Patch Notes - 1.4.239.0 - 16-March-2021
#721
Posted 19 March 2021 - 02:44 PM
[color=#FFFFFF]The PPC family is doing pretty good with the new patch. I thought the long cooldown would be an issue, but even in my BJ-3, the Heavy PPCs on there have been incredibly viable. It's because the high heat made the old cooldown look better than it actually was. The increased velocity is soooooo goooood!! I had taken Heavy PPCs off my Grasshopper, because I couldn't hit anything with them, now I can, and they are back on my GRH-5P. [/color]
[color=#FFFFFF]Gauss rifles I would say need to have a shorter cooldown for them to be worth the tonnage. With the PPCs, they created so much heat, that it doesn't even matter that they have a huge cooldown, but with Gauss, they never made hardly any heat at all, and you need to use stealth armor, boat gauss rifles or boat lasers with the Gauss Rifle for them to be viable anymore. I haven't noticed the damage increase make a viable change for the weapon. Might I suggest a little more leniency for a shorter cooldown with Gauss Rifle weapons?[/color]
[color=#FFFFFF]The changes with MASC are good, mostly good, but still really good, I like the turn rate decrease and the increase in time able to be used, but the torso twist decrease is going to hurt a lot of great mechs. My Shadow Cat Prime (I) didn't seem like it had enough torso twist to effectively spread the damage. May I suggest finding a mediation between the old and new twist rates? [/color]
The light Gauss Rifles and the Light PPCs have taken the heaviest hits in the patch. I believe this is due to their ability to be boated, and I noticed most if not all the weapon systems are doing better if they are boated. May I suggest - we should have a dynamic cooldown system, where boating the same type of weapon increases the cooldown for those weapons, while mechs with a mix and variety of weapon systems should have decreased cooldowns for each weapon. For example, a mech sporting six STREAK SRM 6s should have a longer cooldown than normal for each weapon system, while a mech, with only one or two STREAK SRM 6, along with a AC 20, and a LRM 20, should have decreased cooldown time for each of the weapon systems, because they are mixed and not boated on a mech. I believe this will help balance the game, make boating less viable, and help certain unpopular mechs like the Summoner become more viable and desired.
#722
Posted 19 March 2021 - 02:56 PM
K4I 4LL4RD LI4O, on 19 March 2021 - 09:05 AM, said:
I mean you really had us! All the good will in the world. Old streamers and players flocking back to your banner. Exitment was high. But shame on us I guess for falling into the same trap again. No more pgi no more!
That's a great way of putting it.
#723
Posted 19 March 2021 - 03:19 PM
but this affects boats less than smaller mechs (e.g. 4x LGauss assault vs 1x LG med mech) compared to heat and ghost heat.
If we keep large weapons with long cooldown, it might be useful to have more support weapons to get away from boating...
but as we all know, boating/specialization is king.
Then you need to push all larger weapons to 6-7s cd. (including all large lasers, missiles over 15 dmg etc.
#724
Posted 19 March 2021 - 03:54 PM
Greetings MechWarriors!
We are very excited to announce the May 27th release date for MechWarrior 5: Mercenaries Xbox Series S and X, Xbox One, GoG and Steam (PC). The first DLC, "Heroes of the Inner Sphere" will release at the same time. For more information, please see the press release HERE. We look forward to sharing more information and media in the weeks to come![/color]
Thank you,
The MechWarrior Team
Edited by GaelicWolf, 19 March 2021 - 03:55 PM.
#725
Posted 19 March 2021 - 05:33 PM
#726
Posted 19 March 2021 - 06:29 PM
#728
Posted 19 March 2021 - 09:23 PM
Every map has issues, but Tourmaline is fairly ok overall... the 'invisible walls' between rocks is a little annoying - but surely reducing ground clutter on all maps and secondarily ensuring that mechs fit through gaps must be infinitely more important.
I don't understand why any of our weapons needed to be given more of a niche, let-alone as a top priority. If only one weapon system could be changed, surely it was streaks needing more speed & health, and they didn't even make it to the list.
Gauss and PPC's both had sizeable changes when development was active. Lots of consideration and feedback went into that work and we've been quite comfortable with them generally since.
I don't understand the sudden motivation to increase the skill cap on them, particularly with an influx of new players.
World of Warships went through a very roughly approximate experience over the past few months, where they made changes that encourage long range combat... and players hate it with a burning passion. It's fairly common knowledge as a bit of a drama in the game community, it seems odd that you haven't at least heard of it.
Jump Jets which are potentially a lot of fun have been largely gutted since fairly early in MWO's life because pop-tarting was an awful experience for a lot of people... and yet these changes directly encourage similar (peeking/sniping) gameplay.
Similarly AC speeds are fine, I don't recall anyone grumbling about them, other than that of normal and ultra 20's are the only ones that really need an obvious increase.
I guess changes to MASC are... strange given that there's nothing like it and it was the one game feature that helped at least somewhat mitigate the engine de-sync for a few mechs.
Going fast is fine... but there are plenty of mechs that already go fast. The mechs that most desperately need to go faster are those most drastically affected again, by the engine de-sync.
Overall the changes seem somewhat random and supported by the thinnest logic.
With these weapon changes in mind, the trial mech builds are even more confounding - all of these pinpoint weapons inflict more damage, and most of the trial mechs have reduced head armour on newbie mechs, especially the Direwolf... like, why. Why skimp on a measly 6 points of armour on the head of all places when you could shave 3/3 from the 80/80 on the legs. Similar with the Warhawk.
TAG in the Stormcrow's arm with a heatsink but no actuator, and eight tons of LRM ammo is.... optimistic. The Grasshopper with double-digit back armour... which I assume is just an oversight.
Just to be clear - these weapon changes are baffling. Nearly all are bad for the game in every way and almost completely unnecessary (ie the speed increase to AC/20's is good). Everything else is ... dumb. Just..really, really dumb.
Edited by Kynesis, 19 March 2021 - 09:41 PM.
#731
Posted 20 March 2021 - 03:19 AM
Bigger huge number pin point alphas are A W F U L.
Worst general direction you could take the game into.
As for the light gauss: You want to help it...so you increase the damage by ca. 25%... and you increase the cooldown...by LITERALLY 100%!?
Is this an early april´s fool joke?
#732
Posted 20 March 2021 - 03:45 AM
John McHobo, on 20 March 2021 - 03:19 AM, said:
Bigger huge number pin point alphas are A W F U L.
Worst general direction you could take the game into.
As for the light gauss: You want to help it...so you increase the damage by ca. 25%... and you increase the cooldown...by LITERALLY 100%!?
Is this an early april´s fool joke?
#733
Posted 20 March 2021 - 04:27 AM
Daeron Katz, on 17 March 2021 - 10:40 AM, said:
I'm just making a quick post to let you know that Matt and I will be addressing this patch, future patches, Quarter 2 development, the overall MWO Roadmap, and more in a Dev Vlog this week. In the meantime, continue with the feedback, venting, or anything else you want to get across to us.
Hi there, Daeron... I'm going to sidestep the content of the Patch in order to point out something here about the Notes & Patching Process themselves. When someone is trying to deal with manually loading the Patch Files for use, it would help to provide links to ALL of the relevant items. For example, this Patch gives a link to File #385 for download, but that one is only a small fraction of the total data needed to complete the Patch in order to be able to play. This then requires either being at the mercy of the internet itself (and possibly a rather harsh ISP too) in order to get the rest of the data because the MWO Portal had to do the work itself, or the user has to manually figure out the remaining file(s) to download. In this case, it is File #384 being the other one to grab, and makes up the rest of the total needed to get things done quickly and easily. Therefore, if you (or whomever it is that should be doing it) could finish adding the Patch File Download Links for everyone to benefit from, it would be very much appreciated.
For anyone else reading this post before that gets fixed, you'll need both of the following files...
>http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_384.zip<
>http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_385.zip<
...and I'll wish you a Happy Patching Session too!!!
~D. V. "trying to help make sure ALL the relevant Patch Download Links are present for use" Devnull
#734
Posted 20 March 2021 - 09:08 AM
Positive: At least Clan PPCs and ACs are definitely feel more "correct".
Negative: MASC limitations. New gauge is ok, but overall decrease in mobility feels uncomfortable.
Proposition is to make Clan ACs burst of AC/10 and /20s more dense, i.e. increase burst ROF by at least 20 %, cause now their damage is too unfocused.
Edited by Seth Kalasa, 20 March 2021 - 09:08 AM.
#735
Posted 20 March 2021 - 11:40 AM
The mechs that come with MASC glued on as fixed equipment had a unique play-style entirely because of MASC’s increased agility characteristics. Nobody was complaining about MASC-Fu being overpowered before you nerfed it. You did that because someone on your team thought it was more fun that way. That person is on an island.
Edited by Jack Shayu Walker, 20 March 2021 - 11:47 AM.
#736
Posted 20 March 2021 - 11:51 AM
my unit member (he played over 12к games) said:
I I do not want play this ******* game ******* coz ****** PGI ***** broke ****** masc, coz after 12k games only mech`s with masc gives me pleasure
my congratulations PGI, you lost active veteran player with high skill, you broke pleasure for this guy, for me and my unit
I say only one for you PGI - just ***************** and **************
#737
Posted 20 March 2021 - 11:54 AM
#738
Posted 20 March 2021 - 05:31 PM
824 comments for a single patch.. I guess you did not take the right decision w/ balance changes.
Honestly, it does not take much to scroll through some of the pages and realize, that we do not really like these changes to weapon balance or masc.
Please, do not take the fun away from your loyal player base. I can still see a bunch of old time players here, it's heartbreaking to see the community get 'outraged' at one patch this late in the development.
o7
#739
Posted 20 March 2021 - 06:47 PM
I seem to be missing a Dev Vlog.......
Here Dev Vlog, Here Dev Vlog, ....Where are you hiding Dev Vlog?.......
#740
Posted 21 March 2021 - 12:55 AM
I personally was very suprised about the PPC and gaus changes, I felt these weapons were in a relativly good spot, the last thing I would have expected is more damage... other than maybe on the light versions, as these where simply to week. All my build with PPC and Gaus still perform, maybe even a bit better. Forces me to be more pokey, thats okay.
What I dont like is what it did to the game. PPCs are now so strong on pin point, and heavily used. Loosing a site torso in the early game with a brawler is now faster than ever. This is not a good development. Making PPC more pokey is okay, but not making them stronger... I now see quad PPC Veagles!
The changes on mask are really bad. I guess nobody actually tried it before putting it into the patch. Giving a negative mobility % for assaults is so stupid. It means operating masc gets more difficult and counter intiutive: I have to shitch OFF masc when I want to turn a corner, only to switch it back on when running straight. How should a beginner ever deal with this, when I as veteran alrady struggle? Taking away the mobility boost on lights is something I can accept, they are agile anyway.
Maybe as an idea: Why dont you let masc give speed boost to lights and mediums and agility boost to heavy and assaults? This way masc could help shilding and twisting with those slugish fatties, while lights and mediums get a speed bonus to spring from cover to cover?
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users