Patch Notes - 1.4.237.0 - 17-Feb-2021
#121
Posted 19 February 2021 - 11:44 PM
#122
Posted 20 February 2021 - 10:17 AM
Flanking Boy, on 19 February 2021 - 12:42 PM, said:
in my book the worse map is polar
but i think that should be an options for a players to deactivate a couple of the maps that they don't like.
so if enough deselected a certain map, it would give the developers a hint what people like and dislike.
There is literally none of my 100+ mechs that I like to play on the crappy classic forest colony maps. Zero. I don't even care if we win or lose there, the map alone makes this a bad match from the start.
Polar Highlands on the other hand can be quite interesting, depending a bit on the mech I'm in and the gamemode (Domination on polar isn't that great in my opinion, conquest can be good though). It's a bit too large most of the time, agreed.
I agree we should be able to select 2 maps we don't want to play on. Place a hint that it increases queue time, that's fine. With the current selection available, I'd only remove the 2 classic forest colony maps, leaving enough others to play on.
#123
Posted 20 February 2021 - 05:42 PM
Buenaventura, on 20 February 2021 - 10:17 AM, said:
Polar Highlands on the other hand can be quite interesting, depending a bit on the mech I'm in and the gamemode (Domination on polar isn't that great in my opinion, conquest can be good though). It's a bit too large most of the time, agreed.
I agree we should be able to select 2 maps we don't want to play on. Place a hint that it increases queue time, that's fine. With the current selection available, I'd only remove the 2 classic forest colony maps, leaving enough others to play on.
I also love those 2 maps, i have a bit of nostalgia for them, and since they are not used often, it allows for a different game.
#124
Posted 22 February 2021 - 12:22 PM
The only short-term answer, assuming you cannot quickly and simply fix the match making module, is to handicap/debuff high tier players. If they're so skilled, then they shouldn't worry about having their weapons, damage and armor negatively quirked by 20% or more when they are in a match with lesser skilled players (defined as >1 tier down). Not quite parity, but at least something. This is a temporary short term adjustment until MM gets better, more new players are added and groups leave the solo queue. I discuss the MM issue every day in every match I play and, believe me, EVERYONE has issues with it. As a side point, my best, most fun matches are when I drop to Tier 4 where Tier 1 players are scarce (they still show up periodically). In Tier 3, where I live most of the time, it can be frustrating to the point of leaving the game and community. In fact, I did do this awhile back.
Bolt-ons? Seriously, you guys thought this was a legit fix for a patch in the face of the MM elephant in the room? If all it took was an adjustment to a single line of code, well then, okay. Come on PGI, you got some serious programming HP so use it. Stabilize the current game before you start snooping around for adding features, etc. The Time of Day patch was legit for enhanced game play - stay on that course.
#125
Posted 22 February 2021 - 01:58 PM
PCHunter, on 22 February 2021 - 12:22 PM, said:
The only short-term answer, assuming you cannot quickly and simply fix the match making module, is to handicap/debuff high tier players. If they're so skilled, then they shouldn't worry about having their weapons, damage and armor negatively quirked by 20% or more when they are in a match with lesser skilled players (defined as >1 tier down). Not quite parity, but at least something. This is a temporary short term adjustment until MM gets better, more new players are added and groups leave the solo queue. I discuss the MM issue every day in every match I play and, believe me, EVERYONE has issues with it. As a side point, my best, most fun matches are when I drop to Tier 4 where Tier 1 players are scarce (they still show up periodically). In Tier 3, where I live most of the time, it can be frustrating to the point of leaving the game and community. In fact, I did do this awhile back.
Bolt-ons? Seriously, you guys thought this was a legit fix for a patch in the face of the MM elephant in the room? If all it took was an adjustment to a single line of code, well then, okay. Come on PGI, you got some serious programming HP so use it. Stabilize the current game before you start snooping around for adding features, etc. The Time of Day patch was legit for enhanced game play - stay on that course.
Seems like you may have missed/didn't read the roadmap post where they said the first quarter is being literally dedicated to low hanging fruit. They even used the words themselves iirc.
#126
Posted 27 February 2021 - 10:27 AM
#128
Posted 28 February 2021 - 11:20 AM
Edited by Cherry Garden full of Blue Roses, 28 February 2021 - 11:21 AM.
#129
Posted 28 February 2021 - 05:54 PM
So You Say, on 27 February 2021 - 10:27 AM, said:
Yep, also agree.. Are there any solo players out there that can say they have upped their game significantly because of group play being merged wtih solo? Like, did you learn what builds work? Maybe learned some strats or found teamwork is more prevalent in merged queue than it was in solo?
Edited by DAEDALOS513, 28 February 2021 - 05:55 PM.
#130
Posted 14 March 2021 - 03:25 AM
- Change the Reconnection Time limit from 2 to 4 minutes to rejoin a match
- Change the Early Leaver punishment threshold from 2 to 4 minutes
Somehow, there is still a 2 minute punishing if u loose connection in FactionPlay, or at least the text says so. I won`t test this, to find out what`s wrong!:
°°7
#131
Posted 18 March 2021 - 10:53 AM
#132
Posted 18 March 2021 - 11:23 AM
#133
Posted 18 March 2021 - 11:53 AM
MASC (All except the fill rate buff)
IS Gauss (Cooldown especially, health increase is ok)
Clan Gauss
Light Gauss (Damage buff welcome, cooldown nerf bad)
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