Jump to content

Patch Notes - 1.4.241.0 - 18-May-2021


334 replies to this topic

#161 Rhialto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 2,084 posts
  • Twitter: Link
  • LocationQuébec, QC - CANADA

Posted 18 May 2021 - 05:23 PM

View PostDaeron Katz, on 29 January 2021 - 08:40 PM, said:

I will add Classic Terra Therma to the list a bit later tonight.

It's been a while you wrote this, still waiting! And may I suggest you read your PM from time to time?

#162 KursedVixen

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 3,243 posts
  • LocationLook at my Arctic Wolf. Closer... Closer...

Posted 18 May 2021 - 05:28 PM

hmm i dunno why but i can not get out of lrm range on the new canyon i was pretty much stuck under the bridges the whole game and the enemy team seemed very lrm heavy with narcs and tag, and a bunch of Uav's which i shot down.... interesting how nobody seems to shoot down UAVs

Edited by KursedVixen, 18 May 2021 - 05:34 PM.


#163 PocketYoda

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,141 posts
  • LocationAustralia

Posted 18 May 2021 - 05:39 PM

Are structure quirks really going to help those mechs and lowering their armor at the same time.. The rest looks nice, but Armor is king structure is pointless as you die instantly to crits..

View PostKursedVixen, on 18 May 2021 - 05:28 PM, said:

hmm i dunno why but i can not get out of lrm range on the new canyon i was pretty much stuck under the bridges the whole game and the enemy team seemed very lrm heavy with narcs and tag, and a bunch of Uav's which i shot down.... interesting how nobody seems to shoot down UAVs

As soon as i saw the new map i thought of Polar.. Its basically a LRM kill box map now.. They literally took away the top hiding areas.. The Domination maps are going to be really crap now with the top open like that..

Edited by MechaGnome, 18 May 2021 - 05:49 PM.


#164 SockSlayer

    Member

  • PipPipPipPipPipPip
  • 255 posts

Posted 18 May 2021 - 05:41 PM

Its odd that light gauss got range nerfed even though I recently decided not use it on a mech precisely because its range wasn't much better then regular gauss, but I wasn't using it anyway...Haven't tried map yet so will have to play that...On flamers, I tried them with the Vulcan, and was surprised that they actually seem to be useful due to the range quirks. But on any other mech, they are lack luster still. I say just remove heat penalty when there is more than 4...I've done the tests, once you are past 4, you will take on a lot of heat even before that penalty was added, and for nearly no damage if you don't carry other weapons.

Aside from flamers, I feel most other weapons are about where they should be, lasers are especially good, light gauss range reduced but still decent. Missiles feel...like missiles.

One other thing I think about, Hero Mechs should be exactly that, and giving them quirks that are higher than normal mechs, (but not OP), seems like a good idea, some have stuff like that already, Charger hero has -70% critical hit chance receiving, and the Huggin Raven has +20% missile range. There is another mech that is -100% external heat transfer where flamers and walking in lava won't add heat. Although Dire Wolf Ultraviolet has no unique quirks, it can have 8 ballistic hardpoints, more than any other direwolfs. So its just some thoughts I have.

#165 PocketYoda

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,141 posts
  • LocationAustralia

Posted 18 May 2021 - 05:43 PM

View PostSockSlayer, on 18 May 2021 - 05:41 PM, said:

Its odd that light gauss got range nerfed even though I recently decided not use it on a mech precisely because its range wasn't much better then regular gauss, but I wasn't using it anyway...Haven't tried map yet so will have to play that...On flamers, I tried them with the Vulcan, and was surprised that they actually seem to be useful due to the range quirks. But on any other mech, they are lack luster still. I say just remove heat penalty when there is more than 4...I've done the tests, once you are past 4, you will take on a lot of heat even before that penalty was added, and for nearly no damage if you don't carry other weapons.

Aside from flamers, I feel most other weapons are about where they should be, lasers are especially good, light gauss range reduced but still decent. Missiles feel...like missiles.

One other thing I think about, Hero Mechs should be exactly that, and giving them quirks that are higher than normal mechs, (but not OP), seems like a good idea, some have stuff like that already, Charger hero has -70% critical hit chance receiving, and the Huggin Raven has +20% missile range. There is another mech that is -100% external heat transfer where flamers and walking in lava won't add heat. Although Dire Wolf Ultraviolet has no unique quirks, it can have 8 ballistic hardpoints, more than any other direwolfs. So its just some thoughts I have.


They shouldn't be nerfing the weapons like this they should be nerfing the mechs that exploit them.. Like the Vapor Eagle and the Piranhas with micro lasers..

All nerfing the weapons does is stop people using them on all mechs..

Edited by MechaGnome, 18 May 2021 - 05:44 PM.


#166 Voice of Kerensky

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 511 posts

Posted 18 May 2021 - 05:53 PM

Tonight I will try out a new patch for increasing the mobility of TBR and New Canyons. I'll work on my job for the day and check it out in the evening.
In the meantime, looking at the pictures of New Canyons, I get the impression that this map will be for "trench warfare" (a term born in the First World War).
I don’t know if this is good or bad. But the fact that without breasts in the center map for snipers and lurm warriors it will become much easier to play on this map, i can say without tests.

Edited by Voice of Kerensky, 18 May 2021 - 05:56 PM.


#167 KursedVixen

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 3,243 posts
  • LocationLook at my Arctic Wolf. Closer... Closer...

Posted 18 May 2021 - 05:59 PM

View PostSockSlayer, on 18 May 2021 - 05:41 PM, said:

Its odd that light gauss got range nerfed even though I recently decided not use it on a mech precisely because its range wasn't much better then regular gauss, but I wasn't using it anyway...Haven't tried map yet so will have to play that...On flamers, I tried them with the Vulcan, and was surprised that they actually seem to be useful due to the range quirks. But on any other mech, they are lack luster still. I say just remove heat penalty when there is more than 4...I've done the tests, once you are past 4, you will take on a lot of heat even before that penalty was added, and for nearly no damage if you don't carry other weapons.

Aside from flamers, I feel most other weapons are about where they should be, lasers are especially good, light gauss range reduced but still decent. Missiles feel...like missiles.

One other thing I think about, Hero Mechs should be exactly that, and giving them quirks that are higher than normal mechs, (but not OP), seems like a good idea, some have stuff like that already, Charger hero has -70% critical hit chance receiving, and the Huggin Raven has +20% missile range. There is another mech that is -100% external heat transfer where flamers and walking in lava won't add heat. Although Dire Wolf Ultraviolet has no unique quirks, it can have 8 ballistic hardpoints, more than any other direwolfs. So its just some thoughts I have.
I dunno nerfing Clan streaks into almost obsolescence was kinda bad and I barley could use ATm's when their short range was 3. so by nerfing them they just made my decision even more firm to NOT ever use them.

#168 Hibbety Jibbety Hoo Hah

    Rookie

  • The Handsome Devil
  • The Handsome Devil
  • 3 posts

Posted 18 May 2021 - 06:19 PM

I did notice that a few trees aren't quite right on the radio hill in Canyon. Could just be my computer.
https://www.dropbox....4022_1.jpg?dl=0

#169 C337Skymaster

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,451 posts
  • LocationNew England

Posted 18 May 2021 - 07:15 PM

View PostTarl Cabot, on 18 May 2021 - 04:16 PM, said:


Did you miss out on the Solaris VII rules set, which original MW and MBPT games utilized, if not directly then as inspiration? Solaris rounds are 2.5 sec long, not 10 secs, and each weapon had its own Delay timing (cooldown), AND TICS (target integrated circuit) or weapon groupings. The base BT boardgame did not have TICS. Or try to use Battleforce, a larger scale encounter with 60secs/round Posted Image


Really? I'll have to look that up.

Unfortunately, as I think someone else called me on, I've never gotten the chance to play a TT game. I came to the franchise through MW2 and MW3 (which my Uncle had when I was growing up, but didn't actually get to play, myself, until College in 2007). I'm just super interested in numbers (I'm an engineer), and started digging into the TROs, piecing together bits of rules from Sarna, and getting other people to fill in the blanks for me. Most recently, I've been reading the novels and watching Critical Rocket and his friends playing Table Top Simulator on Twitch and YouTube.

My obsession stems from a bit of OCD regarding "following the rules" and a desire to see the battles described in the books played out before my eyes, with myself as a participant in a 1st person perspective. I read the books and see a battle in my mind's eye, and then I open my eyes and try to determine how MWO would best recreate that, and I propose ways of making the game similar to that mental image.

In case you haven't guessed, my favorite part of Star Trek is figuring out how the ships work, and watching all the technology in action. :) My favorite part of Battletech is the same way: figuring out how battlemechs would translate to real life, based on all the rules and descriptions made for them.

#170 C337Skymaster

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,451 posts
  • LocationNew England

Posted 18 May 2021 - 07:22 PM

View Postnuttyrat, on 18 May 2021 - 12:15 PM, said:


Hello, Cauldron member here. I use lock-on weapons all the time, so not sure where this idea came from.


Might have something to do with referring to them as "Cancer" :)

#171 C337Skymaster

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,451 posts
  • LocationNew England

Posted 18 May 2021 - 07:31 PM

View PostLocked Bolt, on 18 May 2021 - 02:14 PM, said:

No idea if this has happened to others but, when I first logged in after the update It said that I redeemed 100 mc 80,000 GXP and 3 million C-bills, was this intended?
Also major upgrade on the Timby, I fully approve


Those are Solaris end-of-season rewards. Congratulations: looks like you placed top-10 in a division :)

#172 Mister Maf

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 351 posts
  • LocationAtlanta

Posted 18 May 2021 - 07:35 PM

View PostKursedVixen, on 17 May 2021 - 07:27 PM, said:

also it looks like your trying to push people to pay for the hero or special mechs...

Those hero mechs always had the highest mobility of the chassis. Out of all of them I would say only the YLW has a chance to even contend for being the best chassis variant, even with more mobility. It's fine.

#173 ShooterMcGavin80

    Member

  • PipPipPipPipPip
  • Little Helper
  • Little Helper
  • 146 posts

Posted 18 May 2021 - 07:37 PM

View PostDOMV2, on 18 May 2021 - 04:48 PM, said:

The new Canyon gives the opportunity for a lot more styles of play.


egh, not sure about that.

Canyon is now a midrange/long range peaker map, and much more LRM friendly to boot. Brawlers are going to have a hard time with it now. Previously brawl mechs you could kinda make it work, but I'm trying to skill up two brawler Cyclops builds and whooo, the new Canyon map has been eating my lunch.

Basically instead of rush to the middle and nascar, now you have to nascar around the edge, or just win mid to long range trades until the enemy is ground down. If you are a slow brawler assault or heavy, you are going to have a bad day.

Edited by ShooterMcGavin80, 18 May 2021 - 07:38 PM.


#174 C337Skymaster

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,451 posts
  • LocationNew England

Posted 18 May 2021 - 07:41 PM

View PostDaddyPig, on 18 May 2021 - 02:09 PM, said:

Well, new canyon map is shoddy to say the best. Turned into another LRM fest map. Amateur desecration of a map that didn't need much doing to it, with bizarre bridge formations that haven't even been colour or texture matched to the original artwork.

Just looks like a poor rendition of a platform game which makes you wonder if its another PGI classic fail in hiring someone who does not play the game, nor has taken time to understand how it works, then giving them free rein to put something out that nobody really wanted.

PGI - Working as Expected Posted Image

View PostMechB Kotare, on 18 May 2021 - 02:22 PM, said:

This is exacly what im talking about. Running brainlessly into center, ignoring all the anti LRM rock formations on the way, dying to LRMs, going to forums complain: ''I died to LRMS Q_Q. LRM map because im missing two giant rocks in the middle of a map...''

Im sorry, i dont mean to be toxic. But i wont let you accuse potentional good addition to PGI developer team (new map designer) for your lack of logic.

Learn to play.

View Postjustcallme A S H, on 18 May 2021 - 02:26 PM, said:


Given the amount of cover now on the map, additional bridges and ramps to all sorts of places - You should be getting LRM'd less.

If however you played the map in the old way... IE: Just run straight to the middle - you're going to get LRM'd because the map has changed and thus your play will need to as well as there is a bit less cover to run to in that middle area.


So eat some salt before reading, since I've played only two matches on the new map so far, and one of those was Domination (which kinda forces you to run to the center).

The first match was interesting, to say the least: there were 'mechs popping up all kinds of places where there are suddenly new ramps that were never there, before. The map, itself, looks WAY more artificial (ramps all over the place), but it's easier to traverse without jump jets, which I think was the point. It'll take a week or two to get used to, but I'm sure we'll all learn the new "safe" and "danger" zones before too long.

The 2nd match was the domination match, and was exactly the OP's complaint: There wasn't any appreciable cover within the circle. Even areas which are "behind a wall" were sufficiently exposed for the LRMs to arc down the face and still hit their target. Meanwhile, attempting to close on one LRM boat exposed each member of our team to two more, and we lost the match, 0-12. I spent the majority of the match scouting places to stand that would provide sufficient cover, as I was no longer sure what terrain would adequately block the missiles, nor was I even sure where the missiles were coming from (since the terrain was different where they were, too, and the "usual" perches weren't necessarily as good or bad as they used to be).

#175 BTGbullseye

    Member

  • PipPipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 1,540 posts
  • LocationI'm still pissed about ATMs having a minimum range.

Posted 18 May 2021 - 08:00 PM

View PostC337Skymaster, on 18 May 2021 - 07:31 PM, said:

Those are Solaris end-of-season rewards. Congratulations: looks like you placed top-10 in a division Posted Image

Ah, so he played a single game in S7 and won... Good for him!

#176 Big-G

    Member

  • PipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 368 posts
  • LocationFormerly New Capetown, now Kikuyu - Lyran Alliance

Posted 18 May 2021 - 08:10 PM

Great, just spent an hour on readjusting mechs that were now suddenly invalid...

#177 Kaptain

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,284 posts
  • LocationNorth America

Posted 18 May 2021 - 09:32 PM

Loving the changes.

Would still like to see IS LBX20 reduced to 10 Critical slots if critical splitting cant be a thing like in TT.

#178 KursedVixen

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 3,243 posts
  • LocationLook at my Arctic Wolf. Closer... Closer...

Posted 18 May 2021 - 09:33 PM

View PostKaptain, on 18 May 2021 - 09:32 PM, said:

Loving the changes.

Would still like to see IS LBX20 reduced to 10 Critical slots if critical splitting cant be a thing like in TT.

NO You freebirth house pilots have enough...

#179 justcallme A S H

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2020 Referee
  • CS 2020 Referee
  • 8,987 posts
  • LocationMelbourne, AU

Posted 18 May 2021 - 09:46 PM

View PostShooterMcGavin80, on 18 May 2021 - 07:37 PM, said:

instead of rush to the middle and nascar, now you have to nascar around the edge, or just win mid to long range trades until the enemy is ground down. If you are a slow brawler assault or heavy, you are going to have a bad day.


Mmm... You mention NASCAR twice.

Perhaps the answer is dont NASCAR?


With the added ramps especially around the edges it's very easy to go left, I know that might sound odd as you seem to just want to NASCAR... Go left and and simply go slam your brawl into the mech at longer range.


#180 anfadern

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 270 posts
  • LocationSweden

Posted 18 May 2021 - 09:59 PM

Great patch thnx.





16 user(s) are reading this topic

0 members, 16 guests, 0 anonymous users