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Patch Notes - 1.4.247.0 - 19-October-2021


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#1 InnerSphereNews

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Posted 15 October 2021 - 03:24 PM



MECHWARRIOR ONLINE
October 2021 Patch Notes


Patch Date and Time - October 19th 2021 @ 10AM – 1PM PDT
Version Number: 1.4.247.0
Size: 65 MB
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.

Greetings MechWarriors!

Is it October already?! Time to break out the spooky 'Mech patterns and colors, cockpit items and warhorns! Speaking of spooky, don't forget to check out the 2021 Trick or Treat Loot Bag Event and the Scary Good Sales - lots of fun, prizes and great deals in the store! This month we have the new Hunter Booster Pack with the new Phoenix Hawk PXH-7S and the new Stalker STK-7D variants, as well as the next rebalanced map from Francois, Viridian Bog Reborn! Also included in this patch are more Weapon and Equipment Adjustments, 'Mech Agility and Loadout Adjustments, Bug Fixes, and 'Mech Quirk Passes including updates to previous Quirk adjustments, and the Third Quirk Pass!

Look for our sixth map coming in December, but this will be an all-new Quick Play map designed by Francios, based off of the Faction Play map biome Hellbore Springs. Can't wait!

As with everything, these updates are subject to further balance changes in the future, especially as more variables are brought into the equation with future updates and changes.

So get out there and do the science, and get us your feedback for future iterations!

And now, we hope you enjoy the patch.

-The MechWarrior Online Team


HUNTER BOOSTER PACK
The Hunter Pack is here! Check out the screenshots of the Phoenix Hawk PXH-7S and Stalker STK-7D below, and don't forget you still have over 30 days to purchase this pack and qualify for the Early Adopter Rewards! Almost forgot to mention, BOTH of these 'Mech chassis received Quirk Passes in this patch, so be sure to check those out in the Quirk section below!

PHOENIX HAWK PXH-7S






STALKER STK-7D





VIRIDIAN BOG REBORN

Viridian Bog is the latest map to be reworked by Francois with feedback from the Caldron! Check out these screens and let us know what you think of the map adjustments once you get a chance to play on it!










WEAPONS ADJUSTMENTS

As a continuation of our assessment of weapon performance since April, the following change has been made:

ATM3:

  • Decreased cooldown to 3s (from 5s)

ATM6:

  • Decreased cooldown to 4s (from 5s)

MRM10:

  • Decreased cooldown to 3.9s (from 4.3s)

MRM20:

  • Decreased cooldown to 4.1s (from 4.3s)


EQUIPMENT ADJUSTMENTS
In this patch a small adjustment has been done to MASC MK I, in order to bring it more in line with other sizes in terms of intended function. Also, this patch includes reverting ECM stats to pre-August values.

MASC:
In this patch MASC MK I is adjusted to have more “burn” duration in order to cover a longer distance in a single burst. This is done in exchange with reduced boosts to agility stats. It should be noted that mechs able to equip MASC Mk I will remain by far the most agile mechs when utilizing MASC.

MASC MK I:
  • MASC fill rate decreased to 0.064 (from 0.09)
  • MASC acceleration boost decreased to 1.8 (from 2.0)
  • MASC deceleration boost decreased to 1.7 (from 1.9)

ECM:
The goal of changes to the ECM was to shift more weight from the skill tree bonuses towards the base stats of the equipment to help reduce the reliance on skill nodes for an acceptable performance. However, changes made to the base stats of ECM didn’t seem to take effect while nerfs to the skill tree nodes did. In this patch, ECM and ECM nodes in the skill tree will return to their pre-August stats, until we’re able to do a proper investigation into ECM base stats tuning.

ECM:
  • Enemy radar range reduction reverted to 30%
Skill tree adjustments (Enhanced ECM nodes):
  • Enemy radar range reduction reverted to 22.5%


MECH AGILITY ADJUSTMENTS
In this patch the following mechs have gone through agility adjustments to their acceleration and deceleration stats

Griffin
  • Acceleration normalized to 47.71 across all variants
  • Deceleration normalized to 45.91 across all variants


MECH LOADOUT ADJUSTMENTS
This patch includes adjustments to maximum engine limits on a number of underperforming mechs, as an attempt to maintain balance between variants of the same chassis and/or same weight class and roles.

Thunderbolt
Max engine has been increased on following variants:

  • TDR-5SS: Increased max engine to 350 (from 315)


MECH QUIRKS
This patch includes the third quirk pass as well as small adjustment to quirks that were released in quirk pass 1 and 2. More chassis will undergo their own quirk pass in future patches.

ADJUSTMENTS TO PREVIOUS QUIRK PASSES
Raven
RVN-3L:
  • Added stock 100m range Seismic sensor (comes stock)
  • Added 15% UAV range
  • Added UAV capacity +1

Stormcrow
SCR-LC:
  • Added missing 40% ballistic ammo to RA

Awesome
AWS-PB:
  • Added 7.5% Max speed

Victor
VTR-DS:
  • Added PPC Family HSL +1

Mauler
MAL-2P:
  • Added -25% UAC Heat

Supernova
SNV-1:
  • Removed ER laser duration

Nightstar
NSR-9P:
  • Removed ballistic velocity
  • Reduced UAC jam chance to -10% (from 25%)

King Crab
KGC-001:
  • Added ERPPC HSL +2

Marauder II
MAD-4A:
  • Added large laser HSL +1
  • Added -10% laser heat
  • Removed PPC Family HSL
MAD-4L:
  • Added -10% Gauss cooldown
  • Increased ER PPC HSL to +2 (from 1)

QUIRK PASS 3
Commando
COM-2D:
  • Added +10 armor to LA, RA
  • Added -25% Energy cooldown
COM-3A:
  • Added +14 Armor to LA, RA
  • Added -15% cooldown
  • Added -10% heat
  • Removed energy cooldown
  • Removed missile cooldown
  • Removed missile heat
  • Added 30% Capture accelerator
COM-1B:
  • Added +14 Armor to LA, RA
COM-1D:
  • Convert +15 Structure on RA to +15 Armor
COM-TDK:
  • Increased armor bonus on LA, RA to +24 (from 15)
  • Increased energy heat to -10% (from -5%)

Jenner
All Variants:
  • Added -20% overheat damage
  • Added +8 Armor to LL, RL
JR7-K:
  • Added -10% missile cooldown
  • Added +100m Sensor range
  • Added +1 UAV capacity
  • Added +1 unlocked consumable slot (max still capped at 5)
JR7-O:
  • Added 10% Missile range
  • Added -10% Missile heat
  • Added -10% missile spread

Jenner IIC
All Variants:
  • Added -20% overheat damage
  • Added +8 Armor to LL, RL
JR7-IIC-2:
  • Added -10% cooldown
  • Added 15% missile velocity
  • Added -5% heat
JR7-IIC-3:
  • Added 15% UAV range
  • Added +1 UAV capacity
JR7-IIC-FY:
  • Removed all structure bonuses
  • Increased Armor on CT to +16 (from 11)
  • Increased Armor on LT, RT to +15 (from 10)
  • Added +5 Armor on LA, RA
  • Added 10% Range
  • Added -20% energy cooldown
  • Added 10% Ballistic range
  • Added 30% MG RoF
  • Added 100% ballistic ammo bonus per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10/20 - Gauss)

Viper
All Variants:
  • Added -25% fall damage on CT
VPR-Prime:
  • Added +4 armor to LA, RA, RT
  • Added -10% Missile spread on LA
  • Added +100m Seismic sensor to SO8 (comes stock)
  • Added -15% cooldown to SO8
  • Added -20% Laser duration to SO8
VPR-A:
  • Added +4 armor to LA, LT, RT
  • Added +6 Armor to RA
  • Added -5% missile cooldown to LA
  • Added -10% medium pulse laser heat to SO8
VPR-B:
  • Added +6 armor to LA, RA
  • Increased armor on LT, RT to +6 (from 4)
  • Added -10% ERPPC heat to SO8
  • Added -5% heat to SO8
VPR-C:
  • Added +4 armor to LA, RA, LT, CT, RT
VPR-D:
  • Added +6 armor to LA
  • Increased armor on LT, RT to +6 (from 4)
  • Added +4 Armor to RA
  • Added 5% missile velocity to LA
  • Increased missile cooldown to -30% from -10% in SO8
  • Added 100% missile ammo bonus per ton to SO8
  • Added -5% heat to SO8
VPR-M:
  • Added +6 Armor to LA, RA in SO8

Phoenix Hawk
All Variants:
  • Added 15% Jump jet burn duration
  • Added -25% fall damage
PXH-1:
  • Increased MG RoF to 50% (from 10%)
  • Removed large laser range
  • Increased CT structure to +10 (from 7)
  • Increased LT, RT, LL, RL structure to +9 (from 6)
  • Reduced medium laser cooldown to -10% (from -20%)
  • Added +7 Structure bonus to LA
  • Added -10% ballistic cooldown
  • Added -30% UAC jam chance
  • Added -10% laser cooldown
  • Added 10% laser range
  • Added +100m sensor range
  • Added +1s target decay duration
PXH-1B:
  • Increased MG RoF to 50% (from 20%)
  • Increased LA, RA armor to +21 (from 14)
  • Added +7 Structure bonus to LA
  • Added -10% ballistic cooldown
  • Added -10% heat
  • Added LPPC HSL +1
  • Added 25% Ballistic velocity
  • Added +100m sensor range
  • Added +200m 360 degree target retention (comes stock)
PXH-1K:
  • Removed laser duration
  • Increased CT, LL, RL Structure to +15 (from 10)
  • Increased LT, RT Structure to +12 (from 9)
  • Increased LA, RA Structure to +10 (from 7)
  • Added 10% STD and ER laser range
  • Added 5% Laser range
  • Added 15% Hill climb
  • Added 20% target info gathering speed
PXH-2:
  • Added -10% STD laser heat
  • Added +100m sensor range
PXH-3S:
  • Increased MG Rof to 50% (from 25%)
  • Increased large pulse laser cooldown to -15% (from -10%)
  • Increased CT structure to +10 (from 7)
  • Increased LT, RT, RL, LL structure to +9 (from 6)
  • Added +7 Structure bonus to LA
  • Added -10% laser cooldown
  • Added -10% large pulse laser heat
  • Added 10% pulse laser range
  • Added -10% laser duration
  • Added -20% Ballistic cooldown
  • Added 20% radar deprivation (comes stock)
  • Added 15% UAV range
PXH-ROC:
  • Removed Machine gun RoF
  • Increased CT structure to +10 (from 7)
  • Increased LT, RT, RL, LL structure to +9 (from 6)
  • Added +7 Structure bonus to LA
  • Added -10% cooldown
  • Added 20% Ballistic velocity
  • Added -15% missile heat
  • Added +15% UAV range
  • Added +1 UAV capacity
  • Added 50% missile ammo
PXH-KK:
  • Increased energy heat to -10% (from -5%)
  • Increased CT structure to +10 (from 7)
  • Increased LT, RT, RL, LL structure to +9 (from 6)
  • Added -15% ballistic cooldown
  • Added -15% LBX cooldown
  • Added -10% LBX spread
  • Added 20% target info gathering speed
  • Added 20% radar deprivation (comes stock)
PXH-7S: NEW HUNTER PACK VARIANT
  • 15% Jump jet burn duration
  • -25% fall damage
  • 10% standard laser range
  • STD and ER medium laser HSL +1
  • 20% PPC family velocity
  • +21 Armor bonus on LA, RA
  • +7 Structure bonus on CT, LA, RA
  • +6 Structure bonus on LT, RT, LL, RL
  • 20% target info gathering speed

Warhammer
All Variants (excluding WHM-7S, WHM-BW):
  • 20% PPC family velocity standardized
WHM-6R:
  • Added -10% cooldown
WHM-6D:
  • Double all survival bonuses
  • Added -40% overheat damage
WHM-7S:
  • Added +12 armor to LT, RT
  • Removed PPC velocity
  • Added 40% weapon velocity
  • Increased Streak SRM cooldown to -10% (from -5%)
WHM-4L:
  • Added +12 armor to LA, RA
  • Added PPC family HSL +1
  • Removed PPC heat
  • Added -10% Laser heat
WHM-9D:
  • Added 45% jump jet initial thrust
  • Added 7.5% max speed
WHM-BW:
  • Added -10% ballistic heat
  • Added -10% STD AC cooldown
  • Added -10% STD AC velocity
  • Added -10% LBX Spread
  • Added 50% MG RoF
  • Added 10% MG range

Marauder
All Variants:
  • Match survival quirks to MAD-3R
MAD-3R:
  • Added 30% weapon velocity
  • Removed PPC velocity
MAD-5D:
  • Added -10% missile spread
  • Added -5% heat
  • Removed energy heat
MAD-5M:
  • Added 10% Ballistic cooldown
  • Added -10% LBX spread
MAD-9M:
  • Added -15% Missile cooldown
  • Removed SSRM cooldown

Stalker
All Variants:
  • Increased Armor bonus to +18 on LT, RT (from 14)
  • Added +6 armor to CT
STK-3F:
  • Increased energy heat to -10% (from -5%)
STK-3FB:
  • Added -5% heat
  • Added +100 sensor range
  • Added +1 target decay duration
STK-3H:
  • Removed LRM20 cooldown
  • Increased missile cooldown to -10% (from -5%)
STK-4N:
  • Removed energy cooldown
  • Removed energy range
  • Removed large laser range
  • Added Laser HSL +1
  • Added Large laser HSL +1
STK-5M:
  • Added -10% missile spread
  • Added SRM6 HSL +1
STK-5S:
  • Added -5% laser duration
  • Removed medium laser duration
STK-M:
  • Added -35% Crit chance receiving
  • Increased ballistic velocity to 30% (from 10%)
  • Added 15% ballistic range
  • Added 15% Ballistic cooldown
  • Added -10% missile cooldown
  • Added -10% missile spread
STK-7D: NEW HUNTER PACK VARIANT
  • +18 on LT, RT
  • +6 armor on CT
  • 20% PPC family velocity
  • -5% Laser heat

Marauder IIC
All Variants (except hero MAD-IIC-SC):
  • Added +7 Armor bonus to LT, RT
MAD-IIC-8:
  • Added -40% missile cooldown
  • Added -10% pulse laser cooldown
MAD-IIC-A:
  • Added -20% UAC jam chance
MAD-IIC-B:
  • Added -15% missile cooldown
  • Added -5% laser heat
MAD-IIC-C:
  • Added -10% Ballistic cooldown
  • Added 10% Ballistic velocity
MAD-IIC-D:
  • Added 10% range
  • Added -10% cooldown
MAD-IIC-2:
  • Added C-Heavy laser HSL +1
  • Removed Heavy laser duration
MAD-IIC-SC:
  • Added +14 armor to LT, RT
  • Added -10% SRM cooldown

Corsair
All Variants:
  • Removed Structure bonuses from LT, CT, RT
  • Added 25 Armor to LT, CT, RT
COR-7A:
  • Added -5% laser heat
COR-6R:
  • Increased heat to -10% (from -5%)
COR-5R:
  • Added Large pulse laser HSL +1
  • Added -5% heat
COR-5T:
  • Added -10% Ballistic cooldown
  • Added -5% heat
COR-7R:
  • Added -5% SRM cooldown
  • Added -10% Missile cooldown
  • Added -10% Missile heat
  • Added 10% Missile velocity
  • Removed Rocket launcher heat
COR-RA:
  • Added -10% heat
COR-BR:
  • Added -10% heat

Fafnir
All Variants:
  • Increased CT Armor bonus to +38 (from 22)
  • Increased LT, RT Armor bonus to +16 (from 8)
FNR-5:
  • Added -5% energy heat
  • Added -10% laser cooldown
FNR-6U:
  • Added UAC20 HSL +1
  • Added 15% Ballistic velocity
FNR-5E:
  • Added 10% weapon velocity
  • Removed LRM velocity
FNR-WR:
  • Increased heat to -15% (from -10%)
  • Added 10% missile velocity


BUG FIXES
The PPC Heat scale limit (HSL) quirk on the HGN-733P has been fixed to only affect IS Standard PPCs.


Patch Files (Direct Download)

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.

Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.

This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.

Patch File(s): - http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_393.zip

  • Download the above file(s)
  • For sake of ease, we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
  • You do not need to unzip or unpack the patch file(s)
  • Launch the MWO Portal
  • Select the three horizontal lines in the top left of the Portal Window
  • Choose the 'Specify Patch File Cache' option
  • In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
  • For example, C:\Users\<username>\Documents\MWO Patch Cache
  • Click the blue Patch button
  • The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
  • Once the patch is complete, launch the game


#2 imhoopjones

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Posted 15 October 2021 - 03:45 PM

First
Bahaha

#3 Anhydrite

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Posted 15 October 2021 - 03:46 PM

Cmon,

My MAD-4A now is silly running Heavy PPCs. Thats why I bought it. Now its not even quirked for its purpose. Not a fan of this quirk change at all because now I dont know what to do with it and don't really want a laser vomit mech.

Also the NSR-9P...was it overperforming with its UAC jam chance........

I appreciate a lot of the other improvements though.

Edited by Anhydrite, 15 October 2021 - 03:57 PM.


#4 -Ramrod-

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Posted 15 October 2021 - 04:01 PM

If you're going to continue to redo maps please do not touch Tourmaline Desert, Grim Plexus, Alpine Peaks. Most of the feedback I see concerning these redo maps is negative. HIGHLY negative. Anywhere from Tier 5 to Tier 1 players are voicing this. Everything else in the patch seems to be alright though.

#5 Dakkalistic

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Posted 15 October 2021 - 04:15 PM

Nice

Bit of a shame the MAD-IIC "Prime" gets nothing :(

#6 -IS4- TURBO U R B I E

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Posted 15 October 2021 - 04:19 PM

View PostAnhydrite, on 15 October 2021 - 03:46 PM, said:

Cmon,

My MAD-4A now is silly running Heavy PPCs. Thats why I bought it. Now its not even quirked for its purpose. Not a fan of this quirk change at all because now I dont know what to do with it and don't really want a laser vomit mech.

Also the NSR-9P...was it overperforming with its UAC jam chance........

I appreciate a lot of the other improvements though.


This, I was having fun in my marauder II but now I'm on the fence, and might start collecting dust again. Also why the ER PPC HSL +2 on the KGC-001? it only has 2 energy hardpoints?

#7 FupDup

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Posted 15 October 2021 - 04:23 PM

View Post-IS4- TURBO U R B I E, on 15 October 2021 - 04:19 PM, said:

This, I was having fun in my marauder II but now I'm on the fence, and might start collecting dust again. Also why the ER PPC HSL +2 on the KGC-001? it only has 2 energy hardpoints?

They want it to do PPC + Gauss combos without penalty. The weird part is that it doesn't even come with any PPCs by default soooo...

There's been a lot of weird quirks like that lately, like SNPPC quirks for one Hellspawn variant last month or this month's Black Widow LBX spread buffs. I don't like this direction of giving mechs quirks based on the personal pet builds of some random player.

#8 Navid A1

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Posted 15 October 2021 - 04:31 PM

View PostAnhydrite, on 15 October 2021 - 03:46 PM, said:

Cmon,

My MAD-4A now is silly running Heavy PPCs. Thats why I bought it. Now its not even quirked for its purpose. Not a fan of this quirk change at all because now I dont know what to do with it and don't really want a laser vomit mech.

Also the NSR-9P...was it overperforming with its UAC jam chance........

I appreciate a lot of the other improvements though.


Initially the PPC HSL quirk was with standard PPC/ERPPC/SNPPC in mind. The 3xHPCC highmount with boosted JJs on the MAD-4A took over aspects that were iconic with mechs like AWS-8Q, and other mechs with not so concentrated hardpoint locations.
We could HSL individual PPCs on the MAD-4A, yet it would have created a lot of clutter for every single non-HPPC weapon on the mech. To slot the MAD-4A into its own slot and role, focus was turned to lasers and large lasers in particular (Please don't sell the mech Try 8 large lasers on that mech... and see the results.)

That said, everything is up for tweaking... for example... HPPC is planned to get some help with its heat next month.
And MAD-4A might have its LL HSL extended to all lasers.... step by step



Regarding the NSR-9P, Jam chance quirk was with UAC5/10 combos in mind, yet an un-intended effect was allowing extreme burst builds like 2xUAC20+UAC10 setups that was punching a bit above a few redlines. The mech itself should still be really powerful with UAC only or UAC PPC combos.
Will be monitored for tweaks.


View Post-Ramrod-, on 15 October 2021 - 04:01 PM, said:

If you're going to continue to redo maps please do not touch Tourmaline Desert, Grim Plexus, Alpine Peaks. Most of the feedback I see concerning these redo maps is negative. HIGHLY negative. Anywhere from Tier 5 to Tier 1 players are voicing this. Everything else in the patch seems to be alright though.


Personally, out of the maps that have gone through overhauls, Canyon has turned out to be good (some minor additions are needed, but overall I like it)

Polar change was very nice. Map now has actual recognizable and practical features. Brawlers won't feel useless anymore

HPG rework in my book is a masterpiece of a map now.... And I mainly play brawlers. 100/100 on that one to the map designer, especially since that map was not easy to edit.

Caustic I have mixed feelings... I've been in matches that I felt helpless, and also been in matches that felt good and action packed.

View Post-IS4- TURBO U R B I E, on 15 October 2021 - 04:19 PM, said:

This, I was having fun in my marauder II but now I'm on the fence, and might start collecting dust again. Also why the ER PPC HSL +2 on the KGC-001? it only has 2 energy hardpoints?


Check above regarding MAD II-4A change.
regarding KGC-001 It will allow you to fire 2xERPPCs and 2xGauss rifles with no heat penalty.

Edited by Navid A1, 15 October 2021 - 04:33 PM.


#9 Anhydrite

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Posted 15 October 2021 - 04:46 PM

View PostNavid A1, on 15 October 2021 - 04:31 PM, said:


Try 8 large lasers on that mech... and see the results.)

That said, everything is up for tweaking... for example... HPPC is planned to get some help with its heat next month.
And MAD-4A might have its LL HSL extended to all lasers.... step by step



Regarding the NSR-9P, Jam chance quirk was with UAC5/10 combos in mind,



Check above regarding MAD II-4A change.



Thanks for the feedback. I will try out the Large Lasers on it. I found the double UAC 20 build on the Nightstar to be too hot so it sort of regulated itself....never thought to add another 10 on there. Had been running a UAC-20 and LBX-20 to brawl and just tried dual heavy gauss. Not liking the heavy gauss and might go back to the UAC/LBX. gonna miss the reduced jam chance though as the 20 loves to jam.

#10 jamesbombed00420

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Posted 15 October 2021 - 04:55 PM

Please don't nerf masc again, it was an utter failure last time and unnecessary.

Edited by jamesbombed00420, 15 October 2021 - 04:56 PM.


#11 Gas Guzzler

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Posted 15 October 2021 - 04:57 PM

View PostAnhydrite, on 15 October 2021 - 04:46 PM, said:


Thanks for the feedback. I will try out the Large Lasers on it. I found the double UAC 20 build on the Nightstar to be too hot so it sort of regulated itself....never thought to add another 10 on there. Had been running a UAC-20 and LBX-20 to brawl and just tried dual heavy gauss. Not liking the heavy gauss and might go back to the UAC/LBX. gonna miss the reduced jam chance though as the 20 loves to jam.


The 8 LL build is unique, and with help its going to be pretty solid, I'm looking forward to it.

#12 Navid A1

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Posted 15 October 2021 - 05:00 PM

View Postjamesbombed00420, on 15 October 2021 - 04:55 PM, said:

Please don't nerf masc again, it was an utter failure last time and unnecessary.


The changes to the MASC-I allows you to run it for longer before you hit the red line.

Reduction in accel/decel stats when you consider what number they are being applied to and how, is not going to be a harsh change. e.g., 1.8 boost means 180% increase when engaged, which means 2.8x times the base stats.

At the same time, the reduced values will have a positive effect on hitreg.

Edited by Navid A1, 15 October 2021 - 11:37 PM.


#13 Bowelhacker

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Posted 15 October 2021 - 05:20 PM

I look forward to the map changes being suboptimal.

#14 Hiten Bongz

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Posted 15 October 2021 - 05:21 PM

I thought for sure this time the Catapult would get quirks and armor or something...Posted Image

ATMs are still very bad, the cooldown reduction on the threes (lol) and sixes (yawn) almost seems like a joke. Just remove the deadzone already or at the very least give it a minimum damage curve like LRMs. They will still suck hard at that point because they've been gutted of their only useful damage zone - even though they've already been nerfed several times in the past - but it would at least be a start in the right direction and they would suck a tiny bit less. Maybe one person out of two hundred might use them. Boosting extreme range on ATMs while nerfing their brawl damage and stating it was a trade-off was dubious at best: nobody uses ATMs at extreme range because the ammo per ton, heat, and flight curve is terrible for that. At least they required clever positioning or big balls to optimize damage with, having a tiny brawl-range max damage zone, shame they have been tossed out the window like wet garbage even though they have a hard counter in AMS which even got buffed.

Meanwhile, the new PPC/Gauss/ERLL ranged meta remains buffed and strong, which is compounded by almost every new redone map being heavily range biased. Strange how that works...

Edited by Hiten Bongz, 15 October 2021 - 05:33 PM.


#15 C337Skymaster

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Posted 15 October 2021 - 05:40 PM

Okay, I'm suddenly reminded of a line from The Incredibles, from the villain Syndrome: "When everyone's special, no one will be". Heat Scale Limit quirks were sort of a nice addition when it was enabling a 'mech to perform in its stock role, and live up to the reputation that it's supposed to be known for (PPC quirk on the Awesome, for example). PPC HSL quirks on Dragon Slayer? Really? And I don't want ANYONE trying 8 Large Lasers!! 6 is bad enough! There's already way too much pinpoint damage in this game, and it's only getting worse with all these quirks and weapon buffs. At this point, there are so many holes in the Ghost Heat net that you may as well get rid of the system entirely for all the good it's doing. And you CAN do, if you also get rid of convergence, so nothing lands pinpoint, anymore. Nothing random, either: lock everything to fire straight ahead, and then we can lead targets at range, and you don't have to worry about 8 large lasers all hitting the same component. Having 3 of them strike in the same place will be sufficient.

As for the maps:
Canyon is mediocre, at best, and has basically taken over Polar's role as the "LRM map".
Literally the reason PGI created Polar in the first place was to give the players some of the MW2 feel of wide open flat maps, which was COMPLETELY ruined by the update. The map didn't need a redo. I actually really liked the suggestion of starting the teams a bit closer to each other on one side of the map, and placing the domination point off on the other side, so that the teams would see each other enroute to the cap point and start fighting, but the actual cap point itself could be placed in rough terrain where there was more cover available. I really, really miss Conquest on old Polar, where the cap points were 2000m apart and you actually had to pay attention to the caps and keep up with them, and couldn't just "kill everyone and then worry about the caps", as is the case on every other map. The new configuration is too geometric. It's not nearly as nice.
The HPG rework is still atrocious [redacted]
Caustic, on the other hand, seems like an interesting change, but mostly due to the incredibly poor visibility increasing the options for 'mech movement on the map. You can definitely use heat vision to try to cut through the haze, but you're still shooting at vague dark blobs which prevents the kind of pinpoint 'mech-geometry-punishment that everyone hates so much, and which outright prevents the use of some 'mechs and builds (the otherwise iconic Mad Cat "bunny ears", for example). Caustic only rates as high as it does because the map doesn't feel very much different, except for the massive reduction in NASCAR.

Edited by Ekson Valdez, 19 October 2021 - 11:36 PM.


#16 Xaius

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Posted 15 October 2021 - 05:44 PM

So, I didn't really think the misery needed a buff... and ironically, this is a nerf to my build, because my ac10 will no longer sync perfectly with the ppcs... it's going to be almost 20% faster which will really screw up aiming :(

the range and crit is nice, but nothing else really affects the build in a noticable positive way.
Just bought the mech a week or two ago too... welp

#17 Gas Guzzler

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Posted 15 October 2021 - 06:11 PM

View PostC337Skymaster, on 15 October 2021 - 05:40 PM, said:

Okay, I'm suddenly reminded of a line from The Incredibles, from the villain Syndrome: &quot;When everyone's special, no one will be&quot;. Heat Scale Limit quirks were sort of a nice addition when it was enabling a 'mech to perform in its stock role, and live up to the reputation that it's supposed to be known for (PPC quirk on the Awesome, for example). PPC HSL quirks on Dragon Slayer? Really? And I don't want ANYONE trying 8 Large Lasers!! 6 is bad enough! There's already way too much pinpoint damage in this game, and it's only getting worse with all these quirks and weapon buffs. At this point, there are so many holes in the Ghost Heat net that you may as well get rid of the system entirely for all the good it's doing. And you CAN do, if you also get rid of convergence, so nothing lands pinpoint, anymore. Nothing random, either: lock everything to fire straight ahead, and then we can lead targets at range, and you don't have to worry about 8 large lasers all hitting the same component. Having 3 of them strike in the same place will be sufficient.

As for the maps:
Canyon is mediocre, at best, and has basically taken over Polar's role as the &quot;LRM map&quot;.
Literally the reason PGI created Polar in the first place was to give the players some of the MW2 feel of wide open flat maps, which was COMPLETELY ruined by the update. The map didn't need a redo. I actually really liked the suggestion of starting the teams a bit closer to each other on one side of the map, and placing the domination point off on the other side, so that the teams would see each other enroute to the cap point and start fighting, but the actual cap point itself could be placed in rough terrain where there was more cover available. I really, really miss Conquest on old Polar, where the cap points were 2000m apart and you actually had to pay attention to the caps and keep up with them, and couldn't just &quot;kill everyone and then worry about the caps&quot;, as is the case on every other map. The new configuration is too geometric. It's not nearly as nice.
The HPG rework is still atrocious [redacted]
Caustic, on the other hand, seems like an interesting change, but mostly due to the incredibly poor visibility increasing the options for 'mech movement on the map. You can definitely use heat vision to try to cut through the haze, but you're still shooting at vague dark blobs which prevents the kind of pinpoint 'mech-geometry-punishment that everyone hates so much, and which outright prevents the use of some 'mechs and builds (the otherwise iconic Mad Cat &quot;bunny ears&quot;, for example). Caustic only rates as high as it does because the map doesn't feel very much different, except for the massive reduction in NASCAR.


You must be casually forgetting all the Clan mechs that blow 8 LL builds out of the water in terms of pinpoint damage.

Seriously everything you said was just wrong, I don’t even know where to begin…

Edited by Ekson Valdez, 19 October 2021 - 11:36 PM.
quote clean-up


#18 Gas Guzzler

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Posted 15 October 2021 - 06:14 PM

View PostXaius, on 15 October 2021 - 05:44 PM, said:

So, I didn't really think the misery needed a buff... and ironically, this is a nerf to my build, because my ac10 will no longer sync perfectly with the ppcs... it's going to be almost 20% faster which will really screw up aiming :(

the range and crit is nice, but nothing else really affects the build in a noticable positive way.
Just bought the mech a week or two ago too... welp


Drop the AC10 for an AC20 and then you will improve your build now, let alone after the patch.

I don’t think misery buffs are going to be an issue, it’s nowhere near dominating the assault class right now.

#19 Android5000

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Posted 15 October 2021 - 06:24 PM

This map has been reborn a few times... Like the last few...

#20 Nightbird

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Posted 15 October 2021 - 06:36 PM

Typo?

WHM-BW:
  • Added -10% ballistic heat
  • Added -10% STD AC cooldown
  • Added -10% STD AC velocity
  • Added -10% LBX Spread
  • Added 50% MG RoF
  • Added 10% MG range






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