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Patch Notes - 1.4.245.0 - 24-August-2021


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#161 PraetorGix

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Posted 24 August 2021 - 11:47 AM

FINALLY! It's been like 45 years but they finally made the Mist Lynx CAP removable! Thank you cauldron dude who came up with this!

#162 EightBitKnight

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Posted 24 August 2021 - 12:40 PM

View PostInnerSphereNews, on 20 August 2021 - 12:08 PM, said:



Clan Large Pulse laser:
  • Heat penalty multiplier increased to 4 (from 3)



This patch includes an increase in C-LPL heat penalty. This is mainly done to address the current situation where firing 4x C-LPLs are proving to be almost consequence-free when compared to the damage output potential.




Does this mean there's going to something in the next pass to address all the duel RAC5 and ac2 boats? You want to talk about low heat to high damage output they are ridiculous, even when considering they are supposed to be a lower heat option. While i realise that that testing grounds isn't the best for all tests just try some of those builds and you can strip the awesome on caustic in under 30secs with very little heat build up. i agree that the C-LPL may have needed some adjusting but they are nothing compared to some of those builds.

#163 Kodan Black

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Posted 24 August 2021 - 12:50 PM

RACs and AC2/5 require more face time. If some Awesome pilot sits there for 30 seconds letting me shoot him to death with AC2s I'm not going with the weapons as the problem.

#164 EightBitKnight

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Posted 24 August 2021 - 01:04 PM

RACS maybe but quite a few of those AC builds don't need that much facetime when chain fired correctly. not to mention are a far more reliable and faster firing then the UAC's seem to be and don't have jam chance. I'm not saying make them have more heat but maybe look at reload speeds to help put them more in line with some of the laser builds and give them an actual chance in a brawl.

#165 Vivisection

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Posted 24 August 2021 - 01:29 PM

The atlas AS7-RS is missing the -5% energy heat that is listed in the patch notes. Or at least it doesn't show up in the mech shop list of quirks.

#166 MeanMachinE

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Posted 24 August 2021 - 01:40 PM

I am not a fan of the new HPG changes at the moment. To make the map better you should at least remove all cover/pillars from the outer ring where poptarts and long range mechs can hide behind.

#167 Buenaventura

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Posted 24 August 2021 - 01:54 PM

View PostInnerSphereNews, on 20 August 2021 - 12:08 PM, said:



Still missing: Finally kicked the groups out of solo queue again, they never should've been there in the first place!

#168 SPNKRGrenth

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Posted 24 August 2021 - 01:59 PM

View PostEightBitKnight, on 24 August 2021 - 01:04 PM, said:

RACS maybe but quite a few of those AC builds don't need that much facetime when chain fired correctly. not to mention are a far more reliable and faster firing then the UAC's seem to be and don't have jam chance. I'm not saying make them have more heat but maybe look at reload speeds to help put them more in line with some of the laser builds and give them an actual chance in a brawl.


Please don't tell me that there are STILL people who actually think chainfire can increase DPS. That has never been a thing, not even with macros, simply holding the fire button will do just as much damage to the enemy.

#169 Volume

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Posted 24 August 2021 - 02:03 PM

Thank you for the patch on my birthday Posted Image

#170 sinba1ew

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Posted 24 August 2021 - 04:52 PM

View PostNavid A1, on 23 August 2021 - 08:43 PM, said:


: )


just ammo quirk across the board on urbanmechs
Love that trashcan or not... even my GF knew that mech & she was not even into battletech XD
this little Turret Boi is more recognizable than atlas to some people

#171 sinba1ew

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Posted 24 August 2021 - 05:01 PM

is it just me or did the Arctic Chetah get same quirks on Omni & Non-Omni mechs while getting several omni-blocked slots on omni mechs only?

TBH I am not liking their new staying power I see, but still... why half of them get the buff for free in the end?
did the non-omni need more of a buff & thus the difference in taking slots from them or not?

#172 CFC Conky

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Posted 24 August 2021 - 05:52 PM

Centurions are way more fun now. Posted Image

#173 The6thMessenger

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Posted 24 August 2021 - 06:10 PM

View PostD V Devnull, on 24 August 2021 - 06:03 AM, said:

I might give it to the AC20, UAC20, and Gauss items because of how little Ammo-per-Ton that they get, but the AC10, UAC10, and LB10 already get lots of Ammo to start with.

View PostKodan Black, on 24 August 2021 - 06:49 AM, said:

The 20s and Gauss I agree with. The 10s are fine on ammo. Generally I prefer 10s for the ammo+range, not to mention the UAC20 jams all the time and for such a long time I only have it on my HunchIIC just for the notion of a 50 ton mech with dual UAC20s.


If you're specializing, then yeah, they technically can fit it. But simply having one AC10 or one LB10X isn't exactly neat so there should be allocation for small up to medium lasers, so a bit more ammo/ton would be nice as it gives you more option to reallocate some tonnage. In my experience, good and sturdy AC-Urbie tends to be slow, like XL145 to XL125 slow, so more tonnage to bump that XL125 to XL145 is a massive plus. The UAC10 however direly needs this, for at 13 tons, it's already limiting and likely you're going to have to forgo lasers.

I'd say it's +25% Ammo/Ton for AC10 (28), LB10 (28), and LGR (25), +50% Ammo-Ton on UAC10 (69 or 34.5 shots), and +75% ammo/ton for AC20 (14), +200% ammo/ton for GR (24), +200% ammo/ton for UAC20 (72 or 24 shots).

Urbanmech LB10X (2t) - XL170 + 2x ERML + JJ
Urbanmech AC10 (2t) - XL125 + 2x ERML + JJ
Urbanmech UAC10 (2t) - XL125 + 2x ERSL + JJ
Urbanmech AC20 (2t) - XL125 + JJ
Urbanmech UAC20 (1t) - XL125 + JJ
Urbanmech UAC20 (1t) - XL125 + JJ - FFA/SHS
Urbanmech GR (1.5t) - XL125 + JJ

These are my basis builds. I know XL125 is still pretty slow, but it's not as of a joke, and when you're considering that effective urbies go from 145 to 180, I am basically low-balling it. My consideration of bonuses is limited to having at least 1 JJ, and with backup or secondary weapons, and with acceptable armor, and all I have to do is to bump up the ammo. Yes you can also forgo energy weapons and DHS for armor-upgrade I suppose, but I think that's more of min-maxing.

The LB10X is adequate with this honestly, a bit more energy weapons to compensate, but take it or leave it at this point.

The AC10 on the other hand, that +1 ton above LB10X just screws with it, at 2 tons of ammo at 23 shots each, that's just 460 damage. An additional 25% ammo/ton, that will give it 0.5t more ammo would be neat, if not required.

The UAC10 at 13 tons just screws it hard. 3-tons of ammo is what is required for a UAC due to fire-rate, and that's just 2 tons of ammo, so +50% would be neat. Yeah we can technically forgo the lasers, but just saying it would be neat.

The AC20, even already forgoing energy weapon is just at 2 tons. Given that it is your only weapon, it should have a bit more ammo, so my lowball want is at +75% ammo/ton, so that it's at effectively 3.5t of ammo.

The UAC20 is even worse than the AC20, there is basically just 1 ton of ammo. Even if you removed DHS for FFA that reduces your sustained output, it is still 1 ton because of lack of slots. So as unbelievable as it sounds, it needs +200% ammo/ton, or basically 3x the ammo/ton. Compare that to the 3.5t of the previous AC20, the UAC20 will still have less ammo, and will chew through it at an alarming rate.

The GR to a degree is actually acceptable once you shave off the armor, and given the nature of it's playstyle it's rarely going to get shot anyways. But more armor is nice, and more ammo/ton too, as it's either more damage, or more tonnage to allocate for an engine upgrade.

View PostD V Devnull, on 24 August 2021 - 06:03 AM, said:

Perhaps we should introduce the 'UrbanMech IIC' to MWO before we start messing with those kind of Special Mech Quirks in the game, and see what happens? Posted Image


Presumably like a tankier Kitfox. But you're still left with the standard IS mech that aren't able to make use of it's heavier ACs.

Edited by The6thMessenger, 24 August 2021 - 06:16 PM.


#174 Attercop

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Posted 24 August 2021 - 06:13 PM

I can't help but think that the guy doing these redesigns recently learned how to do ramps on maps AND BY THUNDER HE'S GOING TO PUT RAMPS ON THE MAPS.

#175 Lepestok

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Posted 24 August 2021 - 07:07 PM

Rocket doors open after firing. That is, first the rockets fly out, and then the doors open. This is bad. Return everything as it was. It looks disgusting. Plus, simplifying game mechanics won't do the MWO. There should always be "secrets" known to seasoned players that beginners will have to master.

#176 sinba1ew

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Posted 24 August 2021 - 07:14 PM

View PostLepestok, on 24 August 2021 - 07:07 PM, said:

Rocket doors open after firing. That is, first the rockets fly out, and then the doors open. This is bad. Return everything as it was. It looks disgusting. Plus, simplifying game mechanics won't do the MWO. There should always be "secrets" known to seasoned players that beginners will have to master.


I mean... as much as I love new speed he has a point.... maybe just speed the animation up 20X, so it still opens, just super fast?

#177 Lepestok

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Posted 24 August 2021 - 07:18 PM

And for God's sake, make the maps in the training ground alphabetically.

#178 TheCallandor

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Posted 24 August 2021 - 07:38 PM

Wish the Osiris, Adder and the Kit Fox got no loven out this patch

#179 Brownshweiger4

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Posted 24 August 2021 - 08:37 PM

Quote

ADR-B:
  • Added -5% pulse laser cooldown on RA


Cannot see that in game.

#180 justcallme A S H

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Posted 24 August 2021 - 08:40 PM

View PostTheCallandor, on 24 August 2021 - 07:38 PM, said:

Wish the Osiris, Adder and the Kit Fox got no loven out this patch



Osiris/Kitfox come later.

Adder however did receive a number of alterations...

View PostBrownshweiger4, on 24 August 2021 - 08:37 PM, said:


Cannot see that in game.


Yep noted issue, has been raised.





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