Patch Notes - 1.4.211.0 - 18-Jun-2019
#81
Posted 17 June 2019 - 05:38 AM
#82
Posted 17 June 2019 - 05:52 AM
#83
Posted 17 June 2019 - 05:53 AM
Navid A1, on 16 June 2019 - 12:25 PM, said:
The "mechanic" brings it up to 2 psi and asks me to come back in a year if I find any problem.
I tell the mechanic that it's not nearly enough. You need to bring it up to at least 20.
Meanwhile someone driving on all four flat tires drives by, and shouts at me "Hey... the mechanic is only doing this incrementally so that your tire does not blow up from high pressure... you need it try it first... I've been driving like this for a year and my car still moves forward"
That sounds like a nice episode of Southpark with good old Randy as the main character of that episode!
#84
Posted 17 June 2019 - 06:39 AM
#85
Posted 17 June 2019 - 08:54 AM
Audacious Aubergine, on 17 June 2019 - 05:52 AM, said:
Even HE'S givin up and left..
But seriously.. patch is in the right direction.. but a lot of it is fixing the mistakes of the past and some minor fine-tuning.. so no real progress..
Edited by DAEDALOS513, 17 June 2019 - 09:01 AM.
#86
Posted 17 June 2019 - 09:27 AM
Audacious Aubergine, on 17 June 2019 - 05:52 AM, said:
Weapon door shadows? What about decals that project through some plates on Mechs, because those plates are only "solid" on one side apparently (and yes many of these plates are in the best places for decals imo). And even more rarely, some decals seem to move independent of the Mech they are on on some Mechs. And what about colors not being the same on every Mech?
Edited by Ed Steele, 17 June 2019 - 09:29 AM.
#87
Posted 17 June 2019 - 10:47 AM
Audacious Aubergine, on 17 June 2019 - 05:52 AM, said:
PGI's solution last patch was to simply remove weapon door shadows altogether. Open or closed, your weapon bay doors no longer cast ANY shadow.
#88
Posted 17 June 2019 - 11:50 AM
Because it can´t be the same game.
Nice story about the ATMs btw, covering that you want to nerf the ATM jumpers like the Vapor Eagle.
There have been so many urgent problems around for years now. Now that you don´t throw out a new mech every month i thought you´d have time for the important things. But no, same business as usual. Nerfing and buffing **** nobody asked you to do.
Seeing how you treat MWO ... MW5 will be a disaster.
#89
Posted 17 June 2019 - 12:27 PM
InnerSphereNews, on 14 June 2019 - 04:26 PM, said:
- 3 Damage Range Zone reduced to 245 (from 270)
That's only a ~10% range nerf (or ~22% nerf in terms of 360° surface), on top of all the previous ones...
But it made me realize that after so many ATM nerfs (the smaller arc, the smaller lock-on surface, the longer lock-on delay, the smaller lock-on retention, the leg damage reduction, the TAG nerf, the Artemis nerf, the missile health nerf, the stealth armor, the AMS boost, and even bigger Clan missile nerfs coming early August...), I'll be aiming to dump most of my ATM brawlers for long range LRM builds, even if that high-risk "3 Damage Range Zone" stays at 270m.
PS : PGI , you have got to stop nerfing missile weapons again and again, in a game that is already dominated by non-missile weapons, or your missile weapon users won't last you another two months.
Edited by Humble Dexter, 17 June 2019 - 12:32 PM.
#90
Posted 17 June 2019 - 01:08 PM
#91
Posted 17 June 2019 - 02:26 PM
Humble Dexter, on 17 June 2019 - 12:27 PM, said:
They can't stop it because of poor design decisions.
Kodan Black, on 17 June 2019 - 01:08 PM, said:
But if ATM is op because Veagle, then it's not really that much of a nerf since it's a mobile medium that could adjust quickly especially with those that mastered the chassis already.
If anything it hurts those slower mechs more.
Edited by The6thMessenger, 17 June 2019 - 02:27 PM.
#92
Posted 18 June 2019 - 12:05 AM
ATM's good move, group play was ridiculous, just a bunch of poptarting mediums firing atms all day, you can even dummy fire in a pinch at somebody a bit slow or shut down so yeah nice try.
Kodiak, it got nerfed because clanners would absolutely roll the IS with kodiak rush, but at this point FP is not a great mode they can actually afford to give people back there fun. Then again if they were good we would ignore other things, the point being that power creep will always happen, Nerf one go to another , buff another go to that one, there is no win, if you want a challenge use a bad mech, if you don't use a good mech.
Edit: let me clarify that, i think a serious buff to mobility would be great, but i think all mechs need a serious buff to mobility
On that note changing sides in faction play, thanks.
Minimum range removed from light ppcs next, might make them worthwhile (though maybe not...)
Edited by Laser Kiwi, 18 June 2019 - 12:12 AM.
#93
Posted 18 June 2019 - 12:10 AM
Wishmast3r, on 17 June 2019 - 11:50 AM, said:
Because it can´t be the same game.
Nice story about the ATMs btw, covering that you want to nerf the ATM jumpers like the Vapor Eagle.
There have been so many urgent problems around for years now. Now that you don´t throw out a new mech every month i thought you´d have time for the important things. But no, same business as usual. Nerfing and buffing **** nobody asked you to do.
Seeing how you treat MWO ... MW5 will be a disaster.
No reflection on MW5, the game is a single player bot fest, there is no reason to nerf or buff in a non competitve environment, in PVP everyone is worried about the mystery of "balance". Single player games do not require nerfing or buffing so no issue there.
#94
Posted 18 June 2019 - 01:12 AM
#95
Posted 18 June 2019 - 02:43 AM
Laser Kiwi, on 18 June 2019 - 12:10 AM, said:
I wasn´t talking about nerfing or buffing alone, i was talking about PGI as developer overall. [Redacted] Look how they ****** up FP. [Redacted]
I still don´t know how they came up with the skill tree, in my opinion the only update that was really good. Everything else ...
How can you think it is a brilliant idea to change the game mode every few hours, ignoring the 24 time-zones.
After years of begging for more than 4 drop decks they finally gave us 32, but no option to save them? I have 11 drop decks, which cost me a [Redacted] of money, and now i have to change 44 mechs from Clan to IS or back to Clan every few days? Or even every few hours? WTF?
They disabled the matchmaker for QP without telling anybody, cause there aren´t enough players and you would have to wait 15+ minutes for a game. So now i´m stuck with TIER 5, 4 and 3 nascaring, not teamplaying noobs making QP a pain in the ***.
They buffed lurms 4 times in 6 months, no matter what mode or what map, it was raining like ****. Buffing a noob weapon ... why?
They constantly try to balance the game through weapons, ignoring the fact that teamplay is op and can´t be nerfed.
The list goes on and on and on. And that is why i´m afraid that MW5 will be a total disaster.
Edited by draiocht, 18 June 2019 - 05:36 AM.
unconstructive, staff abuse, inappropriate language & references
#96
Posted 18 June 2019 - 03:46 AM
#97
Posted 18 June 2019 - 04:10 AM
Joe Decker, on 18 June 2019 - 03:46 AM, said:
Have you tested this? Not having a go at you, just curious.
I only have that La Malinche or whatever freebie, it is awful to play. Mounts are so low, everything hits dirt or I over expose. I feel the problems are my poor skill rather than hitreg, but I am genuinely terrible in it.
#98
Posted 18 June 2019 - 09:24 AM
crazytimes, on 18 June 2019 - 04:10 AM, said:
I only have that La Malinche or whatever freebie, it is awful to play. Mounts are so low, everything hits dirt or I over expose. I feel the problems are my poor skill rather than hitreg, but I am genuinely terrible in it.
From the top of my head :
- 2x Large Pulse Laser
- 1x MRM 20
- 3x ER Medium Laser
- 1x AC/10
- 1x AMS
And you killing everything in front of you without any issues!
#99
Posted 18 June 2019 - 09:49 AM
Verilligo, on 17 June 2019 - 06:39 AM, said:
Just a typo in the doc. I checked the internal build, it is still set to 76.5 in game.
Edited by Chris Lowrey, 18 June 2019 - 02:00 PM.
#100
Posted 18 June 2019 - 10:05 AM
Humble Dexter, on 17 June 2019 - 12:27 PM, said:
That's only a ~10% range nerf (or ~22% nerf in terms of 360° surface), on top of all the previous ones...
But it made me realize that after so many ATM nerfs (the smaller arc, the smaller lock-on surface, the longer lock-on delay, the smaller lock-on retention, the leg damage reduction, the TAG nerf, the Artemis nerf, the missile health nerf, the stealth armor, the AMS boost, and even bigger Clan missile nerfs coming early August...), I'll be aiming to dump most of my ATM brawlers for long range LRM builds, even if that high-risk "3 Damage Range Zone" stays at 270m.
PS : PGI , you have got to stop nerfing missile weapons again and again, in a game that is already dominated by non-missile weapons, or your missile weapon users won't last you another two months.
It is ok Humble LRMing from spawn will be a little more effective for you anyway lol.
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