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Patch Notes - 1.4.302.0 - 22-October-2024


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#41 Ken Harkin

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Posted 22 October 2024 - 01:07 PM

View PostValec, on 22 October 2024 - 05:30 AM, said:


If they could be dumbfired why would you ever take normal SRMs? Also you can counter them with the same weight as ECM, which is fair. BAP.

Shorter cooldown
Lower tonnage
Less space
and if you opt for Artemis you get a tighter pattern than dumbfired Streaks

I would have to check but there may also be a heat cost difference.

BAP is a fairly anemic response to ECM. Sure, you can now lock in close range but the time to do so is so damn long that it is nearly useless. It also is helpless against stealth. At the close ranges of an SRM fight holding for a lock on an ECM light is near impossible.

Edited by Ken Harkin, 22 October 2024 - 01:08 PM.


#42 w0qj

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Posted 22 October 2024 - 02:34 PM

The KDK-3(P) and KGC-A(LGD) looks especially enticing now ;)

#43 Cynfawr

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Posted 22 October 2024 - 03:07 PM

They forgot about making the Science Sale go live rip Posted Image Posted Image Posted Image

Edited by Cynfawr, 22 October 2024 - 03:08 PM.


#44 sunm

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Posted 22 October 2024 - 04:36 PM

Bring back the Halloween event and my wallet is yours!

#45 Steel Raven

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Posted 22 October 2024 - 06:09 PM

Not the biggest fan of the Quick Play group adjustments, doesn't address the real problem that is the broken match maker and the dropping player count.

#46 Tarl Cabot

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Posted 22 October 2024 - 06:24 PM

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


GAMEPLAY ADJUSTMENTS
  • Quickplay Group changes:
    • 3 man quick play group minimum tonnage increased from 80 to 120.
    • 3 man quick play group maximum tonnage reduced from 255 to 210.
    • 4 man quick play group tonnage minimum increased from 120 to 160.
    • 4 man quick play group tonnage maximum reduced from 280 to 240.
  • Quickplay map voting pool weights: All map weights are equalized. This means that each map now has the same chance to show up in the voting pool. After a period, we will analyze player voting data of which maps they want to play on to set new map weights.


  • I would still like to see tonnage limits be removed and replaced with one mech/weight class, period, as the first step
  • Remove 3-man from forming up with 2-man. 3-man would have the same restriction as 4-man with no being teamed up with another group.
  • For future review - returning the Quick play queue to matching weight classes.

Edited by Tarl Cabot, 22 October 2024 - 06:24 PM.


#47 simon1812

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Posted 22 October 2024 - 06:41 PM

View PostBuenaventura, on 22 October 2024 - 08:51 AM, said:

[/size][/size]
[/size]

As long as the multiplier functionality for map voting stays in, you'll never get good data. There'll be players voting for maps (and modes) that they think are unlikely to win the voting just to increase their multiplier.


-is increasing multiplier wrong?

#48 Waponiwoo

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Posted 22 October 2024 - 06:52 PM

View PostValec, on 22 October 2024 - 05:30 AM, said:


If they could be dumbfired why would you ever take normal SRMs? Also you can counter them with the same weight as ECM, which is fair. BAP.


you already pay for the streak with weight and everyhting. they are worse than srms by a bit. ill never use them again without dumbfire option either. too many pirates banes and flea 20s in quick play, and getting any shots off at all is too much effort. hell, even a normal brawl without a stealth 20 tonner its easy to give up a whole round of enemy fire with nothing back with the long lock time and easy radar dep.

#49 Waponiwoo

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Posted 22 October 2024 - 06:58 PM

View PostSteel Raven, on 22 October 2024 - 06:09 PM, said:

Not the biggest fan of the Quick Play group adjustments, doesn't address the real problem that is the broken match maker and the dropping player count.


agree, and i solo queue. bumping the low side also seems specifically targeted at warthog groups. just fix mags/ap for real already and add a tiny bit more logic to the match maker.

#50 Doc13

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Posted 22 October 2024 - 07:44 PM

Anyone else not seeing the science sale?

#51 McMatt

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Posted 22 October 2024 - 09:27 PM

View PostDoc13, on 22 October 2024 - 07:44 PM, said:

Anyone else not seeing the science sale?

Yes, I would also like to see it.

#52 BlueDevilspawn

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Posted 22 October 2024 - 10:06 PM

View PostMcMatt, on 22 October 2024 - 09:27 PM, said:

Yes, I would also like to see it.

PGI may be a tad slow (as has been the case in the past) with it, especially since they're also working on hotfix 2 for Clans.

View PostWaponiwoo, on 22 October 2024 - 06:52 PM, said:

you already pay for the streak with weight and everyhting. they are worse than srms by a bit. ill never use them again without dumbfire option either. too many pirates banes and flea 20s in quick play, and getting any shots off at all is too much effort. hell, even a normal brawl without a stealth 20 tonner its easy to give up a whole round of enemy fire with nothing back with the long lock time and easy radar dep.


Streaks, assuming there isn't hard cover, have a 100% hit rate. Missiles from other launchers will often miss or hit terrain, even lock ons. Laser burns can be spread or hit terrain. PPFLD can miss entirely. Streaks hit 100% of the time. The cost in tonnage is what you pay for that.

As for the group adjustments, lowering tonnage lowers HP and carry potential for "stacks" and raising the min tonnage means those "throw groups" you see running 4 Piranhas for lulz are forced to take more weight (also HP) and not piss away their available tonnage (gap is decreased with the lower tonnage limit too) and hopefully their lives that quickly. It doesn't solve everything but it's a start. And no, we don't have coding resources to add in secondary matchmaker yet if ever.

#53 Wolfbane77

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Posted 22 October 2024 - 11:20 PM

"[color=#00FFFF]Last week we launched our newest game, [/color]MechWarrior 5: Clans[color=#00FFFF], and initial reviews and feedback are great! Hotfix #1 was released last week, Hotfix #2 will be out any day, and we're already hard at work on Hotfix #3! Have a great Invasion, and please keep that feedback coming!"[/color]

You want feedback? Here it comes:

- Stop this pumping of news for MW5 Clans here, it starts to get really annoying at this amount.
- It does not Help to pump out "positive" News about it, when reality is not. There is quite a big Elephant of critic in the room and the player Numbers (SteamDB) at only 5600 top dropping day by day to currently 3650 show that you went in the wrong direction.
- No Hotfix will change this, only a real update by listening to the community.
- Yes, its hard for some Devs (and Designers) to change course but maybe really, do it to have a better player base.

Edited by Wolfbane77, 22 October 2024 - 11:22 PM.


#54 Waponiwoo

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Posted 23 October 2024 - 01:42 AM

View PostBlueDevilspawn, on 22 October 2024 - 10:06 PM, said:

Streaks, assuming there isn't hard cover, have a 100% hit rate. Missiles from other launchers will often miss or hit terrain, even lock ons. Laser burns can be spread or hit terrain. PPFLD can miss entirely. Streaks hit 100% of the time. The cost in tonnage is what you pay for that.

As for the group adjustments, lowering tonnage lowers HP and carry potential for "stacks" and raising the min tonnage means those "throw groups" you see running 4 Piranhas for lulz are forced to take more weight (also HP) and not piss away their available tonnage (gap is decreased with the lower tonnage limit too) and hopefully their lives that quickly. It doesn't solve everything but it's a start. And no, we don't have coding resources to add in secondary matchmaker yet if ever.


streaks: highly disagree. i see what you mean in theory but locks are just so easy to break that you can be left doing nothing often. the few cases it might do better dps are basically a med/light out in the open ignoring you attacking somebody else, and most anything will do well there. dump fire would at least give a fall back of a worse srm.

slow target case: you still have to paint them for a bit before shooting anything, and at 300 or less range hitting big slow targets with normal srms or anything else is not an issue, and you get to pick what part to aim at. if they have ecm that time is even worse getting shot at and doing nothing. any cover they are peaking from often resets the paint time and further lowers your dps. normal no lock weaps will get better dps for the weight for cover and no cover imo.

fast and just not super slow targets with cover: will peak and reset your paint time all day with some radar dep. might as well have nothing. dumb fire would save you here.

medium speed foe fully in the open: okay, can paint and hit. maybe could miss some srm/ppfld shots at 300 but not missing tons of those shots, and less if closer. you are starting with a delay while getting the lock so loosing initial damage and starting behind on dps. if in a straight up trading brawl their normal srms will out dps you even with a lock. ssrms okay at best here. a dumb fire would sill be worse dps than standard srms but would start you off better while getting the lock.

fast targets with no cover: painting gets harder. if i can hold a paint on a 20 tonner to get a lock, i have at least a 50/50 on an srm or ppfld shot. ever tried it on a lct-pb? you need to paint them for a while and they can reset it by circling you, or just getting close and doing any decent juke gives enough of angle to reset, with zero hard cover. that is just to get one shot, and it will take a few to down it. this is were it should shine, or at least not make you basically an unarmed duck. dumb fire would absolutely save you here by giving worse srms as a fall back.

so yeah, only really seeing a light where missing is often, but they are paying almost no attention to you to get the lock and hold it. maybe if they are just running away from you and you keep up for a while, but holding a lock the whole time there will also be tough.


on the grouping, they bumped the min group where an urbie pack inst even possible. that just doesnt seem right or fun. i still think they did it entirely to take out the warthog packs. it already prevented full groups of ultra lights that could be an issue without a better matchmaker. now you need 40 tonners to run a pack.

Edited by Waponiwoo, 23 October 2024 - 01:43 AM.


#55 Raydeen

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Posted 23 October 2024 - 08:49 AM

Regarding the streaks, don't forget that almost every mech release going back years has included an ecm mech. Where ecm mechs used to be one or two mechs now its three to five.

Most of the last year or two lights were buffed. The skilled commando has almost twice the armor and structure per ton compared to the skilled annihilator. Its not your imagination they and some of the other lights are so hard to kill.

Don't think anything will change PGI doesn't make mistakes and is happy picking winners rather than balance the game. As long as they have fools to fleece.

Edited by Raydeen, 23 October 2024 - 08:52 AM.


#56 TheMadTypist

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Posted 23 October 2024 - 08:58 AM

I don’t group at all but I worry about tonnage restrictions for new folks who try to get together in small cheap machines. I’m pleased we get patches at all, let alone the new chassis, I just don’t want to run anyone off who is still left or just joining. Things are still going well enough I’m wary of rocking the boat. While the idea would be too disruptive for MWO at this point maybe any future PGI titles with multiplayer should consider a Battle Value system instead, so outliers in performance can be tweaked upward without impacting others of the same tonnage.

Good luck with Clans, I picked up a copy and will get around to playing eventually when the hot fixes die down.

#57 BlueDevilspawn

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Posted 23 October 2024 - 10:21 AM

View PostWaponiwoo, on 23 October 2024 - 01:42 AM, said:


streaks: highly disagree. i see what you mean in theory but locks are just so easy to break that you can be left doing nothing often. the few cases it might do better dps are basically a med/light out in the open ignoring you attacking somebody else, and most anything will do well there. dump fire would at least give a fall back of a worse srm.

slow target case: you still have to paint them for a bit before shooting anything, and at 300 or less range hitting big slow targets with normal srms or anything else is not an issue, and you get to pick what part to aim at. if they have ecm that time is even worse getting shot at and doing nothing. any cover they are peaking from often resets the paint time and further lowers your dps. normal no lock weaps will get better dps for the weight for cover and no cover imo.

fast and just not super slow targets with cover: will peak and reset your paint time all day with some radar dep. might as well have nothing. dumb fire would save you here.

medium speed foe fully in the open: okay, can paint and hit. maybe could miss some srm/ppfld shots at 300 but not missing tons of those shots, and less if closer. you are starting with a delay while getting the lock so loosing initial damage and starting behind on dps. if in a straight up trading brawl their normal srms will out dps you even with a lock. ssrms okay at best here. a dumb fire would sill be worse dps than standard srms but would start you off better while getting the lock.

fast targets with no cover: painting gets harder. if i can hold a paint on a 20 tonner to get a lock, i have at least a 50/50 on an srm or ppfld shot. ever tried it on a lct-pb? you need to paint them for a while and they can reset it by circling you, or just getting close and doing any decent juke gives enough of angle to reset, with zero hard cover. that is just to get one shot, and it will take a few to down it. this is were it should shine, or at least not make you basically an unarmed duck. dumb fire would absolutely save you here by giving worse srms as a fall back.

so yeah, only really seeing a light where missing is often, but they are paying almost no attention to you to get the lock and hold it. maybe if they are just running away from you and you keep up for a while, but holding a lock the whole time there will also be tough.


on the grouping, they bumped the min group where an urbie pack inst even possible. that just doesnt seem right or fun. i still think they did it entirely to take out the warthog packs. it already prevented full groups of ultra lights that could be an issue without a better matchmaker. now you need 40 tonners to run a pack.


You're talking about the locking mechanic, I'm talking about guaranteed damage. I grant you that locking is feast or famine as it is for all lock-ons, but that doesn't detract from my point that Streaks have 100% hit barring immediate hard cover.

I threw out the 4 ultralights example (yes it's inaccurate) but it's just an example of throw groups pissing away 160 tons of HP/weapons, etc. I think a lance suiciding makes the game not fun for the other 8 players on their team.

View PostRaydeen, on 23 October 2024 - 08:49 AM, said:

Regarding the streaks, don't forget that almost every mech release going back years has included an ecm mech. Where ecm mechs used to be one or two mechs now its three to five.

Most of the last year or two lights were buffed. The skilled commando has almost twice the armor and structure per ton compared to the skilled annihilator. Its not your imagination they and some of the other lights are so hard to kill.

Don't think anything will change PGI doesn't make mistakes and is happy picking winners rather than balance the game. As long as they have fools to fleece.


Perhaps you can clarify your point. There is no more than 1 ECM mech for each new chassis that have come out in recent years. There was none for the Stone Rhino. The Bane has 1 out of 7 variants. The Black Hawk, the Grand Summoner, etc. don't have ECM. What exactly do you mean by 3-5?

As to their functionality, the overall ecosystem for lock-ons has been nerfed in multiple ways over the past year of patches -
  • ECM bubbles overall nerfed
  • ECM lock time nerfed
  • Clan ECM skill nodes nerfed
  • Mechs with sensor range quirks are far more prevalent and serve as effective spotters
  • Radar deprivation skill nodes nerfed twice
  • BAP tonnage reduction
  • Command console/ASP sensor range capability added
  • Plasma cannon added (ppc effects) to cancel ECM mechs
Tell me, which of these is somehow NOT enabling you to use lock-ons?

#58 BLACKR0SE

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Posted 23 October 2024 - 11:30 AM

I wish a narch launched at any location would function as a radar.

CLAN LRMs are too slow, they need to be faster.

Locking on is not enough, the lock is broken before the missiles get there.

If I spend 10 boxes of ammunition, 5 of them miss.

Edited by BLACKR0SE, 23 October 2024 - 11:37 AM.


#59 Waponiwoo

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Posted 23 October 2024 - 12:00 PM

View PostBlueDevilspawn, on 23 October 2024 - 10:21 AM, 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.

#60 Buenaventura

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Posted 23 October 2024 - 02:41 PM

View Postsimon1812, on 22 October 2024 - 06:41 PM, said:


-is increasing multiplier wrong?

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





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