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Patch Notes - 1.4.302.0 - 22-October-2024


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#81 Hawok79

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Posted 28 October 2024 - 01:09 PM

View PostBlueDevilspawn, on 28 October 2024 - 12:28 PM, said:


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.


Thx,this helped.

The Summoner alwas was a bit behind in firepower.
I think they messed it it up again, with this many fixed slot's.

Edited by Hawok79, 28 October 2024 - 01:24 PM.


#82 BlueDevilspawn

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Posted 28 October 2024 - 04:18 PM

View PostHawok79, on 28 October 2024 - 01:09 PM, said:

Thx,this helped.

The Summoner alwas was a bit behind in firepower.
I think they messed it it up again, with this many fixed slot's.


I wish there were more slots but I disagree that it hinders builds. There are actually a multitude of builds. Here are a bunch for both set of 8 or mixed pods. If you didn't already know, you can take build codes (under Share from the mechdb website links), import the build codes into your game mech lab, and take the mechs into testing grounds to try out before deciding whether you want to actually buy or not.

Grand Summoner Builds
P(S) - so8
2UAC5 4Plasma -https://mwo.nav-alpha.com/mechlab?b=cf039428_SMN-II-PS
3ERPPC UAC5 - https://mwo.nav-alph...68178_SMN-II-PS
3xBeam https://mwo.nav-alph...3925b_SMN-II-PS

B - so8
Plasma, Tag, AP, 3ATM9 3ATM3 - https://mwo.nav-alph...2cc614_SMN-II-B
Tag, AP, 3ATM9 3ATM3, swap plasma for more ammo - https://mwo.nav-alph...9bd682_SMN-II-B
Jump capable (RT), 3 ATM6 2 ATM3, TAG, AP - https://mwo.nav-alph...4d3b96_SMN-II-B

C - so8
HAG30 2HLL 1ERML (Can swap 2 LPL in) - https://mwo.nav-alph...4170f8_SMN-II-C
LB20X SRM6a 2plasma - https://mwo.nav-alph...40cce2_SMN-II-C

Talon
Modified so8 stock - https://mwo.nav-alph...ae88b8_SMN-II-T
2 plasma 4 PAC4 - https://mwo.nav-alph...8d5d2b_SMN-II-T
2 plasma 4PAC2 4APG - https://mwo.nav-alph...587973_SMN-II-T
Full 8x iJJ 2 ERPPC - https://mwo.nav-alph...7e7fce_SMN-II-T
2xCERPPC + 5xAPG ( Supercharger + JJ Sidetorso ) https://mwo.nav-alph...b4992d_SMN-II-T
6x SRM6a + SC (and -25% spread quirks from pods) - https://mwo.nav-alph...eb3f2c_SMN-II-T

#83 Hawok79

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Posted 28 October 2024 - 10:24 PM

View PostBlueDevilspawn, on 28 October 2024 - 04:18 PM, said:


I wish there were more slots but I disagree that it hinders builds. There are actually a multitude of builds. Here are a bunch for both set of 8 or mixed pods. If you didn't already know, you can take build codes (under Share from the mechdb website links), import the build codes into your game mech lab, and take the mechs into testing grounds to try out before deciding whether you want to actually buy or not.

Grand Summoner Builds
P(S) - so8
2UAC5 4Plasma -https://mwo.nav-alpha.com/mechlab?b=cf039428_SMN-II-PS
3ERPPC UAC5 - https://mwo.nav-alph...68178_SMN-II-PS
3xBeam https://mwo.nav-alph...3925b_SMN-II-PS

B - so8
Plasma, Tag, AP, 3ATM9 3ATM3 - https://mwo.nav-alph...2cc614_SMN-II-B
Tag, AP, 3ATM9 3ATM3, swap plasma for more ammo - https://mwo.nav-alph...9bd682_SMN-II-B
Jump capable (RT), 3 ATM6 2 ATM3, TAG, AP - https://mwo.nav-alph...4d3b96_SMN-II-B

C - so8
HAG30 2HLL 1ERML (Can swap 2 LPL in) - https://mwo.nav-alph...4170f8_SMN-II-C
LB20X SRM6a 2plasma - https://mwo.nav-alph...40cce2_SMN-II-C

Talon
Modified so8 stock - https://mwo.nav-alph...ae88b8_SMN-II-T
2 plasma 4 PAC4 - https://mwo.nav-alph...8d5d2b_SMN-II-T
2 plasma 4PAC2 4APG - https://mwo.nav-alph...587973_SMN-II-T
Full 8x iJJ 2 ERPPC - https://mwo.nav-alph...7e7fce_SMN-II-T
2xCERPPC + 5xAPG ( Supercharger + JJ Sidetorso ) https://mwo.nav-alph...b4992d_SMN-II-T
6x SRM6a + SC (and -25% spread quirks from pods) - https://mwo.nav-alph...eb3f2c_SMN-II-T


Possibel, but makes no sense. Some can build with the normal allready.

The intressing ones are still not possible through the uneven slot design.

For JJ´s you'll lose a whole torso. That´s a big tradeoff, imo

Everyone will target the left sidetorso, like many other clan Mechs.

Would they have placed the armor/JJ´s slots in the feet or had given him 5 tons more...
The design is for stronger clan weapons that no longer exist.

I like the Mech a lot, i am a bit disappointed.

#84 CrimsonEye

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Posted 30 October 2024 - 10:38 PM

I understand why the increase of minimum tonnage in the 3 & 4 men drop.

But why decrease the 4 men max tonnage from 280T to 240T?

It's really bad for a team weight manage, can it be at least 260T?

#85 martian

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Posted 31 October 2024 - 12:24 AM

View PostCrimsonEye, on 30 October 2024 - 10:38 PM, said:

I understand why the increase of minimum tonnage in the 3 & 4 men drop.

But why decrease the 4 men max tonnage from 280T to 240T?

It's really bad for a team weight manage, can it be at least 260T?
Because too many 4-man premades used every single allocated ton; for example, for bringing 3 Assaults and 1 Light (to use the remaining tonnage). That had negative influence on the game balance, when one team was too strong with too many assault-class 'Mechs and the other team was often too weak.

Edited by martian, 31 October 2024 - 12:48 AM.


#86 BlueDevilspawn

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Posted 31 October 2024 - 06:49 AM

The max tonnage and min tonnage was chosen with specific breakpoints in mind to help rein in the carry potential or throw potential of 3- and 4-man groups.

I've typically had to explain the min tonnage far more, but the max tonnage also plays a role in that more weight literally means more weapons and more HP to absorb damage. Dropping this means the carry potential has a harder cap. Additionally, combined with the raised min tonnage means that "throw" groups can forfeit less tonnage (i.e., forfeiting weapons and HP) if they drop to minimum.

#87 Waponiwoo

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Posted 31 October 2024 - 09:15 PM

View PostBlueDevilspawn, on 31 October 2024 - 06:49 AM, said:

The max tonnage and min tonnage was chosen with specific breakpoints in mind to help rein in the carry potential or throw potential of 3- and 4-man groups.

I've typically had to explain the min tonnage far more, but the max tonnage also plays a role in that more weight literally means more weapons and more HP to absorb damage. Dropping this means the carry potential has a harder cap. Additionally, combined with the raised min tonnage means that "throw" groups can forfeit less tonnage (i.e., forfeiting weapons and HP) if they drop to minimum.


are people intentionally throwing games, or are they just having fun and sometimes it doesnt work? some times it does work enough in qp. do you feel the same way about running a fun but crazy bad build, like are you banning me running a flamer mech soon? what is the actual issue you are solving? seems like

personally when i die and swap to watch someone and i see like a lrm urbie moving 60kph, or a heavy guass firestarter, a flamer flea, etc, that's when i cheer the hardest. i'm so much more invested in that long shot getting any good action than a meta trying to win a close game. you get em lrm urbie. that stuff makes the game what it is. meta sweaty needs breaks and there are enough matches of that. even little changes like playing a sub par build can and does lose a 1 on 1 and end up losing the match just for that choice, so drawing lines on the under powered side seems silly. hey, mrms are fun, and not as great for my score on average, and can also be great sometimes. should i never play them? quick play can be a lovely mess and this seems like your heart is in the wrong place.

Edited by Waponiwoo, 31 October 2024 - 09:38 PM.


#88 Staude Coston

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Posted 07 November 2024 - 09:19 AM

fix the ceasefire bug in FP
I'm waiting for the day that you get this sorted out

#89 Thursian Einherjar

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Posted 10 November 2024 - 01:03 PM

Sorry but am I the only one that has a severe tank in FPS since this patch?
I also Updated my Nvdia drivers.. At any rate im loosing upto 30-40 FPS.
I have a 4080S.. how??

#90 Void Angel

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Posted 10 November 2024 - 09:52 PM

View PostThursian Einherjar, on 10 November 2024 - 01:03 PM, said:

Sorry but am I the only one that has a severe tank in FPS since this patch?
I also Updated my Nvdia drivers.. At any rate im loosing upto 30-40 FPS.
I have a 4080S.. how??


You'd see more posts like yours if it was widespread, but it's possible that the latest Nvidia update wasn't compatible with some bit of ancient MWO code. Try the workarounds section of these forums to get the attention of people whose troubleshooting skills are more up to date than mine.

As to how it's possible, CryEngine was famous for being a resource hog back when Crysis was a current game - and this game is unfortunately not well optimized (these two facts are related.) Have you tried the .config file thread?

#91 Void Angel

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Posted 10 November 2024 - 10:05 PM

View PostWaponiwoo, on 31 October 2024 - 09:15 PM, said:


are people intentionally throwing games, or are they just having fun and sometimes it doesnt work?


Are people intentionally running you off the road, or do they just enjoy driving recklessly and sometimes it doesn't work? It doesn't matter to you much once you hit the ditch. You're assuming that "sometimes" under-tonning doesn't work; but probably the right word is "often," because MWO is a game of skilled attrition. Just by the law of averages, most people aren't going to be able to make highly sub-optimal team compositions work most of the time, and while sure, wacky builds can be fun, very often there's another valid emotional response by the rest of the team when they're trying to face off against a premade full of Assaults while their Locust premade is being wacky:
Spoiler


That's what this change seems to be addressing, and I think characterizing it as some kind of Fun Police crackdown isn't the right way to understand it.

#92 Waponiwoo

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Posted 14 November 2024 - 10:30 AM

View PostVoid Angel, on 10 November 2024 - 10:05 PM, said:


Are people intentionally running you off the road, or do they just enjoy driving recklessly and sometimes it doesn't work? It doesn't matter to you much once you hit the ditch. You're assuming that "sometimes" under-tonning doesn't work; but probably the right word is "often," because MWO is a game of skilled attrition. Just by the law of averages, most people aren't going to be able to make highly sub-optimal team compositions work most of the time, and while sure, wacky builds can be fun, very often there's another valid emotional response by the rest of the team when they're trying to face off against a premade full of Assaults while their Locust premade is being wacky:
Spoiler


That's what this change seems to be addressing, and I think characterizing it as some kind of Fun Police crackdown isn't the right way to understand it.


that is exactly fun police. booo. literally team mates in a group having fun gives someone an L once every 50 matches and they ban it? that is fun police by people who take the game way to seriously by definition.

Edited by Waponiwoo, 14 November 2024 - 10:33 AM.






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