Patch Notes - 1.4.241.0 - 18-May-2021
#281
Posted 21 May 2021 - 08:57 PM
#282
Posted 21 May 2021 - 09:15 PM
What was mentioned in just 1 TV episode sometimes gets magnified into a major map enemy, as are some equitable items on your character.
I personally feel MWO can be a MechWarrior themed online game;
not every detail needs to be followed to the letter for adherence to MechWarrior or even BattleTech.
Just my cent.
Just to give you an idea of ST:O in the context of MWO, for example:
~The MechWarrior universe just discovered the Pandorai planet with its anti-gravity minerals!
You can hire a Pandorai pilot/mercenary and they will give you +3% Speed Tweak!
You can also procure a chunk of Pandorai mineral as your sitting cockpit item, for +3% Kinetic Burst boost!
~The MechWarrior universe just discovered the Polar planet with ice that does not melt!
You can also procure an ice chunk from Polar planet as your sitting cockpit item, for +3% Cool Run boost!
~Of course, above pilot/mercenary and cockpit items are just the uncommon varieties. You can of course procure at a price the rare / very_rare / epic versions for even better ingame results!
C337Skymaster, on 21 May 2021 - 04:11 PM, said:
But if we believe hard enough, we can make it happen!
Edited by w0qj, 21 May 2021 - 09:23 PM.
#283
Posted 22 May 2021 - 02:46 AM
Ever since this patch came out and I touched the 'Mechs in the description, I've been getting an "Invaild build" error message no matter how I configure them.
Please correct this error as soon as possible.
#284
Posted 22 May 2021 - 04:09 AM
Lexandro Wolf, on 22 May 2021 - 02:46 AM, said:
Ever since this patch came out and I touched the 'Mechs in the description, I've been getting an "Invaild build" error message no matter how I configure them.
Please correct this error as soon as possible.
Did you re-adjust the armor?
https://youtu.be/2ehmSsg3MM0
#285
Posted 24 May 2021 - 12:25 AM
However, literally a couple of one and a half to two hours game sessions of streak mech were enough for me.
I take my words back when I said that streaks became a weapon only against light mechs. Streaks are now useless even against light mechs.
Cauldron earns the achievement "Kill assist" and "Kill most damage dealt" for killing streaks. PGI earns the achievement "Killing blow" for killing streaks.
Gg, Cauldron. Gg, PGI.
P.S.Cauldron, you listened to the wrong people with their whining, that supposedly streaks against the lights always is OP. You listened to the nagging of people who simply have no idea how to play on lights, how to position themselves on the battlefield, whom they should choose as a target, and who it is better to stay away from. Together with the PGI, you have killed an entire weapon system of two factions.
P.P.S. It remains to test my 2xATM-9 Shadow Cat and 2xssrm-4 + 2xATM-9 Huntsman on the battlefield. Although I am already almost certain that my worst assumptions will come true.
#286
Posted 24 May 2021 - 11:44 AM
New canyon is pretty great, nascar exists at times but it's been slowed down and enough ramps/cover/positions around the map where I don't have to commit or die.
No matter what mech I bring to the map (brawl, skirmish, harassing, long range, lrm, flanking etc) I can find my niche somewhere in the map and help my team, that more than anything has made me really fond of it.
#287
Posted 24 May 2021 - 12:20 PM
Voice of Kerensky, on 24 May 2021 - 12:25 AM, said:
Cauldron earns the achievement "Kill assist" and "Kill most damage dealt" for killing streaks. PGI earns the achievement "Killing blow" for killing streaks.
Gg, Cauldron. Gg, PGI.
There is such a thing as being overdramatic, I can imagine makes it really hard to take complaints as valid, especially with lines like that.
I've found that the aggressive atm mechs I enjoy alot are doing worse, the passive "sit in the team clump and just hold locks" atm boats have been doing the same, though I'm finding myself more often playing discount LRM as a result. I'd have preferred more love for active use then passive use in all honesty, so I can understand and mirror the complaints there (love my atm9 shadowcat too!)
At the very least, now that the "max" damage per missile has been dropped, I'd really like to see an ammo adjustment (upwards) to help out the mechs with mid range tonnage to have an easier time running them.(maybe bump them to SRM amount? 120 per ton iirc?)
edit- Grammar corrections as I am the big dumb
Edited by YiffyInAJiffy, 24 May 2021 - 03:22 PM.
#288
Posted 24 May 2021 - 05:35 PM
YiffyInAJiffy, on 24 May 2021 - 12:20 PM, said:
I hate to disappoint you, but it will have a very small positive effect, and here's why.
While the SSRM and ATM received their portion of "love" in the form of a significant reduction in damage (and the SSRM also received an increase in heating), the other weapon systems, on the contrary, received a significant increase in damage (if not directly, then indirectly).
1) An increase in missile ammunition for ATM (as well as for SSRM) can return the amount of damage done only if you shoot more for a longer time. The logic is simple: with a 25% reduction in damage, you will need to increase the number of volleys by about 25% to achieve the same results.
2) An increase in damage (direct or indirect) of all other weapons systems directly leads to a decrease in the match time (have you already noticed a direct contradiction with the point above?): you receive the same (old) damage in a shorter time, your opponents receive the same (old) damage in a shorter time (or more damage for the same (old) time, here as you like).
3) By the time the increased ATM ammunition could play its role (i.e. increase the damage done), everyone will already be dead: either you specifically, or your entire team (and therefore soon you personally), or all opponents.
If you state everything that I wrote briefly, we get: an increase in the ATM ammunition can lead to an increase in damage only if the TTK and TTD increase, but the improvement of all other weapon systems has already led, on the contrary, to a decrease TTK and TTD.
That is why an increase in the number of missiles in one ton of ammunition has practically no positive effect.
#289
Posted 24 May 2021 - 06:11 PM
I do not undertake to give unambiguous estimates for new Canyons yet. An ambiguous map: it has become open to snipers and lurmwarriors, the game starts with a wide nascar, but at the same time new passages and ramps give more freedom of maneuver (and I like that).
Edited by Voice of Kerensky, 24 May 2021 - 06:20 PM.
#290
Posted 24 May 2021 - 06:41 PM
Voice of Kerensky, on 24 May 2021 - 05:35 PM, said:
Ah, the classic math blunder that Kanajashi and Spirit of the Law love so much.
When dealing 3/4 the damage, one needs to carry 4/3 the ammunition to compensate, so for a 25% reduction in damage, you need to increase ammo by 33%.
#291
Posted 24 May 2021 - 07:13 PM
C337Skymaster, on 24 May 2021 - 06:41 PM, said:
Well, in this case, I was talking about the required number of shots to achieve the same (old) results, and not about the amount of ammunition per ton for achieve the old results.
#292
Posted 24 May 2021 - 07:19 PM
Voice of Kerensky, on 24 May 2021 - 07:13 PM, said:
I think it's the same math: 33% more shots, too. Because you need 3/4 (damage) x 4/3 (shots) to multiply together to make 1/1, to keep the end result the same.
#293
Posted 24 May 2021 - 07:37 PM
C337Skymaster, on 24 May 2021 - 07:19 PM, said:
It depends on what to take as the starting point of reference. I started from the damage values before the patch, you take new damage values as a starting point.
But on the whole, I agree with you. The starting point that you took is more logical because it is with these values that we are dealing now, and the values from which I started off are already a thing of the past.
#294
Posted 24 May 2021 - 10:56 PM
#295
Posted 27 May 2021 - 01:19 AM
#296
Posted 27 May 2021 - 03:23 AM
Paul Meyers DEST, on 27 May 2021 - 01:19 AM, said:
Just gotta turn the anti-grav generator off so all those rocks can stop floating.
#297
Posted 27 May 2021 - 06:48 PM
New Canyon creates so many more interesting gameplay options. No more cliffs so breaking sightlines to backstab or hide from lrms is no longer a 3 min walk to get back into the fight. Trenchline has a lot more exits for brawlers to pop up onto the high ground and/or dive into the adjacent trench. Bring a sniper or a mid-range build and there are plenty of dominating positions at both ranges with spread out cover and decent options to achieve wide or narrow firing arcs as desired. Bring LRMs, get a good position to effectively suppress the enemy's firing lines or punish players who do not know want to seek cover. - Every play has a counter both of which are equally viable in this map.
Good job. Hopefully we see fixes like this on other maps.
#298
Posted 29 May 2021 - 06:18 PM
Edited by Mechsniper, 29 May 2021 - 06:18 PM.
#299
Posted 29 May 2021 - 08:20 PM
#300
Posted 30 May 2021 - 01:21 PM
byebye360, on 29 May 2021 - 08:20 PM, said:
They are going to be getting damaged buffed back up a bit. The goal of the nerf was met, but a bit too well.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users