Patch Notes - 1.4.201.0 - 21-May-2019
#21
Posted 17 May 2019 - 10:26 PM
I'm glad to see PGI doing a wider round of quirk buffs. A lot of mechs could use some love. I hope they keep em coming!
15% more rewards across the board?! Noice.
Still curious to see what rewards loyalists will get to make it worth them sticking around.
#22
Posted 17 May 2019 - 10:33 PM
MechaBattler, on 17 May 2019 - 10:26 PM, said:
#23
Posted 17 May 2019 - 11:06 PM
But yeah otherwise 10/10 patch would play again
#24
Posted 18 May 2019 - 12:30 AM
FP Update, im looking forward to it!
Clanner got Armor quirks (again), please give them more. Their pilots still feel weak.
#25
Posted 18 May 2019 - 12:46 AM
It can already one-shot a small moon, but I'll take it.
#27
Posted 18 May 2019 - 02:57 AM
#28
Posted 18 May 2019 - 03:19 AM
For the rest of the Patch, good work guys and Thank you!!!
#29
Posted 18 May 2019 - 05:38 AM
K4I 4LL4RD LI4O, on 18 May 2019 - 03:19 AM, said:
I came here just to type this... well done.
Dual Heavy Gauss has a much higher velocity that makes up for its slow cooldown and charge up, so I really don't understand why PGI is so adamant about allowing Dual Heavy Gauss on nearly everything that can carry it, but not for allowing dual AC20. Then there's triple HPPCs...
Edited by Yiryi-Sa, 18 May 2019 - 05:39 AM.
#30
Posted 18 May 2019 - 05:49 AM
In the King Crab you can fire both together for a little less than 20 heat without quirks. And that's every 3.5 seconds with the -15% Ballistic cooldown. After 2 - 3 times you just back off to cool or chain fire.
3 HPPC's in the Awesome is 35 heat. Yes, duel Heavy Gauss does 50 damage, but it's 8 tons heavier, harder to use, fires slower, and can't be paired with Light Engines. Personally if it weren't for ghost heat I'd probably trade the 10 extra damage for more speed and a faster firing rate on most of my duel heavy gauss mechs (and probably on my duel LB20X mechs too).
As it is, a King Crab with 2 AC20's, a LFE 350, and a bunch of DHS's will be a scary thing! You can probably add MRM's, (ER)LL's, PPC's or LRM's by dropping down to a LFE325. Those mounts are all pretty high for hill peeking.
Of course the proof will be in the play. I'll be playing a 2 AC20 King Crab after the patch to see exactly how it does.
#31
Posted 18 May 2019 - 07:21 AM
#32
Posted 18 May 2019 - 07:25 AM
InnerSphereNews, on 17 May 2019 - 05:21 PM, said:
DWF-Prime
- CT Omnipod Base Armor quirk increased to +12 (from 8)
- LT Omnipod Heat -5% quirk added
- RT Omnipod Heat -5% quirk added
DWF-S
- So8 Torso Turn Rate +10% quirk added
- S08 Missile Cooldown quirk increased to -10% (from -5%)
DWF-UV
- LT Base Armor quirk increased to 12 (from 8)
- RT Base Armor quirk increased to 12 (from 8)
DWF-W
- LT Torso Turn rate 5% quirk added
- RT Torso Turn rate 5% quirk added
- So8 Missile Cooldown quirk increased to -15% (from -10%)
- So8 Torso Turn Rate 10% quirk removed (rolled over into the side torsos.)
- So8 Ballistic Cooldown -10% quirk added.
Direwolf Design Notes: Although certain configurations of the Direwolf are very powerful with good positioning and team coordination and perform admirably in these roles with skilled players, we want to provide the chassis more customization options through the omnipod system to allow players who struggle with certain aspects of the 'Mechs performance a way that they can customize the Direwolf to suit their needs. Be it more heat sustainability, more general tankiness, or more responsive torso turn rates.
Please consider a CT-armor buff for the UV, also. if need be, I'm sure most of us will happily trade the
missile-hardpoint-we-don't-use-anyway for it.
currently, the 'smartest' way to use the UV is to NOT use it, but only it arms, on another CT.
It's a shame we pay real money for a 30% cbill boost and a shiny camo, which we both later on don't use, right?
Edited by Captain Caveman DE, 18 May 2019 - 07:26 AM.
#33
Posted 18 May 2019 - 07:54 AM
But: One thing I want to note regarding Jump jets:
-> Previously it was stated that the JJ should primarily provide agility for manouvering, rather than providing too much benefits for combat (e.g. poptarting and bunny hopping).
-> This had lead to the relatively weak JJ for heavies and Assaults especially (to prevent poptarting).
Now looking at Cooldown and Heat changes, I wonder if this would be better with a different change:
-> Increased thrust and duration (with high heat) could provide the lost agility, while the heat limits the spam and poptarting efficiency.
So instead of reducing heat and cooldown, i would increase both overall, but also increase the strength of JJ overall (more so for heavies and assaults) so that they can actually get up somewhere without gaining power for poptarting again.
Wouldn't that be more logical?
#34
Posted 18 May 2019 - 08:45 AM
#35
Posted 18 May 2019 - 09:04 AM
Why Mad-9M ER Large Laser HSL+1 but not Large Laser family HSL+1?
Edited by Manei Domini Krigg, 18 May 2019 - 09:09 AM.
#36
Posted 18 May 2019 - 10:04 AM
2xHG is not a valid argument, it has many drawbacks on top of the charge time and long cooldown, namely it does not allow for Light Engines, it's far more easily crit out than an AC20, and it explodes when critted out
3xHPPC is also not a valid argument, it generates massive amount of heat even with HSL+1 to compensate
That said, there are more valid arguments for having AC40 on KGCs
- Terrible hitbox. If needed, armor quirks can be reduced or removed
- Terrible weapon convergence
which makes a trial something worth trying. put it on production server for a week and see what happens
Edited by ImperialKnight, 18 May 2019 - 10:18 AM.
#37
Posted 18 May 2019 - 10:22 AM
#38
Posted 18 May 2019 - 10:28 AM
Manei Domini Krigg, on 18 May 2019 - 09:04 AM, said:
Nope, and I've been attempting to engage Chris on that subject.
Quote
Where are you even seeing this? There is no MAD-9M in the game.
#39
Posted 18 May 2019 - 10:34 AM
#40
Posted 18 May 2019 - 11:17 AM
- https://mwomercs.com...istance-change/
- https://mwomercs.com...texture-glitch/
Come on...
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