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Patch Notes - 1.4.302.0 - 22-October-2024


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#61 Manboobs-sama

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Posted 23 October 2024 - 05:24 PM

Cool group changes. Now get rid of them.

#62 Seiys

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Posted 23 October 2024 - 08:11 PM

Was looking for some fun Halloween events... guess I'll check back later.
Balancing is par for the course but I will say that Streak SRM's are next to useless even with the "fixes".
They don't lock on fast enough nor stay locked on long enough to do anything against fast mechs (especially when they have ECM or Stealth and CQB). In most of my games in light mechs and anything agile, I can't think of a single time that I've ever died (could have possibly been damaged) by SSRM's. Regular SRM's are far better space and tonnage-wise and provide more reliable damaged. Might use SSRM's if they can be fired without requiring lock-on, but otherwise it seems to me a bad trade-off for something that is either going to hit (maybe) or flat out not do anything.
Decrease lock-on time while within BAP, Counter ECM, or laser targeting, allow SSRM's to be dumb-fired, increase range to 550m like Inner MRM's while keeping lock-on requirement (likely harder to keep lock at that distance anyways), allow locked targets to continue to be tracked in a 360degree area around the mech within BAP/Counter ECM range if previous lock-on has been gained. <one of those and might see more people trying them out at least.

#63 Steel Raven

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Posted 24 October 2024 - 09:03 AM

View PostBuenaventura, on 23 October 2024 - 02:41 PM, said:

I didn't say that. But getting any meaningful stats from the maps and modes people select will not work as long as these multipliers are there. Posted Image

I just remembered the last time PGI had a map vote on the forum, Favorite and Least Favorite that lead to the adjustments. Alpine got the most least favorite votes but enough sniper mains voted for it in favorite category, it didn't get the hammer the other maps did. I feel we will see the say analytics this round and get worse results.

Edited by Steel Raven, 24 October 2024 - 09:04 AM.


#64 BLACKR0SE

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Posted 24 October 2024 - 10:34 AM

As long as there are 10 light mechs in a game, I don't think much will change. Even if they add the Sahara desert to the game, the gameplay will be the same.

#65 Valec

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Posted 24 October 2024 - 10:44 AM

View PostWaponiwoo, on 23 October 2024 - 12:00 PM, said:

you think a pack of 4 pirs or warthogs or lct pbs, or fleas is suiciding, and thats the issue? oh buddy.

and feast or famine between not being able to fire at all, or 100% spread dmg with a mediocre weapon, is a trash weapon.


they literally made changes to the spread in this patch. just be honest, you won't be happy with any other method of balancing except dumbfire.

#66 Ken Harkin

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Posted 24 October 2024 - 01:03 PM

View PostManboobs-sama, on 23 October 2024 - 05:24 PM, said:

Cool group changes. Now get rid of them.

No.

As someone who does the vast majority of his drops as a solo I also understand that there is a significant group of people who keep this game alive because they enjoy playing, AND DROPPING, together. Faction war is dead. The only way they can drop together is in groups in quick play and the community is too small. If groups were removed then the death of the game would follow very quickly.

The best we can do is have a compromise which minimizes the effect of groups. I believe narrowing the tonnage range so a mix is needed and making it a maximum of four is a good compromise.

#67 Staude Coston

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Posted 24 October 2024 - 01:03 PM

fix the ceasefire bug in FP

#68 Voice of Kerensky

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Posted 24 October 2024 - 04:51 PM

View PostKen Harkin, on 24 October 2024 - 01:03 PM, said:

Faction war is dead. The only way they can drop together is in groups in quick play and the community is too small. If groups were removed then the death of the game would follow very quickly.


Faction Wars is dead to a very large extent because it was killed by group premades.
Group premades also killed a specialized mode - group quick play.
Now groups are in solo quick play. After reading the retrospective, try to guess what awaits quick play?
Quick play is still somehow alive only because absolutely all other modes are already dead.

P.S. I am one of those people who stopped playing MWO precisely because of groups. I only do the bare minimum to complete tasks in events with subsequent pumping of the received free mech.
I do not want to be fodder for the sense of self-superiority of all sorts of toxic streamers, for compie players who create groups only from the strongest players in order to enjoy how they dominate all other players, not giving a good game to their teammates, and especially to the enemy team.

#69 Waponiwoo

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Posted 24 October 2024 - 06:06 PM

View PostValec, on 24 October 2024 - 10:44 AM, said:

they literally made changes to the spread in this patch. just be honest, you won't be happy with any other method of balancing except dumbfire.


i totally already said exactly that in this thread. without dumbfire as a fall back, these things are useless.

#70 Valec

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Posted 25 October 2024 - 02:51 AM

View PostWaponiwoo, on 24 October 2024 - 06:06 PM, said:


i totally already said exactly that in this thread. without dumbfire as a fall back, these things are useless.


That's incorrect, sorry. Spread was the only problem, which became a problem because they were *too* effective previously. Skill issue.

Edited by Valec, 25 October 2024 - 02:53 AM.


#71 BlueDevilspawn

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Posted 25 October 2024 - 07:50 AM

View PostManboobs-sama, on 23 October 2024 - 05:24 PM, said:

Cool group changes. Now get rid of them.


Groups / soup queue is here to stay per PGI. All we can do is adjust group parameters.

#72 Waponiwoo

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Posted 25 October 2024 - 11:52 AM

View PostValec, on 25 October 2024 - 02:51 AM, said:


That's incorrect, sorry. Spread was the only problem, which became a problem because they were *too* effective previously. Skill issue.


we will see shortly with the usage data and k/d data.
and i would think anybody with skill would do better with plain srms. if not the balance is off.

two questions
was it way way easier tonget locks back then, and maps had muchbless cover? because right now locks are not worth it for srms.

you are affraid of buffing them where they just auto destroy lights because locks are easy and its an auto hit after that right? what does dumbfire do? not that! if anything the dumbfire would allow for worse locking and streak functionality in balancing because it isnt the only way to use them.

#73 Manboobs-sama

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Posted 25 October 2024 - 10:02 PM

View PostBlueDevilspawn, on 25 October 2024 - 07:50 AM, said:


Groups / soup queue is here to stay per PGI. All we can do is adjust group parameters.


Here's an idea: Divide players' Match Score by the number of people in their group. We'll see real fast how many people enjoy "fun" with "friends" and who's just doing it to inflate their "muh jarl's" stats. You'd probably never see a Div A 4-man ever again. Or Tier 1s trying to seal club with Tier 5s.

#74 rascje

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Posted 26 October 2024 - 12:17 AM

View PostInnerSphereNews, on 21 October 2024 - 05:10 PM, said:


A 2-week Patch Science Sale will go live with the patch and include all the usual equipment, weapons, and applicable BattleMechs. So have fun, and get your 'Mech science on!

It seems that it's something wrong: e.g. many mechs have disappeared from sales...

#75 Worm Seraphin

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Posted 27 October 2024 - 05:11 PM

What happened to listing the mechs on sale?

#76 Void Angel

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Posted 27 October 2024 - 09:25 PM

So, lemme get this straight: faction warfare, the game mode specifically meant for team play, was killed by having teams. And the group queue was killed by having teams, and so on. So all the mean teams - in a game designed for team play - are killing the game! Oh, that the mean premades weren't so bent on humiliating the heroic solo players! Then everything would be as it (never) was, and we could all get back to driving our LRM Commandos with a steering wheel!

Hey, I know! Let's punish people who play in groups by arbitrarily penalizing their match scores! That way all the people who're just playing in teams to inflate their stats by seal-clubbing honest folk will have their Tier rankings tanked and have to play with lower Tiers, eventually bottoming out at Tier 5s, and I forgot where I was going with this. But punish people who play with their friends!

This is what an inferiority complex looks like in action. It's also a false-cause fallacy along the lines of an elephant hunter - it's called "interpreting toward a conclusion." The game's only modest success (and the disappointing performance of Faction Warfare) have causes; some of you know none of them.

#77 martian

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Posted 28 October 2024 - 12:03 AM

View PostWorm Seraphin, on 27 October 2024 - 05:11 PM, said:

What happened to listing the mechs on sale?
Here it comes:
  • Raven
  • Assassin
  • Cicada
  • Phoenix Hawk
  • Hunchback
  • Cataphract
  • Banshee
  • Fafnir
  • King Crab
  • Incubus
  • Huntsman
  • Black Lanner
  • Storm Crow
  • Linebacker
  • Summoner
  • Gargoyle
  • Marauder IIC
  • Mad Cat Mk. II
  • Kodiak
  • Dire Wolf


#78 BLACKR0SE

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Posted 28 October 2024 - 08:23 AM

My only complaint is the unequal distribution of mech classes in a match; seeing too many light mechs in a match. I don't see players who play as a team as a threat. It's a good thing that everyone can enter the game with a friend. It increases interest in the game and attracts more users.

On the contrary, in a game, everyone wandering independently and being in different corners is a reason for losing, and it bothers me a lot. The group that stays together usually wins. Those who split up get picked off one by one. I generally like to attack. We set out together, I attack someone, and when I look back, I see no one. It's not the enemy that kills me, but my team that leaves me alone.

#79 Hawok79

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Posted 28 October 2024 - 11:48 AM

Are there any differences between the Gran Summonor and the regular one? Especially in size, agiliti, and JJ`S?

Edit: have just seen he has no JJ´s, wtf?

Edited by Hawok79, 28 October 2024 - 11:53 AM.


#80 BlueDevilspawn

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Posted 28 October 2024 - 12:28 PM

View PostHawok79, on 28 October 2024 - 11:48 AM, said:

Are there any differences between the Gran Summonor and the regular one? Especially in size, agiliti, and JJ`S?

Edit: have just seen he has no JJ´s, wtf?


Dimensions and hitboxes are mostly the same. Agility is the same.

The main internal difference is endosteel whilch gives you far more pod space to mount big guns with no ammo issues. As a tradeoff, the non-JJ variants are in the pack. However the -E side torsos with improved JJ are also provided. If you take one torso, you can have better agility (the iJJ even with one torso are better than the 5 regular JJ) while netting out 0.5 tons ahead of a regular SMN for pod space. If you want to take both torsos and jump like a spider, you still have pod space for 2 erppc (fun meme build). The hero mech (Talon) comes with a supercharger which speed tweaked lets you go up to 111kph.

I will say the lack of JJ and use if improved JJ was a balance decision to not just straight up obsolete the regular Summoners.

TLDR - more gun on tanky 70 ton mech. JJs are your choice, and come with fair tradeoffs.





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