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Patch Notes - 1.4.280.0 - 25-July-2023


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#101 PocketYoda

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Posted 23 July 2023 - 03:46 AM

View PostLockheed_, on 21 July 2023 - 06:11 PM, said:

Look again. Gausszilla is defined as a clan mech.


Posted Image

View PostPiVoR, on 22 July 2023 - 12:00 AM, said:

So is Gausszilla a Clan Mech or IS mech with access to Clan weapons?


Its a IS mech retrofitted with clan tech.. Thats my head canon and i will die on that hill.

Edited by PocketYoda, 23 July 2023 - 03:51 AM.


#102 Rebel Ace Fryslan

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Posted 23 July 2023 - 04:36 AM

[MATCHSCORE] And changes going to happen to matchscores
Supportive and tactical fights do not get a fair amount of matchscore.

For example, being a light is already going to give lower matchscore.

If you serve a role as doing caps in an assault/conquest game.
or grabbing batteries

You will always get a low score and a negative tier score.
This is DUMB

#103 sycocys

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Posted 23 July 2023 - 05:16 AM

On the map -
1. Really, really, really need to NOT have the drop points right on top of each other first of all.
You want to know why every map/mode is deathball skirmish? - its because you use this as your default when you could be dropping lances far enough away from each other to actually do something that changes up the gameplay, and makes matches interesting for players other than comp type groups that only want to deathball focus fire.
Changing the drop points would make a massive difference for every mode and map other than maybe the smallest two - classic forest and frozen city.

2. The domination dot is very clearly quite a bit closer to one team even if you can walk over the island looking terrain straight to it.

3. Conquest - this map appears easily big enough that if you combine this mode with the concept of not dropping teams into a deathball, you could actually split the lances out to compete over 3 points and make the mode 1000 times more interesting and playable.

Clearly you can set the drop points per mode on each map at the least so every single map/mode should not feel like the same map set to skirmish.

The map itself looks interesting, my concern is that one mode is clearly going to be imbalanced and that you aren't using the opportunity with new maps to actually do some the little things that keep getting ignored/ bad things repeated that could be done to improve the gameplay for everyone from T5 through T1.

#104 simon1812

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Posted 23 July 2023 - 06:40 AM

Does this clan annihilator looks different from his IS counterpart? Just like the IS highlander looks different from the Clans for example?

#105 Mechwarrior2342356

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Posted 23 July 2023 - 07:33 AM

View Postsimon1812, on 23 July 2023 - 06:40 AM, said:

Does this clan annihilator looks different from his IS counterpart? Just like the IS highlander looks different from the Clans for example?

Pics are in the announcement thread for them. Gausszilla seems to use the Cobra pattern which is sorta lol.

#106 Ghostfox1

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Posted 23 July 2023 - 08:29 AM

View PostNavid A1, on 22 July 2023 - 08:26 PM, said:



odd. That quirk was supposed to be medium laser family, not just cERML


Well, hopefully PGI can fix it pre launch...

#107 Gas Guzzler

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Posted 23 July 2023 - 09:21 AM

View PostThe6thMessenger, on 22 July 2023 - 02:46 PM, said:

You guys are seriously bringing Dakka-Bear back? (the one with 4x UAC10), I mean sure.


You might have missed it but the KDK-3 is still in game. If 4 UAC10 was a problem, everyone would be running it. No one is Posted Image

View PostTarzan of Barsoom, on 22 July 2023 - 08:00 PM, said:


Is the MechDB HSL list still current?

https://mwo.nav-alph...pment/ghostheat

If so, then why are IS HSL limits so much more lenient than clan? IS ERML's can fire, 8 at a time, according to that list, for 37.62 heat where as Clan ERML's, if firing 8 at a time, generate 51.17 heat, and that is before the coming nerf.

I am just wondering why Clan lasers get screwed and not IS? IS already has a consistent, across the laser family advantage in heat scale limits.


Could be because Clan lasers have range and damage advantages?

#108 Steve Pryde

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Posted 23 July 2023 - 11:21 AM

View PostMtat, on 22 July 2023 - 11:04 PM, said:

Not sure what my thoughts are on the removal of the 90m minimum range for standard IS PPCs... I do kind of understand why as a lot of people don't get it but I also feel for canon, although PGI is entirely allowed to bend it Posted Image

Minimum range for ppc/heavy ppcs always where ******** to begin with. Even in table top ppcs never did zero dmg because u used them inside of minimum range, it was just harder to hit stuff. Or do u also want minimum range on gauss or ac2 or 5?

#109 Mechwarrior2342356

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Posted 23 July 2023 - 11:35 AM

View PostSteve Pryde, on 23 July 2023 - 11:21 AM, said:

Minimum range for ppc/heavy ppcs always where ******** to begin with. Even in table top ppcs never did zero dmg because u used them inside of minimum range, it was just harder to hit stuff. Or do u also want minimum range on gauss or ac2 or 5?

I think there were optional rules to remove minimum by disabling field inhibitors at the risk of bricking the PPC on a bad roll (rolled on UAC jam table?) but normally I think standard PPC just can't hit at all inside minimum. AC2/5 take a malus at close range.

#110 Big-G

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Posted 23 July 2023 - 02:53 PM

I'm excited about the possibility of expanding current chassis with "clan-revised" spec models now... I surely hope the GZ isn't the only one...

#111 simon1812

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Posted 23 July 2023 - 09:54 PM

View Postthe check engine light, on 23 July 2023 - 07:33 AM, said:

Pics are in the announcement thread for them. Gausszilla seems to use the Cobra pattern which is sorta lol.


-thats the thing, I can't quite tell! I can easilly tell the different between the IS highlander and the Clan's, the IS orion and the Clan's, the IS Marauder II and the Clan's. Just not seeing it with the annihilators. Wanted to be wrong, but it seems to me that the Clan Annihilators looks the same as the IS annihilator but with different pattern and colors, thats it?

#112 TW-Luna

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Posted 23 July 2023 - 11:00 PM

The Gausszilla was a joke mech that was made canon in the Operation Klondike sourcebook, piloted by a Ghost Bear Star Colonel in the 2800s or so. The annihilator being a Clan mech from the start, brought to the Inner Sphere by Wolf's Dragoons. I don't know if we will see anything like this again, unless something like the Imp is added to the game.

Delvibg into the lore a little more for the above posts. The IIC mechs were upgraded designs on ancient SLDF chassis Exodus fleet brought with them, such as the Marauder and Highlander. That's why they look different. The Gausszilla isn't a IIC because it's the same chassis, in the lore, that has existed for some.. almost 300 year?

Edited by TW-Luna, 23 July 2023 - 11:12 PM.


#113 JOATMON Incorporated

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Posted 24 July 2023 - 01:44 AM

I am liking what I am seeing for the Stone Rhino variants at this point. I also find the Annihilator double whammy interesting, especially that GZ Clan tech.

I really hope PGI continues to toss in some of the refitted variants of mechs. I would love to get my hands on an Urbie IIC.
Other mech variants like the Warhammer C, Warhammer C2 and Warhammer C3, or Marauder-3R(C) could also be fun toss ins.

Since all of this would clearly benefit mainly Clans, IS could maybe get some Omnis? I saw someone on here advocating for the Blackhawk KU, and while its not my favorite, I think it could be a good fit for the game. Just use the existing model in game for the Nova. Maybe resize it a bit to reflect its heavier tonnage, maybe dont. But it would likely be a good starting point for an IS Omni.

#114 simon1812

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Posted 24 July 2023 - 05:43 AM

View PostLockheed_, on 23 July 2023 - 10:27 PM, said:

there's no difference. the model is the same. makes no sense to put so much work into a mech that sells for only 15 bucks.


It doesnt make any sense at all from any angle.you look at, it's just lazy, it can be explained that way. Like what's next, will PGI bring in the Rakshasa and imply reuse the Timberwolf model? LOL!? Thats not worth any price tag you can think of.

#115 Mechwarrior2342356

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Posted 24 July 2023 - 06:30 AM

View PostJOATMON Incorporated, on 24 July 2023 - 01:44 AM, said:

I am liking what I am seeing for the Stone Rhino variants at this point. I also find the Annihilator double whammy interesting, especially that GZ Clan tech.

I really hope PGI continues to toss in some of the refitted variants of mechs. I would love to get my hands on an Urbie IIC.
Other mech variants like the Warhammer C, Warhammer C2 and Warhammer C3, or Marauder-3R(C) could also be fun toss ins.

Since all of this would clearly benefit mainly Clans, IS could maybe get some Omnis? I saw someone on here advocating for the Blackhawk KU, and while its not my favorite, I think it could be a good fit for the game. Just use the existing model in game for the Nova. Maybe resize it a bit to reflect its heavier tonnage, maybe dont. But it would likely be a good starting point for an IS Omni.

A lot of the IS Omnis are close to being gimmes. Sunder can make use of Summoner/Hellbringer legs. Avatar, Mad Dog legs. Owens could potentially crib parts of the Jenner IIC.

#116 AmbidXtrousGNOME

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Posted 24 July 2023 - 07:17 AM

View PostNavid A1, on 21 July 2023 - 09:43 PM, said:

Nope. Not a typo. That's 260+20 = 280% Velocity for MRM10s


The quirks will make the MRM's velocity on par with the 4 LPPCs. I'll have to pickup the Belial during the science sale and try it out.

View PostNavid A1, on 21 July 2023 - 11:00 PM, said:

Yes, but what in this game has 100% Range?

More realistically, if a mech has a 10% range quirk, and you full skill range nodes for an additional 15%, that's going to be 25% total which:

transforms 0-89 meters to 0-111
and 90-540 to 112-675


I don't know if it's how the weapon is coded or a programing limitation but I wish the minimum range would just be a static value regardless of range quirks. Make a unique quirk specific for weapon minimum ranges instead.

Maybe PGI could make a flea with a HPPC with a quirk that makes it do double damage under 90m and exponentially fall off from 90m - 1080m. Call it the Inverted Bellybutton.

View PostNavid A1, on 22 July 2023 - 08:26 PM, said:

odd. That quirk was supposed to be medium laser family, not just cERML


+1

View PostRebel Ace Fryslan, on 23 July 2023 - 04:36 AM, said:

[MATCHSCORE] And changes going to happen to matchscores
Supportive and tactical fights do not get a fair amount of matchscore.

For example, being a light is already going to give lower matchscore.

If you serve a role as doing caps in an assault/conquest game.
or grabbing batteries

You will always get a low score and a negative tier score.
This is DUMB


I would love a more role based scoring system but damage makes the c-bills and matchscore unfortunately. I had tons of fun playing a harassing FLE-19 the other night, making the big boys turn around only to get cored by my team is rewarding. However, had to pay for my shenanigans with my PSR LOL

#117 hypographia

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Posted 24 July 2023 - 09:05 AM

View PostRebel Ace Fryslan, on 23 July 2023 - 04:36 AM, said:

[MATCHSCORE] And changes going to happen to matchscores
Supportive and tactical fights do not get a fair amount of matchscore.

For example, being a light is already going to give lower matchscore.

If you serve a role as doing caps in an assault/conquest game.
or grabbing batteries

You will always get a low score and a negative tier score.
This is DUMB


Not sure if this mechanic is in play, or if it is even possible, but something closer (not 1:1) to a damage per ton rewards system would make sense to me. If I put 800dmg down in a light with 20~ish alpha, but an assault with a 100+ alpha does the same dmg - we essentially get the same score? And yes, supporting roles should be brought in line unless you want to continue down the Assault Warrior Online path we're currently paving.

#118 Half Ear

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Posted 24 July 2023 - 09:37 AM

View Postthe check engine light, on 23 July 2023 - 11:35 AM, said:

I think there were optional rules to remove minimum by disabling field inhibitors at the risk of bricking the PPC on a bad roll (rolled on UAC jam table?) but normally I think standard PPC just can't hit at all inside minimum. AC2/5 take a malus at close range.


On TT, PPC could hit, they simply had a higher To-Hit modifier. 90m is 3 hexes in the boardgame, and when the target is in the minimum range zone, the closer the attacker/target is, the higher the modifier. With the PPC, 0 modifier from 4-6 hexes, then +1 at 3 hexes, +2 at 2 hexes then +3 at 1 hex.

Your Gunnery skill (+5 usually base lvl), your mech was running (+2), target had moved 8 hexes (+3 example Griffin running ). With just those 3 modifiers your Gunnery is already at +10, not taking any engine heat//other modifiers, the PPC To-hit sits at a +10 just at 4-6 hexes in short range. But if the distance drops, then tis +11 at 3 hexes, +12 at 2 hexes, and a +13 at 1 hex, and ya rolling 2*6-sided dice Posted Image. Drop that gunnery skill to +4, now ya have a CHANCE to hit at 1 hex w/roll of 12. If ya had a +1 gunnery base skill then +9 is needed on a roll to hit, and that would be per PPC. So no impossible, just more difficult.
  • PPC w/+3 minimum range
  • 1 Hex +3 / 2 hexes +2 / 3 hexes +1
  • Short Range 1-6 hexes / 0 (technically 4-6 hexes)
  • Med Range 7-12 hexes / +2
  • Long Range 13-18 hexes / +4
  • Gunnery Skill
  • Attacker Movement modifier
  • Target Movement modifier
  • Attacker's Actuator damage modifier (for arm-mounted weapons)
  • Heat Modifier from previous round (0-7 heat= 0, after that to a max of +4 at 24+ heat)
  • Terrain Modifiers - light/heavy woods, Water Depth
  • Range Modifiers - Short = 0 / Medium = +2 / Long = +4
    • Minimum Range (Minimum) - (Target range) +1
    • PPC at 3 hexes + 1 / at 2 Hexes + 2 / at 1 Hex + 3

Pilot's Gunnery Skill

Edited by Half Ear, 24 July 2023 - 09:40 AM.


#119 Martaloc

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Posted 24 July 2023 - 10:14 AM

Hi dear devs, i think the new Stone Rhino Sr-7 variants need some quirks.
This is the full energy variant, 3 Er large lasers with 2 large pulse lasers as the main weaponry.
How the hell im suposed to win or carry with this?
The stupid" you cant shoot more than any two large lasers" kill any full energyboats like this.
Change the rule that the clans can shoot 2 ER large lasers and 2 large pulse lasers at the same time
or give the SR-7 large laser HSL+1 or HSL+2 quirk.
The IS already overpowered with all his -10 % heat quirks and reduced heat on they lasers already.
The clans need some love too.

#120 C337Skymaster

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Posted 24 July 2023 - 11:18 AM

It's almost a shame the Gausszilla Annihilator isn't just the ANH-C2. I appreciate the effort to pre-load it with the requisite hardpoints (meaning I might actually buy this one, since it's nearly Canon), except you missed the ERSL hardpoint in the head.

Speaking of which: any chance of adding an energy hardpoint to the head of the HBK IIC-B, and removing the arm actuators from the HBK IIC-A? Thus the HBK IIC-3 and -2 are made, respectively.

Also: why are we removing the hands from the Night Stars? Doesn't seem like they needed that. You need to remove all the actuators to fit AC/20's, and you can still fit an AC/10 or Gauss even with the hands, so I don't see what the point is, apart from deviating from the record sheets. I understand why the hands are staying visually: it's so PGI doesn't have to pay for any artist time.

As for removing RAC/5's from the ghost heat on Night Stars, but leaving RAC/2's, I think someone isn't looking at the loadout on the guy obliterating them: I've never seen RAC/5's on a Night Star, but quad RAC/2's is a terror and a menace that shows up everywhere.

Oh, and I hope PGI listened and upped the max engine on the SR-1 to 400 so we can recreate the SR-5 (the only variant missing from this lineup).





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