Patch Notes - 1.4.199.0 - 16-Apr-2019
#61
Posted 12 April 2019 - 07:45 AM
#62
Posted 12 April 2019 - 08:06 AM
#63
Posted 12 April 2019 - 09:07 AM
#64
Posted 12 April 2019 - 10:02 AM
renzor51, on 12 April 2019 - 09:07 AM, said:
Might as well remove loyalist all together if they're mechanically the same as mercs. RIP fluff.
#65
Posted 12 April 2019 - 10:33 AM
renzor51, on 12 April 2019 - 09:07 AM, said:
I’d be keen to know this as well. I’d be more likely to try out FW in ernest if I could actually make a cbill or two for my trouble.
#66
Posted 12 April 2019 - 10:39 AM
#67
Posted 12 April 2019 - 10:59 AM
Horseman, on 12 April 2019 - 07:43 AM, said:
Does it? Maybe. I guess the outer "turbines" and tailfins are in about the right place, I'm not sure what to make of that turbine between the fins, though.
I definitely didn't see it when I first watched the video and I don't see it; it looks longer than the Leopard based on the size of those fins. The hull of the wrecked ship looks rounder than the MWO/HBS BATTLETECH Leopard.
Maybe I also didn't immediately ID it as a Leopard because PGI has used a wrecked Leopard model on some maps already and this isn't the same one.
[Edit: I do agree that it doesn't seem like the size is right for a JumpShip, if the "Stargate" on Tourmaline is from a wrecked JumpShip; I'm just saying, each time I look at that wreck and try to make it a Leopard in my mind, I can't do it; to many of the parts don't fit. I hope they tell us at some point what ship design it's supposed to be...maybe its a DropShip class that they've modeled to ad into MW5 and ported back over into MWO.]
Wreck:
MWO/HBS Leopard:
Edited by blackcatf, 12 April 2019 - 11:03 AM.
#68
Posted 12 April 2019 - 12:00 PM
byter75, on 12 April 2019 - 02:00 AM, said:
Before March all missile health was 1 (narc was 2).
So for example back in March when PGI claimed:
- Smaller volleys will be tuned with more base health to allow for more missiles from smaller launchers to reach their targets.
Missile health for smaller launchers like the lrm5 remained exactly the same, whilst srms/streaks and mrms took at least 30-50% hit to their hp, even for the smallest launchers.
Yep I just wanted to say something to encourage them to admit to us directly instead of hiding it in a patch.
SRMs are having hit-reg issues as they are, even without AMS significant chunks of SRM volleys aren't connecting when they hit, they didn't need this change as well at all. And MRMs weren't taken seriously by comp players even before this, and now 3+ AMS are shredding MRM40's before impact (assuming 3tons ammo for MRM40 and 1ton per AMS, that's 4.5tons shutting down 15 tons of investment in a mech).
Direct fire missiles (and SSRMS) carry all the risk of exposure in use, PGI needs to pull back on the nerfs in March more than they have without talking down to us in an April Patch Note follow up. But it's a step in the right direction, at least.
(Which is more than can be said for the MW5 mechlab, the last AMA announcing that you can't even change weapon systems if you free up tonnage and a hardpoint... How do they expect to revitalise a franchise by only appealing to fans of stock mechs and a nearly 40 year old tabletop game, regressing and taking away such a key point of customisation in mechwarrior? What are they even thinking?)
Edited by SoulRcannon, 12 April 2019 - 12:11 PM.
#69
Posted 12 April 2019 - 12:21 PM
In the case of fratricide would it not be simpler to add extra projectiles to the air when using AMS? HHHMMM... nope, that wouldn't work so well for us with crappier comps.
HHHMMM... how about using the critical system to add extra damage to individual projectiles for tightly grouped missile clusters...
Naw, that makes sense... Oh well, to get back to my original reason for posting. Please stop nerfing individual missiles.
Whiners and whingers have always bitched about the unfairness of artillery, no matter the effectiveness of it in every battlefield it has EVER been on. EVER. From catapults to mangonels to bombards to brass canons to breech-loading rifled cannons. Artillery is the savior of victory. Look at the artillery strikes we can call down, very popular, until you have to interact with the people who actually use tactical artillery. Then it's nothing but whining about cheating.
So tired of the whiners...
Please stop nerfing missiles.
#70
Posted 12 April 2019 - 12:34 PM
InnerSphereNews, on 11 April 2019 - 03:49 PM, said:
HLF-1
- Heavy Laser Duration quirk increased to -10% (from -5%)
- +5 Structure quirks added to all three torso locations.
- Heavy Laser Heat -5% quirk added.
- ATM Heat quirk increased to -10% (from -5%)
- +5 Structure quirks added to all three torso locations.
- Gauss Cooldown -5% quirk added
- Heavy Medium Laser Heat -5% quirk added
- +5 Structure quirks added to all three torso locations.
- Heavy Laser Range increased to 10% (from 5%)
- Missile Velocity +5% quirk added.
- +5 Structure quirks added to all three torso locations.
- ER Laser Heat -5% quirk added.
- +5 Structure quirks added to all three torso locations.
- UAC Jam Chance increased to -20% (from -10%)
- Missile Cooldown quirk increased to -15% (from -10%)
- +5 Structure quirks added to all three torso locations.
Nice, will have to try them again.
#71
Posted 12 April 2019 - 01:12 PM
#72
Posted 12 April 2019 - 03:58 PM
#73
Posted 12 April 2019 - 08:13 PM
MovinTarget, on 12 April 2019 - 03:58 PM, said:
I don't really care too much, but all the Kodiak nerfs were pretty unnecessary, since the engine desync made is as much of a huge, sluggish target as the Atlas. Plus Clan weapon heat is still ridiculous, so even though you can put an insane amount of firepower on Clan Mechs, you can almost never fire more than a few a time without overheating.
#74
Posted 13 April 2019 - 03:51 AM
byter75, on 12 April 2019 - 02:00 AM, said:
Before March all missile health was 1 (narc was 2).
So for example back in March when PGI claimed:
- Smaller volleys will be tuned with more base health to allow for more missiles from smaller launchers to reach their targets.
Missile health for smaller launchers like the lrm5 remained exactly the same, whilst srms/streaks and mrms took at least 30-50% hit to their hp, even for the smallest launchers.
Basically they hurt most missile play in the name of improving smaller launchers. This patch is pulling back slighly on all the missile nerfs. Your srm2's will be back to their previously (mostly) useless state (except ams range is 15% greater) whilst your srm6's and streak6's are still missiing 40% of their missile health.
Yep, meanwhile they could have left all missiles the same except for ATM3s, SRM2s, SSRM2s and LRM5s (and increased those to say where NARCs were) and been done with it. If they really wanted to keep AMS effective against now direct pathing LRMs under LOS conditions, they could have reverted AMS overload nodes back up to where they originally were when skill tree first went to the live servers (which was each node added 1.25 to the damage, not the 0.75 they nerfed them to last year the last time they tried to improve LRMs).
#75
Posted 13 April 2019 - 03:55 AM
Punkarelli, on 12 April 2019 - 04:32 AM, said:
It does however make it easier to identify times the matchmaker has dramatically screwed up and placed a new tier 5 in with tier 1s. If you're a T1 and you see "cadet" as the title (assuming PGI is smart enough to make this is an automatic title only and cannot be chosen by people to be used whenever they want) on a player, they can take a screen cap and then get the match ID and share it to the forums for all to see the "matchmaker" working as intended.
#76
Posted 13 April 2019 - 04:47 AM
byter75, on 12 April 2019 - 02:00 AM, said:
#77
Posted 13 April 2019 - 07:55 AM
Alan Hicks, on 11 April 2019 - 05:34 PM, said:
I would say : "How about a fixed version of Grim Plexus ?"
If you look at the feedback sub-forum of the map : https://mwomercs.com...89-grim-plexus/
You might notice these threads :
- https://mwomercs.com...istance-change/
- https://mwomercs.com...texture-glitch/
Which have been created some time ago by now and these bugs still exist!
The title of this topic says it all : https://mwomercs.com...ever-come-here/
Quote
That could be fun indeed!
#78
Posted 13 April 2019 - 11:09 AM
Ed Steele, on 12 April 2019 - 08:13 PM, said:
I don't really care too much, but all the Kodiak nerfs were pretty unnecessary, since the engine desync made is as much of a huge, sluggish target as the Atlas. Plus Clan weapon heat is still ridiculous, so even though you can put an insane amount of firepower on Clan Mechs, you can almost never fire more than a few a time without overheating.
2 lb10x + 2 UAC10.
Keeps ticking even if you jam. I run it in S7 too and it may not be OP like before, its not remotely terrible.
#79
Posted 14 April 2019 - 04:49 AM
Horseman, on 13 April 2019 - 04:47 AM, said:
Ugh, they set different values and made them a secret?
#80
Posted 14 April 2019 - 05:05 AM
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