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May Patch Notes Are Up. First Mobility Buff Pass.


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#1 Meep Meep

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Posted 17 May 2021 - 09:05 PM

Interesting changes and a welcome armor buff for the cicada and jenners.

https://mwomercs.com/forums/topic/280194-patch-notes-142410-18-may-2021/

Let the fun begin!

Edited by Meep Meep, 17 May 2021 - 09:13 PM.


#2 VeeOt Dragon

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Posted 17 May 2021 - 11:11 PM

some of the mechs i like got a nice buff as well (Hunchback, Centurion, Stalker). will have to play them again and see how much it helps.

the biggest thing i am interested in is the revamp of the Canyon map.

i'm just glad to see the game getting some love (now we need to get some love for mechs you almost never see on the field past tier 3.

#3 Der Geisterbaer

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Posted 17 May 2021 - 11:49 PM

I'm highly amused by the usage of the word "slight" in the explaination for the damage reduction on those micro pulse lasers: a reversal of two thirds of the original ~11% damage buff isn't that "slight". I also doubt that this really plays nice with that supposedly achieved "goal of making them into viable weapon options for a wide range of 'Mechs" ... but hey at least the bogeyman's brothers are reigned in again ~laugh~

It'll be entertaining to see what the "continued monitoring" will show ..



#4 Khobai

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Posted 18 May 2021 - 12:04 AM

yay 25 degree pitch on the atlas.

it only took 8 years... thats sad.

#5 Khobai

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Posted 18 May 2021 - 12:57 AM

View PostLockheed_, on 18 May 2021 - 12:10 AM, said:

the Micro Pulse nerfs seem a bit heavy handed. They were finally kinda viable when boated and now with the damage reduction and ghost heat cap they are almost useless again. where else than on the Piranha will they still be used?

I am very much looking forward to the new Canyon. I hope the anti nascar layout proves to be successful.


Seems like a negative micropulse quirk on the piranha wouldve made more sense than nerfing the micropulse for every mech.

I cant imagine micropulses were broken on any other mech. So they shouldve only addressed the singular case where it was broken instead of ruining the weapon for every mech. And a negative quirk is the only way I can think of doing that.

Its not the first time a weapon has been nerfed specifically because of the piranha. They shouldve reeled the piranha in with negative quirks a while ago.

Edited by Khobai, 18 May 2021 - 01:02 AM.


#6 Meep Meep

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Posted 18 May 2021 - 01:28 AM

I understand a full micropulse fit on the piranha was a bit strong but its still a glass cannon mech that evaporates as soon as more than one mech notices it. I can't really think of any other mech it was even close to being an issue on.

#7 Elizander

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Posted 18 May 2021 - 01:46 AM

I do agree with the sentiment here that nerfing a weapon because of 1 mech is kinda odd. Just nerf that 1 mech. If the piranha was the outlier, you fix the outlier.

Edited by Elizander, 18 May 2021 - 01:47 AM.


#8 Davegt27

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Posted 18 May 2021 - 02:23 AM

looks like we are back to nerfing again

and streaks get a buff wtf ??

#9 FupDup

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Posted 18 May 2021 - 02:56 AM

I'm very much opposed to LGR range matching GR range because that fully cements it as being a mere accessory to PPC builds rather than having a niche of its own.

I guess that is still more than what it had pre-Cauldron, but it's far from ideal.

As for Canyon, I think they should prioritize changing maps that few people enjoy playing on rather than one of the most popular maps that is almost universally loved. IDK if the changes are good/bad/neutral, but definitely focus on the shitmaps first.

Edited by FupDup, 18 May 2021 - 03:02 AM.


#10 Aidan Crenshaw

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Posted 18 May 2021 - 03:50 AM

View PostFupDup, on 18 May 2021 - 02:56 AM, said:

As for Canyon, I think they should prioritize changing maps that few people enjoy playing on rather than one of the most popular maps that is almost universally loved. IDK if the changes are good/bad/neutral, but definitely focus on the shitmaps first.


From what I heard, Polar Highland is next. And it's going to be a game changer.

#11 Khobai

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Posted 18 May 2021 - 04:59 AM

They should focus on making all the maps bigger. Bigger maps makes the speed of lights matter more. Anything that can be done to make lights more relevant should be done.

#12 ScrapIron Prime

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Posted 18 May 2021 - 05:17 AM

Hey, if Francois added more ways up out of the canyon similar to Hibernal Rift, then I’ll be overjoyed with this patch... and that’s before the mobility buffs to my favorite medium mech... Centurion! ... which I already play all the time. Bonus!

#13 Dogstar

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Posted 18 May 2021 - 06:07 AM

I'm definitely liking the look of this patch, all the least agile mechs re getting improvements, streaks are getting some love, and the 12+ energy hardpoint builds should be less popular.

Shame about the light gauss though - even though I'm a very poor shot at long range it was nice that there was at least some sort of 'sniper' weapon. I would much rather have seen a different sort of change.

Can we buff flamers and streaks next time please?

#14 Abisha

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Posted 18 May 2021 - 09:00 AM

Streak SRM 2 (Clan and IS):
  • Missile health increased to 1.7 per missile (from 1.0) (IS)
  • Missile health increased to 1.8 per missile (from 1.0) (Clan)
Streak SRM 4 (Clan and IS):[/color][/color]
  • Missile health increased to 1.5 per missile (from 0.8) (IS)
  • Missile health increased to 1.6 per missile (from 0.8) (Clan)
Streak SRM 6 (Clan and IS)
  • Missile health increased to 1.3 per missile (from 0.6) (IS)
  • Missile health increased to 1.4 per missile (from 0.6) (Clan)

  • am i missing something? AMS do not fire at SRM at least i never notice it or people that use them fire at so short distance it do not work

Edited by Abisha, 18 May 2021 - 10:00 AM.


#15 ScrapIron Prime

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Posted 18 May 2021 - 10:03 AM

View PostAbisha, on 18 May 2021 - 09:00 AM, said:

am i missing something? AMS do not fire at SRM at least i never notice it or people that use them fire at so short distance it do not work


AMS does go after SRM, yes. And you're also correct that very short ranges means that AMS doesn't have enough time to shoot many of them down. now even less so, I guess.

#16 Capt Deadpool

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Posted 18 May 2021 - 11:03 AM

For those who are curious, aside from the Pir which dies to a gentle sneeze, micros were doing work when equipped on Stormcrows, Gargoyles, and Novas. This was likely the reason for the nerfage.

#17 1453 R

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Posted 18 May 2021 - 11:39 AM

Can confirm: Stank Fist Stormcrows and Novas quickly became a backbone of the little group I play with since my return. My brother frequently scored multiple KMDDs and 700+ damage with a mixed LRM/micro-pulse loadout. Lurms for when the team is being the usual MWO combat-averse chickenshits and playing Hopscotch behind rocks at the start of a match, uPLs for when things follow the lurms back to the 'Mech and try to bumrush him - or for closing out in the tail end of a fight. It's been fiendishly effective, at least down where we play.

I don't know if the damage nerf is going to kill the 'Mech, considering it's a loss of precisely two damage from each ~30 damage blast, but I suppose time will tell. I was afraid of far worse hits, to be honest.

#18 Meep Meep

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Posted 18 May 2021 - 01:35 PM

View PostCapt Deadpool, on 18 May 2021 - 11:03 AM, said:

For those who are curious, aside from the Pir which dies to a gentle sneeze, micros were doing work when equipped on Stormcrows, Gargoyles, and Novas. This was likely the reason for the nerfage.


So only four mechs caused the change and from what I see in quick play you still don't see those mechs very often especially grouped up. I don't think a few lances scattered here and there in the mm with those mechs is going to unduly screw up the balance but eh I'm not in charge.

#19 Bowelhacker

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Posted 18 May 2021 - 02:07 PM

I just assume a few cauldron members got cut up by some Pirahnas and thus they had to act against the micro.

#20 Alexander of Macedon

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Posted 18 May 2021 - 02:24 PM

Yeah, the ghost heat cap was all that was necessary, the damage nerf is excessive.





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