Patch Notes - 1.4.241.0 - 18-May-2021
#241
Posted 19 May 2021 - 06:54 PM
#242
Posted 19 May 2021 - 07:02 PM
KursedVixen, on 19 May 2021 - 11:54 AM, said:
Engine Desync occurred at the same time as the Skill Tree change in May 2017. Prior to that, the original Skill Tree, once filled out was the same selections for everyone..
The original generic Skill Tree. And the Speed Tweak was reduced either once or twice before the Skill Tree update/changed.
Then December 2015, PGI reduced several of the Skill Tree percentages, Kinetic, Hard Break Twist Speed, Arm Flex, Anchor Turn and Speed Tweak. Speed Tweak was dropped to 7.5%. iirc STweak originally maxed out at 15%...
https://mwomercs.com...38-01-dec-2015/
Edited by Tarl Cabot, 19 May 2021 - 07:05 PM.
#243
Posted 19 May 2021 - 07:25 PM
Man, talk about 20/20 hindsight... Skill Tree seemed like a good idea at the time, but now I miss the old leveling system, even if it did have that crappy "rule of 3". I'd still have modules to spend CB on, instead of having nothing left to buy...
#244
Posted 19 May 2021 - 07:55 PM
Tarl Cabot, on 19 May 2021 - 07:02 PM, said:
Engine Desync occurred at the same time as the Skill Tree change in May 2017. Prior to that, the original Skill Tree, once filled out was the same selections for everyone..
The original generic Skill Tree. And the Speed Tweak was reduced either once or twice before the Skill Tree update/changed.
Then December 2015, PGI reduced several of the Skill Tree percentages, Kinetic, Hard Break Twist Speed, Arm Flex, Anchor Turn and Speed Tweak. Speed Tweak was dropped to 7.5%. iirc STweak originally maxed out at 15%...
https://mwomercs.com...38-01-dec-2015/
C337Skymaster, on 19 May 2021 - 07:25 PM, said:
Man, talk about 20/20 hindsight... Skill Tree seemed like a good idea at the time, but now I miss the old leveling system, even if it did have that crappy "rule of 3". I'd still have modules to spend CB on, instead of having nothing left to buy...
#245
Posted 19 May 2021 - 08:53 PM
This is a newish map... new map, yet feels somewhat familiar...
and with unexpected battles going on in multiple areas on the map!
Also highlights the need for AMS.
I like this map!
Voice of Kerensky, on 19 May 2021 - 06:29 PM, said:
My expectations were met.
1) The game begins with the widest NASCAR on low terrain, because the top of the map is perfectly shot by snipers and covered lurmwarriors.
2) Now this map is intended for trench wars, at least at the initial stage of the battle, while there is a rapprochement with the enemy and until a significant advantage of one of the opposing teams is achieved.
But now I'm not ready to say whether I like the new map or not. More battles need to be fought. Perhaps over time, routes will be developed that will allow teams to get closer, without being exposed to the fire of snipers and brave Lurm Warriors. But now, battles are tied up haphazardly in the most unexpected places, simply because the players are not yet familiar with the new terrain.
I really liked the large number of new ramps. They give a lot of freedom of maneuver. True, all of them, one way or another, lead to the top of the map under the fire of snipers and lurmwarriors.
Anyway, thanks for updating the map. These are new experiences.
Interested in the fate of the old version of the map. Will it be available in the game or should we forget about it?
Edited by w0qj, 19 May 2021 - 09:56 PM.
#247
Posted 19 May 2021 - 10:14 PM
w0qj, on 19 May 2021 - 08:53 PM, said:
This is a newish map... new map, yet feels somewhat familiar...
and with unexpected battles going on in multiple areas on the map!
Also highlights the need for AMS.
I like this map!
With all due respect to you.
First, I emphasize again, I have not yet said that I don't like this map. In order to form my final opinion, I need more fights, more time.
Secondly, the society did not ask for a new map that would exclude the old one. Therefore, I and many other players are waiting for an answer, will the old map remain available for playing in QP?
Thirdly, unexpected battles in several areas of the map are typical for any new map. Most recently, this was with the Rubellite Oasis, the new Terra Therma, the Solaris City, it will be so even if the old Terra Therma suddenly returns to the game. I assure you, a little time will pass, people will study the routes, paths, passable and impassable places, places where it is better for snipers to stand, places where it is better for lurmwarriors to stand, places where you can hide. And then the battles on the New Canyons will be proceed in the same way as on the any other maps: in two, maximum three possible locations
Fourth. Is the need for near-useless AMS highlighted? Is that what you wanted to say? Well, it's very funny that you yourself emphasized with this phrase that this map is for lurmwarriors. After all, we all lacked one more Polar Highlands or Alpine Peaks
#248
Posted 19 May 2021 - 10:16 PM
#249
Posted 19 May 2021 - 10:50 PM
~Leone.
#250
Posted 20 May 2021 - 02:12 AM
#251
Posted 20 May 2021 - 02:21 AM
I am very much enjoying the new map and the new mobility :-)
#252
Posted 20 May 2021 - 03:23 AM
Voice of Kerensky, on 19 May 2021 - 10:14 PM, said:
As someone who enjoys LRMs in small quantities (between 10 and 40 tubes, vs these 80-100 tube behemoths), I would hardly call AMS "near useless", when it can eat an entire 40 missile salvo, effectively shutting down my entire participation in a match unless I switch to a backup weapon system or try to pick of stragglers who stray too far from the AMS umbrella.
RakiaTime, on 19 May 2021 - 10:16 PM, said:
I've seen videos of Hawken. This game is by no means "Hawken". Even if it gets ANOTHER doubling in speed, it still will be only half the pace of Hawken.
That said, I grow more and more interested by the day in a Private Lobby toggle box which will set all the mobility and weapon stats to their TT values. All heat and damage back to TT. All cooldowns to 10s, and all movement profiles reduced to what they would have been if lifted directly from TT (Annihilator with 200 engine turns at 18 deg/s. Dire Wolf turns 270 deg/s. Warhawk, Marauder, Thunderbolt, Hunchback, all turn 36 deg/s. etc). It's my expectation that the increased weapon cooldown combined with nothing being able to turn quite as quickly that will minimize the sudden-death syndrome that we got ourselves into previously with similarly low mobility but super-high weapon reload rates, so you could get five or ten shots off while a target was lumbering back into cover, instead of just one.
To be certain, as soon as I have a copy of MW5, I plan on modding it in a separate install to reflect that, although I'll be bummed there won't be Clan 'mechs to fool around with (I love me a Dire Wolf)
#253
Posted 20 May 2021 - 11:36 AM
all the ramps and the bridges.
but i don't like that nearly all the top cover has been removed.
so overall i don't think its as good as the old version.
#254
Posted 20 May 2021 - 11:41 AM
Generally, the patch not really changed things. Some mechs got faster and done, the rest of the noted things hardly affects the matches...
#255
Posted 20 May 2021 - 12:06 PM
Flanking Boy, on 20 May 2021 - 11:36 AM, said:
all the ramps and the bridges.
but i don't like that nearly all the top cover has been removed.
so overall i don't think its as good as the old version.
#257
Posted 20 May 2021 - 12:45 PM
KursedVixen, on 20 May 2021 - 12:06 PM, said:
Uhm, at least every time I played, you wanted to be at the bottom level, anyway, for the same reason. The top spikes just provided someplace to run to if you happened to be up top.
#258
Posted 20 May 2021 - 01:23 PM
C337Skymaster, on 20 May 2021 - 12:45 PM, said:
#259
Posted 20 May 2021 - 05:04 PM
#260
Posted 20 May 2021 - 07:13 PM
I still favor 8v8 from back in the day (armor doesn't matter in TTK its number of weapons on the board)
I still want the LBX20 to be 10 slots so it can be arm mounted (like in TT) on jumpy highlanders and victors
The invisible hit boxes on maps are still BS and need to be patched out.
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