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Patch Notes - 1.4.198.0 - 19-Mar-2019


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#41 HammerMaster

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Posted 16 March 2019 - 01:49 PM

View PostBrunoSSace, on 16 March 2019 - 01:43 PM, said:

This is the begging of the end. I for one await our new lrm overlords. May the ams and ecm protect you from the storm that is coming.
Please for all that is holly put ams on your mechs.

People already SHOULD HAVE BEEN MOUNTING AMS!
[Redacted]

Edited by draiocht, 16 March 2019 - 04:30 PM.
Quote Clean-up, reference


#42 FupDup

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Posted 16 March 2019 - 01:49 PM

View PostRackson, on 16 March 2019 - 01:48 PM, said:

seriously dont know why people complain about the WHM IIC as "crap movility", this mech is fast as ****, i play it like a heavy, going 80kph, that is HUGE for an 80ton mech, add the jump jets to the mix and it is super movile, sure it lacks the fire power of a proper assault, or even some heavies, but makes up for it with speed.

It's the agility, not the speed. Twist rate, turn rate, acceleration, deceleration, and twist radius. Those are the attributes we're complaining about. The straight-line running speed is fine.

#43 MechNexus

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Posted 16 March 2019 - 01:49 PM

View PostRackson, on 16 March 2019 - 01:48 PM, said:

seriously dont know why people complain about the WHM IIC as "crap movility", this mech is fast as ****, i play it like a heavy, going 80kph, that is HUGE for an 80ton mech, add the jump jets to the mix and it is super movile, sure it lacks the fire power of a proper assault, or even some heavies, but makes up for it with speed.


The acceleration and twist rate values are garbo. That's what everyone hates about it.

#44 IshanDeston

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Posted 16 March 2019 - 01:59 PM

And here i was hoping we would get a velocity increase for Narc, so it stops being pretty much a close range weapon.

#45 HammerMaster

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Posted 16 March 2019 - 02:01 PM

View PostIshanDeston, on 16 March 2019 - 01:59 PM, said:

And here i was hoping we would get a velocity increase for Narc, so it stops being pretty much a close range weapon.

Good thing you were using it as a weapon and not a force multiplier!

#46 ShooterMcGavin80

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Posted 16 March 2019 - 02:05 PM

View PostMechNexus, on 16 March 2019 - 01:49 PM, said:


The acceleration and twist rate values are garbo. That's what everyone hates about it.



Yep, I've had to dump about 28 points into the mobility branch of the skill tree on my WHM-IIC variants in order to make them acceptably nimble. Once you do that they are alright. A little worried about it being made larger. It ain't an OP mech at all, if you were going to make it larger, should have made it very subtly larger. And I don't believe for a moment that it was 'accidental' that the model was originally released too small. C'mon.

Anyway, on the LRM's: okay, whatever, we'll see how this direct fire thing works out. I don't understand how the one weapon system that is supposed to be an indirect support weapon for some reason they're trying to make it able to compete with direct fire weapons. LRM's have a unique play style, IMHO the whole point of them is to use cover so you can't get shot back.

Lastly, making LRM5's more resistant to AMS as compared to LRM20's is absurd. Weapons that share ammo should have the same properties. I know this is a video game, but if ammunition somehow magically becomes more bulletproof if it goes to a LRM5 launcher versus a LRM20 launcher on the same mech, that irks my sensibilities. If you want to make LRM5's used more, just remove all ghost heat for them and make them cooler, and or reduce their cooldown.

Buffing LRM5's versus AMS also makes it dangerous that some people will exploit by adding a LRM5 or two on mechs running 2xATM12 or 3xATM9. Fire the LRM5's .25 seconds before the ATM's to absorb AMS and the ATM's will survive more. This rankles me as a potential mechanic exploit rather than an actual mech build.

Edited by ShooterMcGavin80, 16 March 2019 - 03:44 PM.


#47 Jonathan8883

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Posted 16 March 2019 - 02:08 PM

Quote

illegibility

Eligibility

#48 HammerMaster

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Posted 16 March 2019 - 02:15 PM

View PostShooterMcGavin80, on 16 March 2019 - 02:05 PM, said:


Anyway, on the LRM's: okay, whatever, we'll see how this direct fire thing works out. I don't understand how the one weapon system that is supposed to be an indirect support weapon for some reason they're trying to make it able to compete with direct fire weapons. LRM's have a unique play style, IMHO the whole point of them is to use cover so you can't get shot back.

Find for me in the source material that it's 1st mode of use is indirect.
Please.
I'll wait.

#49 ShooterMcGavin80

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Posted 16 March 2019 - 02:26 PM

View PostHammerMaster, on 16 March 2019 - 02:15 PM, said:

Find for me in the source material that it's 1st mode of use is indirect.
Please.
I'll wait.


I don't play tabletop or any other mech games, I'm just going by how the weapon has been in MWO.

LRM's right now have their own unique play style and positioning. It would be unheard of that you would take a LRM80 mech into a tunnel and expect it to perform. But it seems like now you might be able to do that? I just like how this game has interesting and different playstyles for the weapon systems. This sounds like it may basically make LRM's kinda like lock-on MRM's with a greater reach but a minimum range.

But fundamentally I'm less concerned about the indirect feature and more concerned about the AMS durability for different launcher sizes and velocity changes. We'll see how it plays out.

In nearly all circumstances right now when I fire LRM's I want the high angle. It makes it much harder for enemies to find cover. If a light or medium poker knows if I have LOS the missiles will come in low and fast, they can side poke shallow cover. If I fire the lower angle will mean they can hide behind different kinds of shallower cover. Right now you need a pretty tall building next to you to block LRM's. If LRM's are coming in at a shallower angle much more types of cover can be used effectively.

But we'll see how it plays out. Hopefully it will not be LRMaggedon.

#50 Betrax

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Posted 16 March 2019 - 02:27 PM

really good patch Posted Image


I like it
gives the thing a new wind
keep it up Posted Image

Edited by Betrax, 16 March 2019 - 02:28 PM.


#51 Jay Leon Hart

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Posted 16 March 2019 - 02:31 PM

So the Warhammer IIC is getting the Blood Asp post-release nerf treatment?

Why should anyone pre-order 'mechs again?

#52 IshanDeston

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Posted 16 March 2019 - 02:33 PM

View PostHammerMaster, on 16 March 2019 - 02:01 PM, said:

Good thing you were using it as a weapon and not a force multiplier!


Have you tried hitting a moving target with the thing beyond 400 meters? Maybe its just me that has problems doing that, but i would welcome if it was either faster or there was a better way to track its trajectory. Its not really a big yellow ball to tell you where to course correct at >400meters

#53 HammerMaster

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Posted 16 March 2019 - 02:44 PM

View PostIshanDeston, on 16 March 2019 - 02:33 PM, said:


Have you tried hitting a moving target with the thing beyond 400 meters? Maybe its just me that has problems doing that, but i would welcome if it was either faster or there was a better way to track its trajectory. Its not really a big yellow ball to tell you where to course correct at >400meters

There's a node ya?
Posted Image

#54 Z Paradox

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Posted 16 March 2019 - 02:55 PM

View PostIshanDeston, on 16 March 2019 - 02:33 PM, said:


Have you tried hitting a moving target with the thing beyond 400 meters? Maybe its just me that has problems doing that, but i would welcome if it was either faster or there was a better way to track its trajectory. Its not really a big yellow ball to tell you where to course correct at >400meters


yes it is hard in the beginning... later it is not a big deal. Posted Image

I use narc just to annoy people Posted Image

Edited by Z Paradox, 16 March 2019 - 02:56 PM.


#55 ShooterMcGavin80

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Posted 16 March 2019 - 04:02 PM

View Posttheplayerx4734, on 16 March 2019 - 01:14 PM, said:

Edit: Seriously though how do you attempt to nerf Clan LaserVom (which didn't need to be nerfed) BUT THEN BUFF IT?


When was clan laser vomit buffed? Ever since they knocked the damage of HLL and ERML down, for me personally traditional Clan laser vomit has been significantly less effective. I can still get a decent game in my HLL/ERML Hellbringer, but it is definitely less effective than before. And my LPL/ERML builds also took a bit of a hit. I'm finding really the only effectively clan lasers right now are MPL, or LPL/MPL, or if knife fighting the HSL, ERuL, SPL, and uPL are still good on some builds.

Clan ERSL, ERLL, HLL, and ERML could all use a very small buff of some kind IMHO.

#56 HammerMaster

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Posted 16 March 2019 - 04:06 PM

View PostShooterMcGavin80, on 16 March 2019 - 04:02 PM, said:


When was clan laser vomit buffed? Ever since they knocked the damage of HLL and ERML down, for me personally traditional Clan laser vomit has been significantly less effective. I can still get a decent game in my HLL/ERML Hellbringer, but it is definitely less effective than before. And my LPL/ERML builds also took a bit of a hit. I'm finding really the only effectively clan lasers right now are MPL, or LPL/MPL, or if knife fighting the HSL, ERuL, SPL, and uPL are still good on some builds.

Clan ERSL, ERLL, HLL, and ERML could all use a very small buff of some kind IMHO.

It NEEDED TO BE LESS EFFECTIVE.
Bunch of armless HBRs running around pinpoint convergence expoit ST popping trash.

#57 mad kat

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Posted 16 March 2019 - 04:09 PM

I think this is largely a good patch for a change. Firstly yes yes yes to the old maps thank you. (That's high praise coming from me) a little lazy perhaps but I miss the old forest colony. Just bin the stupid map voting and go back to old random maps.

The lurms have some sense in the idea and it will help my lurm brawlers significantly yes you can brawl with lurms. Although I think the tag benefit being removed is a bit stupid. But hey PGI can't go through a patch without unnecessarily changing something for the worse!

#58 Racerxintegra2k

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Posted 16 March 2019 - 04:21 PM

Hey PGI do you hear that ? its the footsteps of more people headed for the door. Not only will you piss off competent players with this change but the poor mech dads that just want to lob missiles will leave to. Keep up the great balance/changes all 9 people left should be super happy with the outcome.

#59 Audacious Aubergine

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Posted 16 March 2019 - 04:40 PM

View PostRackson, on 16 March 2019 - 01:48 PM, said:

seriously dont know why people complain about the WHM IIC as "crap mobility", this mech is fast as ****, i play it like a heavy, going 80kph, that is HUGE for an 80ton mech, add the jump jets to the mix and it is super mobile, sure it lacks the fire power of a proper assault, or even some heavies, but makes up for it with speed.

Speed is not ever the issue, it's how quickly it can get to and slow down from that speed and also how quickly it can turn.
In the mean time, I'm going to save a little bit of the considerable vitriol regarding AMS quirks being taken out the back and shot until I see what the changes to the AMS mechanics themselves look like in game. As usual I'll keep my expectations at grass level
EDITED EDIT: So hey um, there's a couple empty spaces in the firepower and survival tree, think they could add an AMS ammo node or two? The empty slot just under the 2nd AMS overload node in the survival tree looks like a prime spot for it. Or even, just a generic "improved AMS" node that increases ammo to the ballistic one and reduces heat to the laser one

Edited by Audacious Aubergine, 16 March 2019 - 05:58 PM.


#60 Teenage Mutant Ninja Urbie

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Posted 16 March 2019 - 04:45 PM

..it's almost like they want people to leave.





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