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Patch Notes - 1.4.250.0 - 18-January-2022


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#101 Khalcruth

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Posted 18 January 2022 - 10:13 PM

View PostAnAnachronismAlive, on 18 January 2022 - 12:12 AM, said:

Why do these threads always have to derail into some unreasonable slugfest when they could offer the potential to discuss current and/or upcoming changes on data / evidence for a progressive outcome.


I'd say it's mostly because some people always say something like "I have a list of 205 communists working in the State Department" "I have data that lights perform badly", but never actually produce that list data. But somehow you're unAmerican a terrible player if you doubt that the secret "list of communists" "data" exists in the first place. Because, you know, backing up your statements is always for the other guy.

#102 Vexistential

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Posted 18 January 2022 - 11:02 PM

Hey, I have a question.

Was there really a need to nerf the TBR-BH's pulse laser heat quirk from the S08? I was already running without a med pulse on the CT to keep things cleaner. Wasn't the TBR-S base chassis with high mounts supposed to be the best according to some?

Anyway, seems like a weird nerf, considering some other changes in this patch. I guess data shows small and large clan pulse lasers are OP now? And... I mean, I guess there must have been some sort of four (or six?!) large pulse laser bounty hunter build crushing it out there?

Well, any way. Seems like a weird nerf, considering the state of S08 bonuses on omnis.

#103 trans catgirl

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Posted 19 January 2022 - 12:28 AM

View PostVexistential, on 18 January 2022 - 11:02 PM, said:

Hey, I have a question.

Was there really a need to nerf the TBR-BH's pulse laser heat quirk from the S08? I was already running without a med pulse on the CT to keep things cleaner. Wasn't the TBR-S base chassis with high mounts supposed to be the best according to some?

Anyway, seems like a weird nerf, considering some other changes in this patch. I guess data shows small and large clan pulse lasers are OP now? And... I mean, I guess there must have been some sort of four (or six?!) large pulse laser bounty hunter build crushing it out there?

Well, any way. Seems like a weird nerf, considering the state of S08 bonuses on omnis.



2lpl 5mpl build felt almost oppressively strong if left unchecked for even a small amount of time. Ran cooler then the same build with regular ermeds and the accompanying heatsinks. Its a lil slap on the wrist for something that was really really good, and still is even after patch.

#104 Vexistential

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Posted 19 January 2022 - 12:54 AM

View Posttrans catgirl, on 19 January 2022 - 12:28 AM, said:



2lpl 5mpl build felt almost oppressively strong if left unchecked for even a small amount of time. Ran cooler then the same build with regular ermeds and the accompanying heatsinks. Its a lil slap on the wrist for something that was really really good, and still is even after patch.


Okay... So BH omnipods and S08 specifically? BH CT? No high mounts? I mean, you're right that its a small nerf,. But, there are a lot of mechs you can cut down on the alpha and squeeze out some more DPS through heat dissipation of a pod switch or whatever. Seems weird that the BH would be singled out here.

#105 justcallme A S H

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Posted 19 January 2022 - 01:09 AM

You could also run 4 cLPL on it and with the heat quirk, just lateral side-peak-trade with it as the torso mounts are close and other 2 cLPL in the arm.

And with the heat quirk where it was, it did not matter that you were low on DHS at all. It was pretty ridiculous and not having the high mounts wasnt an issue.

It really is only a tiny reign in too, 2.5%... Not talking complete quirk removal. BH was singled out as it is the only one with the quirk.

Edited by justcallme A S H, 19 January 2022 - 01:16 AM.


#106 Vexistential

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Posted 19 January 2022 - 01:29 AM

Heh, figured the quad or more CLPL was the issue. But, you did nerf the CLPL too. Anyway, small nerf, just stood out. Since I have been running a 2lpl and 4mpl build and doing fine I don't figure it will injure me too much.

(1st edit) Also, high mounts? Who needs high mounts?? (2nd edit) Also, I will give you a great upvote! "Not talking about complete quirk removal." Thanks for not talking about that!!! I am now giving you a great upvote! Which I will now do! Because... that is nice, and I appreciate it that we aren't talking about complete quirk removal of a SO8 booster mech.

Edited by Vexistential, 19 January 2022 - 03:34 AM.


#107 Horseman

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Posted 19 January 2022 - 03:30 AM

I'm surprised nobody is talking how the new Blood Asp has unlocked Jump Jets.

#108 AnAnachronismAlive

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Posted 19 January 2022 - 03:47 AM

View PostHorseman, on 19 January 2022 - 03:30 AM, said:

I'm surprised nobody is talking how the new Blood Asp has unlocked Jump Jets.


Already identified as a mistake by Mark in another thread (forgot where) and will be hot-fixed. Same with the missing "s" in the title Aggres(s)or and other issues it seems, that Navid starts collecting via the MWOComp-Discord (poor soul).

#109 Vexistential

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Posted 19 January 2022 - 03:49 AM

View PostHorseman, on 19 January 2022 - 03:30 AM, said:

I'm surprised nobody is talking how the new Blood Asp has unlocked Jump Jets.


That conversation is going on in another thread. The JJs being removable is not intenional, but the total is. The 7 JJ blood asps are intended. The removablity is not.

View PostMark Nicholson, on 18 January 2022 - 01:26 PM, said:

Yes, the leg jump jets being removable on the BAS-E is a bug. Expect this issue and these jumpjets to be fixed soon.
And yes, 7JJ blood asp is possible now, if you want to get the right combo of pods and spend the 14 tons.



"Yes, the leg jump jets being removable on the BAS-E is a bug. Expect this issue and these jumpjets to be fixed soon.
And yes, 7JJ blood asp is possible now, if you want to get the right combo of pods and spend the 14 tons."

https://mwomercs.com...r-booster-pack/

Is where that discussion happened.

#110 An6ryMan69

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Posted 19 January 2022 - 07:50 AM

View PostAnAnachronismAlive, on 19 January 2022 - 03:47 AM, said:

Already identified as a mistake by Mark in another thread (forgot where) and will be hot-fixed. Same with the missing "s" in the title Aggres(s)or and other issues it seems, that Navid starts collecting via the MWOComp-Discord (poor soul).


There goes both my current Blood Asp builds that are working so well....hopefully these mechs I paid real money for don't become like my Dire Wolf Prime of a few months back, 6xLPL and ECM, that has gotten hammered by patches and is now gathering dust. :(

#111 imhoopjones

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Posted 19 January 2022 - 11:22 AM

were the new PXH and STK variants supposed to be made available for cbills this patch or was that an oversight???

#112 Navid A1

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Posted 19 January 2022 - 04:53 PM

View Postimhoopjones, on 19 January 2022 - 11:22 AM, said:

were the new PXH and STK variants supposed to be made available for cbills this patch or was that an oversight???


I think the stated date is 21st?

Mentioned here:
https://mwomercs.com...032-hunter-faq/

#113 Gas Guzzler

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Posted 19 January 2022 - 05:32 PM

View PostAn6ryMan69, on 19 January 2022 - 07:50 AM, said:


There goes both my current Blood Asp builds that are working so well....hopefully these mechs I paid real money for don't become like my Dire Wolf Prime of a few months back, 6xLPL and ECM, that has gotten hammered by patches and is now gathering dust. Posted Image


If you bought a DWF-Prime for the ECM, or the Blood Asp OMNI mech for unlockable leg JJs, then that is on you.

#114 lolbbq

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Posted 19 January 2022 - 06:05 PM

View PostD V Devnull, on 18 January 2022 - 06:36 AM, said:

Hmm... just some random thoughts on the initial impression....... the Screen Shake from any LRM Missiles striking gets 50% knocked down, but the Screen Shake from Ballistics like the RACs and/or mass-fired smaller-sized ACs/UACs does not get equally decreased... does not quite seem that fair when one generally can not get more than two nodes (and very rarely any more) of Improved Gyros to counter so that they are still partially able to aim... even looks like a bias toward helping All Ballistics and against LRM Missiles to many people, given that Teammate-assisted Lock Times & Angles have not been repaired yet... one's own Teammates can not wait that long to get rather weak indirect fire support... perhaps a Nerf to the Ballistic-caused Screen Shake is overdue, given that Ballistic Weapons in general have a whole bunch of Visual Occlusion to go with them which prevents return fire from the opponent? Posted Image

~D. V. "thinks LRM Missile 50% Screen Shake drop needs a Balance against Ballistic Weapons equally" Devnull


[Edit by the Post Author because of a formatting error during posting...]


The big difference here is that you need to expose, aim and lead with ballistics but with LRMS you only need to stay behind cover and keep the cross hairs within a targeting area that is larger than the mech you are trying to hit.

They're not equal or similar weapons at all.

Edited by lolbbq, 19 January 2022 - 06:05 PM.


#115 Cyrilis

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Posted 20 January 2022 - 12:13 AM

View PostScout Derek, on 16 January 2022 - 03:23 PM, said:

Dude.

We've gone over this MULTIPLE times. Cauldron ain't balancing around that. They've even said it themselves, and now again as well.

I know you enjoy FP, but please, come on.


Sorry, but what or who is that 'Cauldron' everyone speaks of lately?

#116 AnAnachronismAlive

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Posted 20 January 2022 - 02:24 AM

View PostCyrilis, on 20 January 2022 - 12:13 AM, said:


Sorry, but what or who is that 'Cauldron' everyone speaks of lately?


Short answer: Group of players that tries to support PGI to keep MWO floating after their "We don't know what to do since Mechpacks ain't profitable anymore-Phase!" in late 2020.

Just check this vid out, explains most of the stuff:

Edited by AnAnachronismAlive, 20 January 2022 - 02:29 AM.


#117 C337Skymaster

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Posted 20 January 2022 - 05:12 AM

View PostKrovakon, on 18 January 2022 - 02:55 PM, said:

First match of the new patch and the game decides to crash 3 minutes into the round. That combined with the unfortunate design decision to make the jump jets not actually part of the blood asps legs so you can't put it on other variants has entirely killed my passion to play this week. I have no idea why they do this with the blood asp but force you to take all those extra heatsinks on a direwolf or all those forced engine heat sinks on a ice ferret.


Per Mark Nicholson on the NGNG Twitch Stream about 5 minutes after the patch completed, the unlocked BAS-E JJs is a bug which will be fixed presently. I pointed it out on the stream, because I, too, was planning on Meming a 7 JJ BAS at some point. Meanwhile, you CAN still install 6 JJ on the BAS-E by equipping it with -A side torsos.

#118 w0qj

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Posted 20 January 2022 - 05:35 AM

Let's frame this in a positive light:

MWO can further monetize** new mech sales by:
1) New Hero mechs
eg: New Hero version of DWF-C with ECM but no JumpJet in CT
eg: New Hero version of BAS-E with 1xJJ in each of its legs (for total of 2x JJ, one in each leg).
eg: Add +10% Velocity Quirk into CT of BAS-Prime(S) to entice players to buy Ultimate Pack (currently SO8 bonus).
eg: Similarly to BAS-E CT quirk, add enticing CT quirks into Nova NVA-Prime(I), TBR-Prime(I), etc. to help rejuvenate sales of Clan Wave 1 / Clan Wave 2 / Clan Wave 3.

[Edit: If/When MWO comes out with above (1) new Hero versions as described above, I'm personally willing to buy each and everyone of these, including Clan Wave 1 / Clan Wave 2 / Clan Wave 3!]


2) MWO needs recurring revenue steam.
Successfully selling Special Variant mechs like DWF-C(S), TBR-BH(S), BAS-E(S), etc. comes out for FREE and only costs virtual CBills 3-4 months after launch? What was MWO thinking? These mechs (especially the DWF-C(S) & TBR-BH(S)) could have easily sell equally as a Hero mech, creating recurring revenue stream for MWO. Sort of similar to DWF-UV Hero mech, players need to buy for its Hero arms.

- - - - - -
Note: '**' Reasoning:
a) MWO needs ongoing mech sales with real $$/MC (as with any real world company, online or not).
b ) Players want to see fun Hero mechs enticing them to open their wallets.
c) Currently Clan Assault JumpJets are 2ton each, painfully laced with heavy/excessive opportunity costs IMHO.
1x JJ (2ton) in DWF-C CT is too heavy if you don't plan to use it. 2x or 4x JJ in BAS-E legs is too heavy (up to 8 tons of JJ)!


View PostAn6ryMan69, on 19 January 2022 - 07:50 AM, said:

There goes both my current Blood Asp builds that are working so well....hopefully these mechs I paid real money for don't become like my Dire Wolf Prime of a few months back, 6xLPL and ECM, that has gotten hammered by patches and is now gathering dust. Posted Image



View PostGas Guzzler, on 19 January 2022 - 05:32 PM, said:

If you bought a DWF-Prime for the ECM, or the Blood Asp OMNI mech for unlockable leg JJs, then that is on you.

Edited by w0qj, 20 January 2022 - 06:24 AM.


#119 D V Devnull

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Posted 21 January 2022 - 12:16 PM

View Postlolbbq, on 19 January 2022 - 06:05 PM, said:

The big difference here is that you need to expose, aim and lead with ballistics but with LRMS you only need to stay behind cover and keep the cross hairs within a targeting area that is larger than the mech you are trying to hit.

They're not equal or similar weapons at all.

Geez... I walk away from the Forums for a few days due to things beyond my control, then come back to check in, and see this madness? You apparently missed some hidden context in my earlier post. Hell, you leave me starting to think you were trying to get me incendiary. :mellow:

But to start right off (even though I'm going end up using all caps briefly here) with mowing your post to the ground, it happens that LRMs have been degraded to the point where INDIRECT FIRE IS VERY LITERALLY NO LONGER VIABLE UNLESS THERE IS A DEDICATED SPOTTER (or multiple active spotters) to help that LRM-using player... That's two people or more tied up on one target, possibly leaving some Enemy Mech to easily get an unexpected angle! At this point, the various Lock-On Weapons have to be treated equal and/or similar to Ballistics because the IDF approach does not work for a Solo player anymore in any way. There is literally NO such thing left for Solo players as launching to their heart's content while sitting back anymore, and the toxic-grade changes to MWO's Lock-On Mechanics have basically ensured that it will NEVER occur again, regardless of who in the Player Base that ends up causing unwarranted harm to. Further, the Lock-On Weapons user has to wait for their LRM/ATM/SSRM to get a proper Lock because there is an extreme chance otherwise of missing with most of the possible damage, and they will likely not even get the Lock before the opponent escapes into cover, in turn ensuring that they do no damage with Lock-On Missiles anyway, which therefore gives ALL Ballistics far too much of an upper hand by any form of possible comparsion. Why? Anyone can add to that the factors of slower flight speeds of Missiles in general, increased travel time versus Ballistics in terms of delivery, the increased number of Missile projectiles enabling more chances to miss versus what Ballistics launches, the higher chance even with a Lock of the target escaping into cover, and the visual blinding effects of Ballistics being far greater than the disruption any Lock-On Weapon can impose (either previously or currently) against opponents... All of those factors make it far easier for the opponent to get away with taking less Missile damage versus what Ballistics can far more easily and quickly do (due to Ballistics not having to wait for a Lock even with the concern of lead time present in order to have an actual chance of causing damage) against a target. Basically put, all of those Lock-On Weapons are now essentially ruined for Indirect Fire operations, definitely not doing well in Line-Of-Sight Direct Fire scenarios, and in a far worse state by comparsion than any Ballistics have ever been. :(

At this point, anything that gets applied for Game Balance in regard to Lock-On Weapons needs to strictly stop using any Top-Tier players (whom I intend no offense to with this post, unlike what you may think) as the benchmark point, as it is having the effect of making it extremely problematic and sometimes impossible for Bottom-Tier players to even use those Weapons at all. While I may be bobbling around the T3/T4 border myself, it happens that I keep getting complained to about the issues with Lock-On Weapons by someone whose name I can not disclose here (and who also has rather qualifying details about their situation which I can not disclose either, regardless of whether I want to or not... You're not going to make me violate MWO's own Code Of Conduct here) about the issue, and they're unfortunately damn well right. Before you even start appearing to go any more toxic (which I'm likely preventing you from doing with this post) here, telling them to go offline and play some simplistic single-player game is NOT acceptable as a solution here. What population we have for MWO needs to stop getting any smaller, before we end up with those "Enad Global 7" people shutting down MWO because it became financially non-viable through a lack of players attracting others into paying to get stuff. Or are you trying to kill off MWO for some insane and/or sick reason, when we need the population to come back up to December 2015 previously known levels? I'm fighting on the side of keeping MWO very much alive here, since MechWarrior/BattleTech really does not need another Dark Age happening again! :angry:

~D. V. "can see 'lolbbq' did not realize discussion is far more on the Line-Of-Sight Direct Fire side" Devnull

#120 Natural Predator

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Posted 21 January 2022 - 12:42 PM

Nice job diversifying the Black Knights. It was much needed and well thought out. I am excited to see what you come up with for the Grasshoppers.

Edited by NPC SLAYER, 21 January 2022 - 12:47 PM.






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