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April Dev Vlog #1


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#81 Agyar30

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Posted 02 April 2021 - 02:48 AM

Good. Looking forward to this! I am actually happy that we can playtest this live. Will be fun!

#82 Coffeeghoul

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Posted 02 April 2021 - 03:05 AM

YES, please!
Thank you @cauldron for all the work and @Matt & Daeron for supporting this and making it possible.
I will spend more time in the Mechlab now to find new cool builds for mechs I haven't touched in years. Thinking of triple LPL Clan mechs first..

#83 denAirwalkerrr

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Posted 02 April 2021 - 03:24 AM

I feel Matt and Daeron should really get more appretiation behind the scenes for actually pushing for this changes bypassing PTS to check them out in live enviroment.



#84 Mochyn Pupur

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Posted 02 April 2021 - 03:36 AM

Tentatively looking forward to this update. Nice work!

Next thing I would like to see is a review of engine sync and agility across all weight classes; a bit of give and taken to get back to having a reason to carry and mech into a drop other than playing up to absurd, physics ignoring capabilities of certain mechs and giving credence to heavier base tonnages of others which would take into account torso speeds etc.

What would be funny is to see lateral momentum built into turning circles v speed i.e. extreme drifting with a light at high speed or pinned to one foot with a slow and heavy mech :)

#85 YouKnowNothing

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Posted 02 April 2021 - 03:47 AM

I dunno what all these numbers mean, I'm too lazy to put that much mental effort into it, I'm just glad people are glad that these are good numbers...

Posted Image

#86 Todd Marshall

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Posted 02 April 2021 - 04:17 AM

I will definitely give the game some more time once those changes are implemented. Kudos to you guys for trying them!

#87 ManicWK9

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Posted 02 April 2021 - 04:55 AM

its the right way.. like it!!

#88 Far Reach

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Posted 02 April 2021 - 05:21 AM

Very good changes.
Although I personally don't think the atm's needed to be reigned in.

#89 ghost1e

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Posted 02 April 2021 - 05:26 AM

Really like the direction this is going in, keep it up!

#90 KH Slaine

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Posted 02 April 2021 - 05:33 AM

Pretty good stuff coming. I approve. But ....
AMS ammo non-explosive? (face scrunches up.) That just doesn't make logical sense. Does it have built in C.A.S.E. or some such? Shouldn't one need to implement C.A.S.E. for such? Tune down the internal damage done perhaps. imho

Edited by KH Slaine, 02 April 2021 - 05:35 AM.


#91 Darkstrand

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Posted 02 April 2021 - 05:34 AM

I just want to throw my support towards this decision, so you can add this to the pile of overwhelmingly positive reaction.

I am very much looking forward to the next patch!

#92 ADI84000

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Posted 02 April 2021 - 05:36 AM

if the changes written here will be in April patch.... then I will go back to playing MWO seriously
GO DAERON
GO MATT
MORE COMMUNITY DRIVEN BALANCE
MORE COMMUNITY DRIVEN DEVELOPMENT
MAKE MWO GREAT AGAIN
FAAAAAAAAAACTION PLAAAY

#93 Stink Bug

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Posted 02 April 2021 - 05:47 AM

Got some reservations with some of the changes (looks like return of deathstrike and HLL metabringer spam?) and if I'm reading correctly quad light gauss assaults will now be spitting 40 pinpoint alphas from across the map but for the most part it looks like positive changes. And if not, we'll adapt. Confused behind the rationale for Clan Gauss though:


Quote

Gauss Rifle (Clan):
Weapon Health increased to 12 (from 5)
Velocity increased to 2200 m/s (from 2000)
Range increased to 810m (from 660)
Max range increased to 2050m (from 1320)

Notes: Similar to the IS Gauss Rifle, we want to see the Clan-tech one brought up to the same standards as that weapon. Gauss Rifles on the whole are highly lacking at current, lacking both DPS, and range. While the Clan Gauss Rifle does not have to pay as much in-terms of slots and tonnage as the IS Gauss Rifle, it still shares all of the same drawbacks, with an additional major drawback which we seek to rectify. The fact that the Clan Gauss Rifle has only 5 health currently serves to do nothing but make people running the weapon system upset when their open Clan Gauss Rifle carrying components get tapped once, and their Gauss Rifle explodes.
I understand buffing health but making it near identical to IS Gauss which is 3 tons and 1 crit slot bigger? Don't think that's worth a paltry 0.25 sec cooldown reduction.

Edited by Stink Bug, 02 April 2021 - 05:52 AM.


#94 ShogunKid

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Posted 02 April 2021 - 06:01 AM

yes....YES....YEEEEEESSSSSS!!!!!! Now that's what I'm talkin' bout boys! Way to go Daeron, Matt, and the Cauldron! This is going to make the game fun in lots of ways!

(pssst...When people are happy -- they spend money. That's why the top execs at Disney made Disneyland "the happiest place on earth.")

Good job, y'all!!

#95 Beavecleaver

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Posted 02 April 2021 - 06:23 AM

Is this real ? or April fools?. should never announce stuff like this on April 1st...

#96 Darren Marik

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Posted 02 April 2021 - 06:54 AM

I have not played very much last month or 2. have not enjoyed the changes made in march. I am genuinely excited for these changes. thanks CAULDRON and everyone who is steering this boat in the right direction!

#97 DisasterTheory

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Posted 02 April 2021 - 07:45 AM

This just made my Dual LBX20/Quad Medium Pulse Kodiak 3 a Monster...... THANKS.

#98 James Hawker

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Posted 02 April 2021 - 07:46 AM

View PostHeavy Money, on 01 April 2021 - 10:16 PM, said:



Erm, I understand what you're trying to say here, but you haven't presented very good examples. If someone told me a weapon was "SRMs but long range" I'd be like "holy crap, that sounds amazing" because SRMs are good and their main downside is range. Its not much of an argument.

And I don't think that Rifleman comparison is going to support your argument either, considering that the Rifleman is not very good, and the IIC is quite good. So out of the 3 mechs you chose to compare the IS vs Clan versions (Orion, Rifleman, Hunchback), 1 supports what you're saying, one is neutral as you say, and the other is the opposite of your original example.

Also, you bring up light balance, but a large amount of these weapon changes were specifically to help improve what weapons are viable on lights?



I took a break to eat a steak, relax, and clear my head. But I stand by what I said. The Rifleman IIC is arguably a side-grade at best, as it brings jumpjets to the table as well as a different set of configurations. At the cost of making it's CT profile larger, and retaining weaker overall armor compared to the IS variant which is grounded, but potentially faster.

Look. I called it in my first post, I'm getting meme'd and mocked for what I said. But I'm genuinely not trying to complain that the game is imbalanced, or that PGI has some repressed bias they're pretending to hide. (This is where I say 'they do that well enough themselves, but I won't.) They are buffing Clan tech to be more in-line with IS platforms, and I'm grateful for it. The problem I'm seeing is that the IS are getting even more buffs that they probably shouldn't have gotten until after this patch's numbers have been rolled out, like HSL increases to mainline weapon platforms, or ER Large Laser range buffs which are only going to make them *more* niche on mechs that have quirks for them, something PGI said they were trying to avoid... Or at least, I thought they did. They're saying they want to promote the diversity between Clan and IS mechs with the SSRM changes on one hand, then giving the IS weightless CASE for their arms on the other "Because the Clans have it." These two concepts conflict, either bring the gap closer together or widen it out and make each faction play distinct from the other without being inherently worse. You can't have both.

#99 ShootterMcGavin

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Posted 02 April 2021 - 07:53 AM

I haven't played in a hot minute, but I'll definitely be hoping on to give this a whirl.

#100 MookieDog

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Posted 02 April 2021 - 08:07 AM

Heck ya!!!!! As Blane put it: You go all in





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