Patch Notes - 1.4.266.0 - 23-August-2022
#41
Posted 21 August 2022 - 11:47 PM
#42
Posted 22 August 2022 - 12:15 AM
The new TBR-S(P) for example can't use HXP from the old TBR-S.
This is not expected behaviour, because other special and non-special variants share their HXP pool. The ADR-Prime and the ADR-Prime(I), for example.
#43
Posted 22 August 2022 - 12:33 AM
Steve Pryde, on 21 August 2022 - 11:47 PM, said:
Say thanks to DATA, he's in charge of completely unnecessary nerf of a mech that you can barely see on the battlefield anyway.
Just another example that they have no idea what they're doing in terms of balancing.
#44
Posted 22 August 2022 - 01:22 AM
Divkrd, on 22 August 2022 - 12:33 AM, said:
Just another example that they have no idea what they're doing in terms of balancing.
But i fail to see how the dervish is nerfed can someone explain that to me?
Edited by KursedVixen, 22 August 2022 - 01:23 AM.
#45
Posted 22 August 2022 - 01:23 AM
Blockpirat, on 22 August 2022 - 12:15 AM, said:
The new TBR-S(P) for example can't use HXP from the old TBR-S.
This is not expected behaviour, because other special and non-special variants share their HXP pool. The ADR-Prime and the ADR-Prime(I), for example.
I reported this to Support, but it may be worth repeating from other players. I narrowed the rift down to being somewhere between the Fafnir and Marauder II, but I forget how closely I nailed it down. The issue I was having was not being able to save a loadout on one, and load it on the other. I completely forgot about HXP.
At some point between the Fafnir and Marauder II, they stopped coding the Special variant of a CBill 'mech as being "the same" in game terms. I don't know why, but I expect it was an oversight.
#46
Posted 22 August 2022 - 01:59 AM
Gurglegoggle, on 21 August 2022 - 02:17 PM, said:
So can someone explain to me how the dervish was 'nerfed"? (I haven't bought one)
And how does this lrm change effect anything?
Looking at tyhe patch notes and the minor change to Snubs i think we'll have another month or two of the snubpocolypse...
Edited by KursedVixen, 22 August 2022 - 02:22 AM.
#47
Posted 22 August 2022 - 02:23 AM
InnerSphereNews, on 20 August 2022 - 10:23 PM, said:
- Removed -10% Missile spread
- Changed 15% Missile velocity to 15% LRM Velocity
These changes mostly impact the now-popular MRM-builds by going more LRM-oriented.
In my opinion these changes are warranted to bring the 6MR more in line with the other variants, since it has more favourable hardpoints.
#48
Posted 22 August 2022 - 02:25 AM
Aidan Crenshaw, on 22 August 2022 - 02:23 AM, said:
These changes mostly impact the now-popular MRM-builds by going more LRM-oriented.
In my opinion these changes are warranted to bring the 6MR more in line with the other variants, since it has more favourable hardpoints.
Edited by KursedVixen, 22 August 2022 - 02:25 AM.
#50
Posted 22 August 2022 - 05:17 AM
Are streaks still not worthy of returning to the game?
In two plus years, have we not deserved an adequate matchmaker?
#51
Posted 22 August 2022 - 07:10 AM
Voice of Kerensky, on 22 August 2022 - 05:17 AM, said:
Are streaks still not worthy of returning to the game?
In two plus years, have we not deserved an adequate matchmaker?
Yes.
No, still too weak.
Haha, at this point I'm not even sure MM does anything.
#52
Posted 22 August 2022 - 07:25 AM
martian, on 20 August 2022 - 11:31 PM, said:
My BIGGEST grip is not with ECM, but rather Radar Deprivation. A maxed out Radar Deprivation skill makes it 100% loss of lock as soon as lone of sight is lost. It's a percentage. It can become 100%.
Meanwhile, Advanced Target Decay adds direct time. It is not a counter percentage. It is a flat addition to time. This is perfectly fine as is.
However, when Radar Deprivation is at 100%, it doesn't matter anymore how many skills someone else has "wasted" in Advanced Target Decay, as soon as they loose line of sight (be it by a tiny cable crossing the enemy mech, or complete mech concealment) it doesn't as the lock is instantly lost.
Radar Deprivation should, in my opinion, do exactly the opposite of what Adv. Target Decay does, which would be to just do a flat subtraction of time the lock is held after line of sight is lost. It should be set so that maxed Radar Dep completely counters (or maybe a little more due to skill point investment) the benefits of Adv. Target Decay. This would result in a more standard balance.
#53
Posted 22 August 2022 - 07:36 AM
w0qj, on 21 August 2022 - 08:50 AM, said:
It should now Alpha 3x above weapon group before needing to cool down.
ERPPC with:
+1 HSL energy weapon ==> fire 3x ERPPC with no ghost heat penalty!
-25% Cooldown (including SO8 bonus)
-15% Heat (including SO8 bonus)
+15% Weapons Velocity ==> Now add Skill Nodes + TC computer!!
*faints*
Actually DWF-A with 3xERPPC might compete very well vs WHK-Prime(I) now, giving it a run for its money...
3 C-ERPPC is incredibly undergunned for a 100-ton mech. Some people like to run 3xPPC 1xGauss, which you should be able to alpha with the heat quirk now, but I still think it's vastly outclassed by other DWF builds like 2xGauss 5xERLL.
#54
Posted 22 August 2022 - 08:53 AM
KursedVixen, on 21 August 2022 - 01:15 PM, said:
SNUB NOSE PPC
Damage reduced to 10 (from 10+5 splash) <----Required
Heat increased to 11 (from 7)
Ghost heat increase to 25 (from 7)
2 Snub PPCs now incur ghost heat.<-----Required
How bout no? Snubs can quickly get outgunned in a brawl by laser vomit and UAC/LBX builds by placing a shot at the wrong location. They’re pinpoint brawling weapons and in a brawl you spend more time firing alphas instead of taking the time needed to place the shot. If you’re losing to snubs, you’re using a build that isn’t good in a brawling situation or you’re trying to fight snubs while piloting a severely damaged mech. The main problem pre patch is that players can boat snubs with almost no penalty. That is what’s being addressed and it’s being addressed in the way it should be addressed. Anything further at this point makes them too weak that we’ll see them going into obscurity which is what we don’t want.
#56
Posted 22 August 2022 - 10:21 AM
XenoWraith, on 22 August 2022 - 08:53 AM, said:
XenoWraith, on 22 August 2022 - 08:53 AM, said:
Edited by KursedVixen, 22 August 2022 - 02:52 PM.
#57
Posted 22 August 2022 - 10:39 AM
KursedVixen, on 22 August 2022 - 01:59 AM, said:
It's also not the place to show your incompetence, if you don't understand snubs, don't propose changes. And yes, i'm glad that they don't listen to people who have no clue what they're talking about, they have DATA for this after all.
#58
Posted 22 August 2022 - 10:52 AM
InnerSphereNews, on 20 August 2022 - 10:23 PM, said:
GAMEPLAY TWEAKS
- Innersphere LRMs now fire in a single salvo regardless of the launcher tube count (e.g., HBK-4J, AS7 when firing LRM15-20)
Speaking for myself, I want my 1 tube NARC slot back. I have been around long enough to squeeze am LRM 20 out of a raven on that thing...
#59
Posted 22 August 2022 - 11:18 AM
KursedVixen, on 21 August 2022 - 01:15 PM, said:
SNUB NOSE PPC
Damage reduced to 10 (from 10+5 splash) <----Required
Heat increased to 11 (from 7)
Ghost heat increase to 25 (from 7)
2 Snub PPCs now incur ghost heat.<-----Required
But PGi is either inept at coding or it's as i've been saying for years
This has to be a joke. With this kind of nerf you might as well suggest just removing snubbies from the game.
#60
Posted 22 August 2022 - 12:10 PM
KursedVixen, on 22 August 2022 - 10:21 AM, said:
They’re shotgun PPCs and they do that very well. PGI just didn’t put in an accurate visual representation of that but that’s ok because they’re supposed to have high splash damage while also having the punching power of a regular PPC. Right now snubs do that particular thing way too well with just how easy it is to boat them.
Light PPCs are really only for light and medium mechs that can carry them and most of the time it’s probably just better to carry a regular PPC to begin with. The big differences between the two of them are the effective range of both and the splash damage of both.
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