I have yet to play post patch but i could regularly rack up 800-1000 damage with a streak boat huntsman under the old rules, if they just made it easier i'm going to go out and intentionally ruin the day of every light pilot i see just to prove a point.

As for the jinking thing, great if the lock band is narrow, otherwise WW2 tactics for snipers, lol.

I would also like to point out that an xl light "angling" his armour is dead if i'm in a streak boat, absolutely dead, because then the missile predominantly hit one side, ie one torso, under the old rules they would be better off running straight at me to spread the damage. The only real hope is terrain and ecm under 90m, you can wreck a streak boats day by absolutely face hugging him in 2 ecm lights as a team, he cannot beat that and will require assistance. Also remember my streak boats carry 2 uavs, when the lights approach uav goes up, i lock the target over the hill they pop up for 2 seconds and then they die, why they thought making streaks easier was a good idea beats me. Rendering light IS mechs even more useless than they already were in scouting mode too.

Also your "urbie" example, i've never run an ac10 or 20 on one, never, does anyone? its all med pulse lasers and machine guns or the odd RAC, but also bear in mind that the urbie is the exception with regards to durability. Making streaks easier to use means all 20-25ton non ecm mechs just got a serious nerf bat. The wolfhound is probably ok if you play hit and run cause it can tank a couple of mistakes, but other lights might suffer greratly

Edited by mack brawler, 22 January 2019 - 09:27 PM.


#204 Laser Kiwi

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Posted 22 January 2019 - 09:52 PM

Yeah the ultimate streak boat beater, great for lurm boats too, just get your ecm squirrels to post up on them, once within 90m the missile boat cannot lock onto to anything, neither the mech thats jamming it OR any mech outside the range, against an isolated lurm boat i can farm damage if i wanted, take off an arm a leg a torso and then finish them and they are helpless to resist AND unable to help their teammates any further UNLESS they run BAP AND someone comes to help them, which in QP happens surprisingly little, i imagine a lot of pilots are thinking perhaps the guy in the clan heavy running 5-6 lrm systems with 0 backup weapons deserves to be tortured to death, thats the feeling i get sometimes.

#205 Kinski Orlawisch

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Posted 22 January 2019 - 10:05 PM

[color=#A4A4A4]
Posted Today, 06:49 AM
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Posted ImageInnerSphereNews, on 12 December 2018 - 08:08 PM, said:
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Newly release Mechs don’t get their Bolt-ons until the following patch. This means the Hatamoto Chi and Charger will get their Mech_Con Flag Bolt-ons until January. Thanks for your Patience.




Nope...Not in this patch...Forgotten?
[/color]

#206 Dee Eight

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Posted 22 January 2019 - 11:05 PM

View PostXeno Phalcon, on 22 January 2019 - 03:15 PM, said:


Except sometimes crotch hugging mysteriously makes you lose missile locks, still not sure why that happens.


That's likely because of the lock angle shrinkage in august combined with the how convergence point to the crosshairs combined with the fact the lock only works when the crosshairs angle cone is aimed into the exact center torso area of the target mech and only a portion of the side torsos and legs fall into that lock zone. From a distance.. no problem... close up... you gotta get your crosshairs on the exact center zone.

Go into frozen city testing and walk up to the commando...when the crosshairs say 5 meters the radar lock distance says 9 meters... but you cannot lock anything except the exact center torso of the commando. Arms...head...legs (lower than the hip joints) and half the hitbox area of the side torsos... no lock possible. You can still point blank lasers into the side torso hit box without hitting the arm or center torso, but you cannot get a missile lock. The exact center of the hip joint which the torso rotates around (the *** and crotch of the mech as it were) counts as center torso, and the hips the legs pivot from fall into the lock zone but below that (say the upper thigh area) does not.

Essentially this is a bug introduced by PGI ages ago and just made worse by shrinking the lock cone area.

#207 NocturnalBeast

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Posted 22 January 2019 - 11:44 PM

View PostOZHomerOZ, on 22 January 2019 - 06:45 PM, said:


Any arm mounted weapon will do, dakka, lasors, missiles, as long as its arm mounted.

As with any choice in mechlab, every choice has its advantages and disadvantages you have to live with.

For example go all torso weapons and you get the advantage of greater protection for your weapons versus limited firing arc.

Its a fair trade.

Also being on the watch for lights specifically so you can damage them earlier before they get into short range helps.
Lights are like Boom/Splat/Party mechs, you don't let them get close if possible.

And so take every opportunity when the lights are in your best range not theirs to damage them.
Once damaged they don't wanna come so close no more.


On many larger MECHS the arms can not point down low enough to hit a MECH that is literally between your legs and takes next to no damage from being stepped on. Really, I would be happy if PGI even made a lighter MECH be slightly pushed back when they are that close to a larger MECH, they don't even need to add knockdowns or increase collision damage (even though that defies physics, but I guess so does a laser that hangs in the air for that long and is still able to do damage).

And yes, I can destroy lights in my assaults without streaks.

Edited by Ed Steele, 22 January 2019 - 11:45 PM.


#208 Dee Eight

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Posted 23 January 2019 - 12:30 AM

Actually if you ram a mech that isn't on the forward throttle you can push it backwards.

#209 Bishop Six

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Posted 23 January 2019 - 01:36 AM

View PostArkhangel, on 22 January 2019 - 07:24 PM, said:

it's actually knowing how to PILOT. you don't get instagibbed if you actually maneuver and keep moving in a light. Easiest way to spot a stupid light pilot is they run straight at you without armor angling or zig-zagging, which is suicidal. entire combat role of a light is to get into the vulnerable flank of enemy units quickly and with luck, not being seen, doing hit and runs to either take out dangerous units, or at least force them to turn to engage which opens them up to teammates hitting said heavy unit in the back with long range firepower.

so.. yeah.. Lights still have a place in the game, it's just a lot of pilots can't pilot them worth crap. fun facts about the Urbie btw, maybe be slow, but it tanks like a Heavy, is quite maneuverable due to its JJs, does extremely well in Cities (hence its name), and carries a pretty solid punch with that AC/10. Lights're just as varied as other mech classes for roles and toughness too. I kinda see, say, the Wolfhound or Panther as the "Hunchbacks" of lights, being durable and decent firepower, even against Steak Boats, whereas the others really can run the whole gamut of firepower, durability and speed.


Yeah Serial, you just have to train how to pilot a mech :P

Ontopic:

I think there are several delays of promised things like Hatamoto Bolt-ons and Faction Play improvements because the release date of MW5 was changed one time like you know. They cant change it again, but i guess there are still many problems to solve. Its a dead line.

In my imagination PGI is sweating in their bureaus, because work to do is much more than time is left.

Sad thing is that MWO (that game which feed the PGI staff) is suffering from these circumstances.

I will buy MW5 for sure, but i really hope that:

1. they still dont forget MWO by this.

2. MW5 will be successfully, so more player are coming to MWO from MW5.

3. this success lead to more financial possibilities and PGI can spend MWO a new engine.

But nevertheless: If we all leave in the next time nothing of this is worth when MWO is dead. And a bad thing is to NOT HOLD PROMISES...no matter which circumstances!

I think its your last chance PGI, don't lie your customers...

#210 warner2

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Posted 23 January 2019 - 01:36 AM

[Redacted]

Edited by draiocht, 23 January 2019 - 08:53 PM.
unconstructive


#211 NocturnalBeast

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Posted 23 January 2019 - 01:41 AM

View PostDee Eight, on 23 January 2019 - 12:30 AM, said:

Actually if you ram a mech that isn't on the forward throttle you can push it backwards.


Yeah, but a small MECH that is standing between the legs of a larger MECH should at least be pushed back by the larger MECH even with minimal forward momentum and the smaller MECH should be pushed back far enough that it is within the firing arc of arm mounted weapons.

#212 Serial Number

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Posted 23 January 2019 - 03:00 AM

View PostBishop Six, on 23 January 2019 - 01:36 AM, said:


Yeah Serial, you just have to train how to pilot a mech :P



:(

#213 Ruediger Steiner

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Posted 23 January 2019 - 03:55 AM

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

BTW you can now buy up to 32 drop decks, but we don´t mention that in the patch notes.


Question, will there be a drop deck sale? I don´t want to buy drop decks for 1.200 MC each, when you guys will do a sale next week.

#214 GweNTLeR

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Posted 23 January 2019 - 04:01 AM

View PostWishmast3r, on 23 January 2019 - 03:55 AM, said:


Question, will there be a drop deck sale? I don´t want to buy drop decks for 1.200 MC each, when you guys will do a sale next week.

Yeah, if we are given 32 dropdecks guess we would need sales to fill them.
Also, thx for the working refresh button!

Edited by GweNTLeR, 23 January 2019 - 04:02 AM.


#215 Ruediger Steiner

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Posted 23 January 2019 - 04:10 AM

View PostGweNTLeR, on 23 January 2019 - 04:01 AM, said:

... guess we would need sales to fill them.


That´s why i asked if there will be a sale.

Another question, is there a list of the Top 500 teams from comp play?

#216 Appogee

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Posted 23 January 2019 - 05:24 AM

I just saw the 32 drop decks! REALLY happy about this!!!

#217 dario03

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Posted 23 January 2019 - 07:03 AM

View PostEd Steele, on 22 January 2019 - 11:44 PM, said:


On many larger MECHS the arms can not point down low enough to hit a MECH that is literally between your legs


Which mechs?

#218 tokumboh

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Posted 23 January 2019 - 07:30 AM

been away for around 11 months it seems that we have more mechs one new map but not much else..........

Have missed something.

#219 Weeny Machine

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Posted 23 January 2019 - 07:55 AM

View PostArkhangel, on 22 January 2019 - 07:24 PM, said:

it's actually knowing how to PILOT. you don't get instagibbed if you actually maneuver and keep moving in a light. Easiest way to spot a stupid light pilot is they run straight at you without armor angling or zig-zagging, which is suicidal. entire combat role of a light is to get into the vulnerable flank of enemy units quickly and with luck, not being seen, doing hit and runs to either take out dangerous units, or at least force them to turn to engage which opens them up to teammates hitting said heavy unit in the back with long range firepower.

so.. yeah.. Lights still have a place in the game, it's just a lot of pilots can't pilot them worth crap. fun facts about the Urbie btw, maybe be slow, but it tanks like a Heavy, is quite maneuverable due to its JJs, does extremely well in Cities (hence its name), and carries a pretty solid punch with that AC/10. Lights're just as varied as other mech classes for roles and toughness too. I kinda see, say, the Wolfhound or Panther as the "Hunchbacks" of lights, being durable and decent firepower, even against Steak Boats, whereas the others really can run the whole gamut of firepower, durability and speed.


Great theorycrafting. Too bad that a Skillcrow can just stay near the assaults and attack you or keep you from attacking anything. In this case, one Skillcrow negated all lights in the enemy team. Granted, this doesn't has much of an impact because you only have 1 max 2 lights per team because the class as a whole just sucks compared to other classes (and still the heavies and assaults cry like mad)

Also, if the skillcrow knows what he is doing he will wait till the lights attack a target and attack the light then. You easily get 3-4 salvos in on the light.

Edited by Bush Hopper, 23 January 2019 - 07:57 AM.


#220 dario03

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Posted 23 January 2019 - 08:01 AM

View PostBush Hopper, on 23 January 2019 - 07:55 AM, said:


Great theorycrafting. Too bad that a Skillcrow can just stay near the assaults and attack you or keep you from attacking anything. In this case, one Skillcrow negated all lights in the enemy team. Granted, this doesn't has much of an impact because you only have 1 max 2 lights per team because the class as a whole just sucks compared to other classes (and still the heavies and assaults cry like mad)

Also, if the skillcrow knows what he is doing he will wait till the lights attack a target and attack the light then. You easily get 3-4 salvos in on the light.


Well I wouldn't say easily...The light might die before you get that many shots.





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