Patch Notes - 1.4.270.0 - 13-December-2022
#61
Posted 14 December 2022 - 04:33 PM
#62
Posted 15 December 2022 - 09:07 AM
Nerv the Clan H-MG
VIPER
VPR-Prime:
- Removed acceleration/deceleration boost from RT
- Removed torso speed and turn rate boost from RT
- Removed +4 Armor boost from RT
- Added +8 RT Armor boost to SO8
- Removed +4 Armor boost from LT, RT
- Added +6 LT, RT Armor boost to SO8
- Removed acceleration/deceleration boost from LT, RT
- Removed torso speed and turn rate boost from LT, RT
- Removed +4 Armor boost from LT, RT
- Removed 5% MG rate of fire from SO8
- Added +6 LT, RT Armor boost to SO8
- Increased acceleration/deceleration boost to 20% in SO8 (from 10%)
and what about the Crusader Crael
4x SRM + 10 H-MG over 110 Alpha
and IS H-MG were not annoyed
Bu... Sh...t
Edited by Staude, 15 December 2022 - 09:08 AM.
#63
Posted 15 December 2022 - 04:35 PM
you have to work to find it, been doing well with it, so you going to NERF IT NOW, its not the mech, its the pilot that DRIVES the mech, HAVING FUN
SAWK CLANNER
#64
Posted 16 December 2022 - 03:59 AM
#65
Posted 16 December 2022 - 04:51 AM
Angrius Windstorm, on 16 December 2022 - 03:59 AM, said:
someone came on to the forums and cried that LRMs (lock-on weapons) needed help
https://mwomercs.com...lockon-weapons/
its been that way since I started playing in 2014
so for the most part nothing has changed
except we have a lot less players
#66
Posted 16 December 2022 - 06:02 AM
D V Devnull, on 14 December 2022 - 03:59 PM, said:
~D. V. "wondering what on v1.4.270.0 needed a HotFix to arrive" Devnull
And I can tell my past self to shut up... The folks at PGI got the News Post put up rather shortly after my earlier self asked that question, and the Patch then actually happened.
Source @ https://mwomercs.com/forums/topic/284116-hotfix-v142710/
And those who took the time at PGI to get that information up and provide the Manual Download have my total thanks.
Big-G, on 14 December 2022 - 04:33 PM, said:
Welcome to my world... It's been that way since at least April 2020 or before, which has made it impossible to copy or paste between MWO's Game Client and other apps at all. About all one can do is some internal copypasta that dies when MWO's Game Client exits out, and is found to be limited while active within the section in which one does it.
~D. V. "catching up with some of the latest v1.4.270.0 chatter on various issues" Devnull
#67
Posted 18 December 2022 - 09:19 PM
Davegt27, on 16 December 2022 - 04:51 AM, said:
Angrius Windstorm, on 16 December 2022 - 03:59 AM, said:
someone came on to the forums and cried that LRMs (lock-on weapons) needed help
https://mwomercs.com...lockon-weapons/
its been that way since I started playing in 2014
so for the most part nothing has changed
except we have a lot less players
Thing is, back in 2014 (I started in 2015), Radar Dep was a module that cost 6 million CB apiece, and 15,000 GXP to unlock. It also occupied the same slot where you might equip Seismic Sensor, or Advanced Zoom, or Target Decay, etc, so there was some give and take to equipping it, making it much less widespread. It was broken back then, too, though, and complained about by anyone trying to run lockons, but it was rare enough for PGI to not deem it worth fixing.
Since they've redone the skill tree to bring Radar Dep within MUCH cheaper and easier reach, and then redone it again to make it even easier, its brokenness is becoming too hard for even PGI (and the Cauldron, who pull their strings, now), to ignore.
#68
Posted 20 December 2022 - 07:11 AM
Roodkapje, on 11 December 2022 - 09:08 AM, said:
It's really annoying to have to use ER PPC on a Clan Mech while you basically only need "just a pinch of PPC" on the mech to be able to disable ECM of your enemies!
Something else that really bugs me : Ghost Heat within the maximum amount of one type of weapon you can fire!
For example :
- Fire 1 weapon : 2% Heat
- Fire 2 weapons : 5% Heat
- Fire 3 weapons : 8 to 10% Heat
- Fire all 6 weapons : Absolutely not just 20% Heat
What am I missing here ?!?!
And one last question :
I was doing some "Mech Shopping" the other day and noticed that Scorch no longer has HSL +1 for Dual UAC/20 usage : Do I remember this incorrectly or has the quirk been removed in one of the patches in the past ?!
Anyone any comment on the above ????
#69
Posted 20 December 2022 - 12:39 PM
Roodkapje, on 20 December 2022 - 07:11 AM, said:
There is nothing in MWO that isn't on Sarna (except Clan Standard Autocannon, but that only reflects the slug shot of the LBX's, since PGI can't figure out ammo switching, hence them being the same size and weight as their LBX counterparts). Clan ERPPCs were considered the penultimate PPC, and the Clans saw no reason to improve on them, hence their being the only option. Around the time the Light PPC was developed, Clans and Inner Sphere were trading with each other, so if the Clans wanted a Light PPC, they only had to buy them from the Inner Sphere.
Seems like the thing you're missing with your Ghost Heat suggestion is Energy Draw. This was a system proposed by PGI and brought to the Public Test Server, only to be poorly tested, negatively received, and scrapped. In effect, it grouped ALL of the weapons into one ghost heat group based on damage done, and triggered ghost heat if you exceeded a damage-per-alpha threshold.
The other thing you're missing is that the cooldown rate in MWO is anywhere from 2x to 14x faster than what it's "supposed" to be based on the source material, depending on the weapon (2x for Gauss, 14x for AC/2's). TT rounds take 10 seconds, each weapon fires once per round (Ultras fire twice, and RACs fire 6x faster), dealing the damage and generating the heat that it generates in that period of time. If you exceeded the capacity of your heat sinks by only five points, you started taking penalties to movement and aiming. 14 points over risks shutdown and ammo explosions. In MWO, you can exceed the capacity of your heat sinks by dozens of points without too much risk, and even when you are overheating, you're only taking structure damage, and your accuracy and maneuverability are unaffected.
For example: a Hunchback IIC-2 mounts four Clan Heavy Large Lasers and two Medium Pulse Lasers, mounting 19 double heat sinks. At 18 heat per HLL (on TT), that 'mech should only be able to fire two HLL every 10 seconds. I can build that same 'mech in MWO on the HBK IIC-A, with only 17 DHS, and can alternate back and forth with all four HLL every 5 seconds or so, spaced 0.5 seconds apart, with no penalties.
#70
Posted 20 December 2022 - 12:50 PM
C337Skymaster, on 18 December 2022 - 09:19 PM, said:
Thing is, back in 2014 (I started in 2015), Radar Dep was a module that cost 6 million CB apiece, and 15,000 GXP to unlock. It also occupied the same slot where you might equip Seismic Sensor, or Advanced Zoom, or Target Decay, etc, so there was some give and take to equipping it, making it much less widespread. It was broken back then, too, though, and complained about by anyone trying to run lockons, but it was rare enough for PGI to not deem it worth fixing.
Since they've redone the skill tree to bring Radar Dep within MUCH cheaper and easier reach, and then redone it again to make it even easier, its brokenness is becoming too hard for even PGI (and the Cauldron, who pull their strings, now), to ignore.
Also, if you read the books and look at the TT game rules, LRMs were aimed the same way as every other type of weapon, and should really be manually aimed and fired since every other weapon is, as well (in all the literature, ALL of the weapons are computer-assisted aiming). Thus: LRMs should behave more like MRMs (the minimum range is due to safe warhead arming distance), and indirect fire should be accomplished something like modern-day TOW missiles.
#71
Posted 21 December 2022 - 09:27 AM
Gameplay improvements? When?
Team balancing in quick play? When?
precisely,
T1-T5 all included in one group
MM no longer exists
#72
Posted 26 June 2023 - 07:04 AM
https://mwomercs.com...-13december2022
https://mwomercs.com...auldron-changes
(Obviously for Clan side)
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