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Patch Notes - 1.4.246.0 - 21-September-2021


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#61 Battlemaster56

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Posted 18 September 2021 - 07:22 AM

I really enjoy going through the patch notes, alot of interesting changes. I'm looking forward to the new caustic.

And quick question the cauldron, are there any plans to work on the Warhammer IIC the mech been in a bad state since release since it bad agility it holding it back from actually being a viable clan 80 tonner in the line up, or you gonna leave it so it won't make the gargoyle obsolete?

#62 pattonesque

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Posted 18 September 2021 - 07:35 AM

View PostDangerousOne, on 18 September 2021 - 07:21 AM, said:

How about - crappy game engine, not so good client and server syncronisation, lags, teleport-shielding, considerable FPS dorops during intense action scence?

Most players have problems hitting assault mechs while everything is more or less going smoosly. At the moment when one (or gods forbids two or more) lights start to jump around you like crazy monkeys poor technical state of the game does its morbid job.


Honestly man even when I was playing this game on my crappy laptop I did not have a whole lot of trouble hitting lights. Plenty of players can hit lights because they don't panic and freak out the minute they have to move their mouse a little bit to track a target.



View PostDangerousOne, on 18 September 2021 - 07:21 AM, said:

IMHO in Battletech they were never intended to be what they are in MWO.


Battletech is an ancient, poorly-balanced game designed around the fact that individual mechs were unable to focus their fire on a single component the way they can in MWO. Therefore this is not really a relevant thing to bring up. But I'll humor you, as it sounds like this is a post complaining about lights not being "scouts." So:

not a scout: https://www.sarna.net/wiki/UrbanMech
not a scout: https://www.sarna.net/wiki/Cougar
not a scout: https://www.sarna.net/wiki/Panther
not a scout: https://www.sarna.net/wiki/Jenner
not a scout: https://www.sarna.net/wiki/Adder_(Puma)
mostly not a scout: https://www.sarna.net/wiki/Commando
not a scout: https://www.sarna.ne.../Incubus_(Vixen)
not really a scout: https://www.sarna.net/wiki/Jenner_IIC
not a scout: https://www.sarna.net/wiki/Osiris
kind of a scout: https://www.sarna.net/wiki/Piranha
not a scout: https://www.sarna.net/wiki/Wolfhound

There, that's a bunch of light mechs designed to actually fight, backstab, flank, etc. all things that light mechs do in this game. I'm all for infotech being more of a thing, and most of these light mechs do have utility in the brief scouting phase of a typical MWO game. However, making them worse at the primary mode of engagement of this game, which is shooting mechs, would mean that their already-low pick rate would plummet.

#63 MechNexus

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Posted 18 September 2021 - 08:01 AM

Why people demand a strict adherence to the rules set by a poorly balanced turn based tabletop game from the 80s in a 2010s live action vehicular combat game will forever stump me.

(also, as patton said up there, and we've both said before elsewhere - lights were never meant to be only scouts. Scout-only lights are actually the minority.)

#64 DangerousOne

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Posted 18 September 2021 - 08:04 AM

View Postpattonesque, on 18 September 2021 - 07:35 AM, said:


Honestly man even when I was playing this game on my crappy laptop I did not have a whole lot of trouble hitting lights. Plenty of players can hit lights because they don't panic and freak out the minute they have to move their mouse a little bit to track a target.



Lucky you. Your 'crappy' laptop isn't that crappy after all. Posted Image

Quote




Battletech is an ancient, poorly-balanced game designed around the fact that individual mechs were unable to focus their fire on a single component the way they can in MWO. Therefore this is not really a relevant thing to bring up. But I'll humor you, as it sounds like this is a post complaining about lights not being "scouts." So:

not a scout: https://www.sarna.net/wiki/UrbanMech
not a scout: https://www.sarna.net/wiki/Cougar
not a scout: https://www.sarna.net/wiki/Panther
not a scout: https://www.sarna.net/wiki/Jenner
not a scout: https://www.sarna.net/wiki/Adder_(Puma)
mostly not a scout: https://www.sarna.net/wiki/Commando
not a scout: https://www.sarna.ne.../Incubus_(Vixen)
not really a scout: https://www.sarna.net/wiki/Jenner_IIC
not a scout: https://www.sarna.net/wiki/Osiris
kind of a scout: https://www.sarna.net/wiki/Piranha
not a scout: https://www.sarna.net/wiki/Wolfhound

There, that's a bunch of light mechs designed to actually fight, backstab, flank, etc. all things that light mechs do in this game. I'm all for infotech being more of a thing, and most of these light mechs do have utility in the brief scouting phase of a typical MWO game. However, making them worse at the primary mode of engagement of this game, which is shooting mechs, would mean that their already-low pick rate would plummet.


I've never sad anything about 'scouts'. Lights in BT not only scouts (according to your links as well) but - second-line support (when you don't have something better), mechs for police forces, mechs for backwater militia forces, anti-infantry mechs, mechs to field when you don't have enought money to buy something better etc.

Edited by DangerousOne, 18 September 2021 - 08:19 AM.


#65 Gagis

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Posted 18 September 2021 - 08:13 AM

The battletech boardgame involves fast moving lightly armoured mechs moving around from cover to cover and maintaining constant evasive manouvers to stay alive. When a mech stops away from cover, it dies to overwhelming firepower in an instant. This sounds familiar, tho MWO would need more acrobatics to be lore accurate.

Lights are also very scary in the board game as faster mechs can often manouver to the rear arc of slower mechs and execute them in a matter of seconds. This also sounds very familiar, tho MWO would need bigger jumps to make the way lights humiliate larger mechs by kiting outside of range or jumping into rear arc more lore accurate.

MWO is more accurate reflection of Battletech than any of the old Mechwarrior games were if these are the ideas old mechwarrior players have about the lore.

#66 DangerousOne

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Posted 18 September 2021 - 08:14 AM

View PostMechNexus, on 18 September 2021 - 08:01 AM, said:

Why people demand a strict adherence to the rules set by a poorly balanced turn based tabletop game from the 80s in a 2010s live action vehicular combat game will forever stump me.

I don't demand a strict adherence. It was only a side note.
Frankly speaking I can't demand anything cuz it isn't my game. PGI can do whatever they want with their game as long as people agree to play it.
But for me lights are a fun killing element in this game in their current state. Everything else is OK.

Side Note: And recently PGI killed the only solid counter to lights - Streaks. I'm starting to think that some devs are really into lights. Although as they seem to not playing their game . Whatever. Posted Image

Edited by DangerousOne, 18 September 2021 - 08:31 AM.


#67 Gagis

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Posted 18 September 2021 - 08:28 AM

On a more serious note:
The default Mouse Sensitivity in MWO is 1.0. I and most experienced players use 0.1 instead. The default makes hitting lights or components on any mechs 10 times harder than it should be. Change it!

Another thing that can affect you is packet loss from a bad ISP, bad router or by using WIFI to connect to internet. WIFI ruins any online game, including MWO, if other people are streaming video or something like that on the same router. If your gaming PC is the only device connecting to the same wireless network, it doesn't hurt that much.

Edited by Gagis, 18 September 2021 - 08:29 AM.


#68 Navid A1

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Posted 18 September 2021 - 09:34 AM

View PostGoodTry, on 18 September 2021 - 03:53 AM, said:

Did they un-nerf ECM skill nodes in this patch? I didn’t see it in the notes.


Bug was reported too late... didn't make in this patch.
It'll be next month.

View PostBattlemaster56, on 18 September 2021 - 07:22 AM, said:

I really enjoy going through the patch notes, alot of interesting changes. I'm looking forward to the new caustic.

And quick question the cauldron, are there any plans to work on the Warhammer IIC the mech been in a bad state since release since it bad agility it holding it back from actually being a viable clan 80 tonner in the line up, or you gonna leave it so it won't make the gargoyle obsolete?


Every mech will go through a quirk pass (and even subsequent tweaks and refining) eventually as has been mentioned earlier a few times. there are 800+ mechs in this game and we can't do all in one patch

Edited by Navid A1, 18 September 2021 - 09:34 AM.


#69 Khalcruth

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Posted 18 September 2021 - 09:51 AM

View PostGagis, on 18 September 2021 - 08:13 AM, said:

Lights are also very scary in the board game as faster mechs can often manouver to the rear arc of slower mechs and execute them in a matter of seconds.


They most certainly are not. Try and face hug an atlas in a locust (the way you can in this game). See what happens in the melee phase when the atlas gets a kick off - you'll lose the leg, side torso, arm, and most of the center torso. The only way the locust wins is if he consistently gets initiative, gets in the adjacent hex but not front arc, and lands enough of his own kicks to get the atlas to fail enough PSR rolls to fall and get the pilot to black out.

There's a reason the atlas has a BV of 1897 and the locust has a BV of 432. Unless the light player is stupidly better, lights should never be equivalent to assaults. Ever. In any game.

#70 Goedmaker

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Posted 18 September 2021 - 09:54 AM

The Lynx-D might actually work well now, thanks.

#71 Goedmaker

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Posted 18 September 2021 - 10:02 AM

View PostMechNexus, on 18 September 2021 - 08:01 AM, said:

Why people demand a strict adherence to the rules set by a poorly balanced turn based tabletop game from the 80s in a 2010s live action vehicular combat game will forever stump me.

(also, as patton said up there, and we've both said before elsewhere - lights were never meant to be only scouts. Scout-only lights are actually the minority.)


I don't get this either. The original lore/rules and stuff were likely never made with a modern arena PVP like MWO in mind, so I don't get why people would care if the mechanics for such a radically different type of game don't match up perfectly with the original rules.

#72 Gagis

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Posted 18 September 2021 - 10:21 AM

View PostKhalcruth, on 18 September 2021 - 09:51 AM, said:

They most certainly are not. Try and face hug an atlas in a locust (the way you can in this game). See what happens in the melee phase when the atlas gets a kick off - you'll lose the leg, side torso, arm, and most of the center torso. The only way the locust wins is if he consistently gets initiative, gets in the adjacent hex but not front arc, and lands enough of his own kicks to get the atlas to fail enough PSR rolls to fall and get the pilot to black out.

There's a reason the atlas has a BV of 1897 and the locust has a BV of 432. Unless the light player is stupidly better, lights should never be equivalent to assaults. Ever. In any game.

You can't face hug an Atlas in MWO if the atlas pilot can shoot. People should seriously give shooting at lights a chance every now and then.

Replace the ancient locust with a MWO-relevant light with an XL engine, endo-steel structure and everything and it will literally run circles around one of those assaults that are so slow they gain barely any defense from movement while the assault melts like butter if it is exposed to multiple enemies that can focus fire on it or gets hit from rear arc. Half of the equation is what kind of death traps assaults can be compared to more mobile heavies and mediums. A waste of BV.

Battletech sometimes looks like a conga line of mechs backstabbing each other in an order determined by initiative and movement points.

#73 Commoners

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Posted 18 September 2021 - 10:53 AM

View PostGagis, on 18 September 2021 - 10:21 AM, said:

Battletech sometimes looks like a conga line of mechs backstabbing each other in an order determined by initiative and movement points.


And the fools laughed at the rear facing medium laser

When are we getting our rear facing medium laser and a backup camera, PGI?

And flippy arms.

Edited by Commoners, 18 September 2021 - 10:53 AM.


#74 Jaspbo1

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Posted 18 September 2021 - 10:57 AM

A strictly Battletech rules game opens up a can of worms for inbalance. This is a Multiplayer game first and foremost and balance takes priority. For more Battletech friendly games there's always MW5, Battletech the computer game and obviously the board games.

People need to be a bit more sensible about this. I still would like a stock game mode though for the experience of running 97kph Light 'mechs that immediately get trounced by 97kph Clan Mediums.

I think I'm just a bit more upset the Zeus didn't get any armour buffs. Thing is woefully underarmoured at this point.

Edited by Jaspbo1, 18 September 2021 - 10:59 AM.


#75 burning wisky

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Posted 18 September 2021 - 12:07 PM

hmmmmmm nothing for Faction ??? Mayby next month.

#76 -Skyrider-

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Posted 18 September 2021 - 12:49 PM

patch notes look good, but do we have any update for when rescale will start rolling out?

#77 Mr Chuckles

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Posted 18 September 2021 - 02:33 PM

Why did the DWF-Prime have to lose the ECM? What is the reasoning?

#78 justcallme A S H

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Posted 18 September 2021 - 02:51 PM

View PostMr Chuckles, on 18 September 2021 - 02:33 PM, said:

Why did the DWF-Prime have to lose the ECM? What is the reasoning?


It was never meant to have in the first place.

A bug that was removed.

#79 Brauer

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Posted 18 September 2021 - 03:42 PM

View PostKhalcruth, on 18 September 2021 - 09:51 AM, said:

They most certainly are not. Try and face hug an atlas in a locust (the way you can in this game). See what happens in the melee phase when the atlas gets a kick off - you'll lose the leg, side torso, arm, and most of the center torso. The only way the locust wins is if he consistently gets initiative, gets in the adjacent hex but not front arc, and lands enough of his own kicks to get the atlas to fail enough PSR rolls to fall and get the pilot to black out.

There's a reason the atlas has a BV of 1897 and the locust has a BV of 432. Unless the light player is stupidly better, lights should never be equivalent to assaults. Ever. In any game.


You can't make lights completely irrelevant in a PvP FPS like MWO and expect people to play them. Your idea of "bigger is better" balance is a great way to see everyone just bring chonky assault mechs and reduce the number of viable playstyles to a miniscule and unfun range.

Edited by Brauer, 18 September 2021 - 04:27 PM.


#80 Kano111

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Posted 18 September 2021 - 05:11 PM

Nice work..
On the topic of light buffs possibly effecting assault mechs getting cored out vs a Piranah, Mist Lynx, Flea etc.... The lights and mediums should be keeping an eye on their assualts and protecting them from the dreaded 1v1 assault vs light island scenario... You know... team work :P


No amount of buffs and nerfs can fix poor team work.... Also aiming helps..





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