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Patch Notes - 1.4.246.0 - 21-September-2021


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#141 pattonesque

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Posted 21 September 2021 - 11:51 AM

View PostC337Skymaster, on 21 September 2021 - 11:48 AM, said:


This is IN HBS Battletech. And MW5, and MW4, and 3, and 2, and MechCommander. And MechCommander 2. I've not been able to find a copy of MechWarrior 1 (or was that one called "Battletech"? Might be part of why I can't find it to play it). That's literally where I got the idea for it: it's been in every single other Battletech related game I've had the pleasure of playing. "You go to war with the stuff you've got", to quote an old politician.


lemme spell it out for you: this is a bad idea for Mech Warrior On Line

#142 C337Skymaster

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Posted 21 September 2021 - 12:12 PM

View PostYiffyInAJiffy, on 21 September 2021 - 07:19 AM, said:


Hadn't considered that the smaller mech would impede the initial lock on, that's a good point.

That being said, I disagree pretty strongly that lights are hard to lock on with a streakboat, I've run plenty of streakboats myself, and bar the odd stealth light (a whole other story) It's a low bar even with them trying to weave.

I mean, hell just look how forgiving that lock-on hitbox is, that's not radar decay quirks/skills holding the lock, that's just where it starts grabbing the lock!
https://imgur.com/a/Xd13XHM
(yes they're stationary and out of cover, the example is purely to show off the hitbox)


Streaks
-lock on at a fast speed even without tag in their usable range, and incredibly fast with tag within their usual range
-Need to travel a smaller distance than other lockons, despite comparable velocity
-Unlike every other lock on in the game track after fired even if you lose your lock, fire and forget!!!

Should lights learn how to manuever, use cover, and not just stand still with their mouths open, absolutley! But when they're NOT standing still, when they are manuevering, streaks are the best for the task of putting them down for a nap. Would love to see streaks do better against heavies and up, but they perform perfectly well against lights.

Even lights deserve a more than 2 second TTK, bar specific scenarios with really nicely landed pinpoint shots. The barrier for entry on that shouldn't just be a weapon system and rounding the wrong corner for more than a single second. Even lights need a moment to

-round a bad corner
-recognize a bad matchup
-Turn and return back to cover after spending the time doing the above getting decently far from said cover due to how accel/decel works in this game.

This shouldn't be instant death against a single opponent. A good maiming, for sure, but not instant death.


So a couple points to note:
Point 1: that "hitbox" does not scale with the distance to the target, and stays the same size relative to your crosshairs and the cockpit glass regardless of how close the 'mech gets (up to 10m, where it drops to the size of a pin, and it becomes easier to get a headshot than a missile lock, though as with both: not impossible). This means that a 'mech that's closing to face-tanking range and still janking side-to-side becomes harder to lock onto than it does to simply hit the same target with direct-fire weapons, because that hitbox eventually becomes smaller than the 'mech in question, and at the pictured range, is already smaller than something the size of an Atlas or King Crab.

Point 2: TAG has zero effect on lockon speed for the user. It can break through a single ECM from outside the ECM bubble, and that's it. That was one of the changes PGI made back when they flattened the direct-fire arc of LRMs: TAG changes the indirect lockon speed to be equal to that of direct-fire. Since TAG is direct-fire on its own, your lockon speed remains at direct-fire speed, thus: no change. TAG is more effective as a teamwork weapon than as a self-help weapon at this point, barring the need to cut through ECM (which I still find it hard to use for, since every time the TAG slips off the target, the lock backs out to where it would be if the TAG had never been used, and progresses in at normal speed to whatever else happens from there, so unless you can hold a VERY steady TAG, it's effectively useless. NARC and PPCs work much better, since they turn the ECM off, outright, for a period of time, allowing the user to then focus on obtaining the target lock).

View Postpattonesque, on 21 September 2021 - 11:51 AM, said:


lemme spell it out for you: this is a bad idea for Mech Warrior On Line


No it's not.

It might be difficult to impossible to code in this late in the game, but it's still a good idea, and definitely something to be considered and implemented for MWO2, if that ever happens.

#143 pattonesque

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Posted 21 September 2021 - 12:18 PM

View PostC337Skymaster, on 21 September 2021 - 12:12 PM, said:

No it's not.

It might be difficult to impossible to code in this late in the game, but it's still a good idea, and definitely something to be considered and implemented for MWO2, if that ever happens.


we love to limit which mechs people play don't we folks

maybe this is a thing that works in FP? But also, what will end up happening is "Faction X gets a mech that is very OP and Factions Y and Z do not" so everyone migrates to faction X. It's difficult enough to do with Clans/IS.

#144 Saved By The Bell

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Posted 21 September 2021 - 12:58 PM

Can we get Canyon, Polar and HPG back? I want to suicide when see them.

#145 C337Skymaster

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Posted 21 September 2021 - 01:43 PM

View Postpattonesque, on 21 September 2021 - 12:18 PM, said:


we love to limit which mechs people play don't we folks

maybe this is a thing that works in FP? But also, what will end up happening is "Faction X gets a mech that is very OP and Factions Y and Z do not" so everyone migrates to faction X. It's difficult enough to do with Clans/IS.


It gives players something to aspire to: salvaging their way (or earning enough money to buy their way) into the 'mech of their choice, then becoming an expert in that 'mech. It's intended to make special 'mechs special again, and rare 'mechs rare. If only 1 in 100 'mechs in the entire Inner Sphere is supposed to be an Assault 'mech, and only 1 in 100 Assault 'mechs is supposed to be an Atlas, then it looks really weird to get a drop with 12 Atlases (yes, this is Faction Play, but wasn't that supposed to be the end-goal of the entire game?).

That would be another part of an MMO: There are only X number of a particular 'mech in existence. Perhaps there are in-universe factories currently producing that 'mech, at which point the number might increase, while a raid on said factory might slow or stop that number increasing for a period of time (or permanently).

It's true: if you put in a fully functioning Dire Wolf, or Timber Wolf, back to full TT OP-ness, and then say "Only the Wolves can use them", then yeah: everyone will play Wolves. The trick is to have different options for different factions. Dire Wolves are Wolf and Smoke Jaguar, Kodiaks are Ghost Bear, Turkinas would be Jade Falcon, etc. Annihilators should only be Wolf's Dragoons, but barring adding them as a specific faction, they'd be Merc-only, since the Clans can't use their IS tech in FP.

A separate idea that still pushes the game in the direction of MMO is to split QP to be Clan vs IS as well. Each bucket fills independently, and whichever two buckets fill first, they get dumped against each other. This prevents long asymmetric queues like you get in FP when everyone wants to play on the same side, and mixes up the battles, from 10 v 10 Clan v Clan, to 10 v 12 Clan v IS, to 12 v 12 IS v IS. This allows the Clans to get some of their OP-ness back without the overall match balance being skewed too far to one side or the other. 10 v 12 has been a community request for a VERY long time.

#146 Clay Endfield

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Posted 21 September 2021 - 01:45 PM

View PostSaved By The Bell, on 21 September 2021 - 12:58 PM, said:

Can we get Canyon, Polar and HPG back? I want to suicide when see them.


Funny that, I get suicidal when I think about returning to the old Rotato fields and the LURM farm. Canyon could use a little bit more work as it currently favors the South Spawning team, but the new polar highlands and HPG are hits in my book.

#147 Jaspbo1

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Posted 21 September 2021 - 02:06 PM

I have come to the conclusion that sensor range needs to go down, Nu-Caustic needs 100000% more cover and the Domination circle needs to not blend into the minimap.

That is all.

#148 FLG 01

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Posted 21 September 2021 - 03:23 PM

The structure bonus activated by the skill tree does no longer work - at least it is no longer displayed in the MechLab...

#149 D V Devnull

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Posted 21 September 2021 - 04:11 PM

View PostFLG 01, on 21 September 2021 - 03:23 PM, said:

The structure bonus activated by the skill tree does no longer work - at least it is no longer displayed in the MechLab...

It actually works, but only in a hidden manner. What you saw in the MechLab before for Structure was the display of Mech Quirks without the effects of Skill Nodes included. This was quite the opposite of what the Armor Info does, and hopefully that will be fixed by an Engineer in the future to work properly. :huh:

~D. V. "Skill Nodes for Structure never displayed properly in the MechLab" Devnull

#150 Napoleon_Blownapart

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Posted 21 September 2021 - 05:15 PM

the only dire wolf I own is the prime , for the ecm. thanks for screwing me. not enough warden packs sell?

#151 pattonesque

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Posted 21 September 2021 - 05:26 PM

View PostNapoleon_Blownapart, on 21 September 2021 - 05:15 PM, said:

the only dire wolf I own is the prime , for the ecm. thanks for screwing me. not enough warden packs sell?


the Prime ECM was a recent bug, prior to this it did not have ECM

#152 Xaius

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Posted 21 September 2021 - 06:55 PM

I'm confused on the LpL changes.

how much heat exactly will you get for firing three?

Because the heat penalty multiplier was 4 before the cauldron changes, and was lowered to 3 right?

But now it's going from 4 to 6.25?

I thought this was meant to be a slight nerf, but isn't it worse than before the buffs now?

#153 DaggerD

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Posted 21 September 2021 - 07:10 PM

I think you guys broke the screenshot functionality

#154 Tarriss Halcyon

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Posted 21 September 2021 - 10:37 PM

View PostNapoleon_Blownapart, on 21 September 2021 - 05:15 PM, said:

the only dire wolf I own is the prime , for the ecm. thanks for screwing me. not enough warden packs sell?


I owned a PRIME from the first day it was released, it never had ECM. This comes across as a clear bug to me - crossed code in the build lines or something like that. Once the new variant is released for C-bills; it will have access to the CT ECM, but I can understand removing it from the PRIME when it was never actually meant to have it to begin with.

#155 Cyrilis

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Posted 22 September 2021 - 01:25 AM

Minimap on Canyon Network needs more brihgtness pls

#156 Commoners

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Posted 22 September 2021 - 02:32 AM

Posted Image

#157 DAEDALOS513

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Posted 22 September 2021 - 03:23 AM

View PostDaggerD, on 21 September 2021 - 07:10 PM, said:

I think you guys broke the screenshot functionality

I had the same problem.. I reset the game and it started working again.

#158 kuma8877

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Posted 22 September 2021 - 04:01 AM

Did the Polar minimap reverting back to the old one, happen to any other games last night? I was only on it once, but it was mos def the old minimap during that match for both teams (everyone brought it up). I ask about it per the match, because some of the players had been on it earlier and not noticed it being different. It almost seemed specific to our match.

Edited by kuma8877, 22 September 2021 - 04:05 AM.


#159 Ostsr

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Posted 22 September 2021 - 04:33 AM

Why not just ppc family hsl on kgc-kj? It has 4 ppc in stock build and why I cannot fire 4 snubs on it?

#160 Horseman

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Posted 22 September 2021 - 06:19 AM

View PostC337Skymaster, on 21 September 2021 - 01:43 PM, said:

It gives players something to aspire to: salvaging their way (or earning enough money to buy their way) into the 'mech of their choice, then becoming an expert in that 'mech. It's intended to make special 'mechs special again, and rare 'mechs rare. If only 1 in 100 'mechs in the entire Inner Sphere is supposed to be an Assault 'mech, and only 1 in 100 Assault 'mechs is supposed to be an Atlas, then it looks really weird to get a drop with 12 Atlases (yes, this is Faction Play, but wasn't that supposed to be the end-goal of the entire game?).

Again, this is too massive a change to implement in the game's current state unless you want to kill MWO dead.
And it still screws new players while veterans already have all mechs they'll ever want. Taking those mechs away would just get you a riot and players leaving en masse.
It's something that would have to be part of the gameplay from the beginning. The most you can get right now is promote playing faction-appropriate chassis in some manner.

Quote

That would be another part of an MMO: There are only X number of a particular 'mech in existence. Perhaps there are in-universe factories currently producing that 'mech, at which point the number might increase, while a raid on said factory might slow or stop that number increasing for a period of time (or permanently).
Artificial scarcity pisses off players.

Quote

A separate idea that still pushes the game in the direction of MMO is to split QP to be Clan vs IS as well. Each bucket fills independently, and whichever two buckets fill first, they get dumped against each other. This prevents long asymmetric queues like you get in FP when everyone wants to play on the same side, and mixes up the battles, from 10 v 10 Clan v Clan, to 10 v 12 Clan v IS, to 12 v 12 IS v IS. This allows the Clans to get some of their OP-ness back without the overall match balance being skewed too far to one side or the other. 10 v 12 has been a community request for a VERY long time.
The existing balance is not conducive to asymmetric player counts.





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