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Patch Notes - 1.4.308.0 - 20-May-2025


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#81 Void Angel

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Posted 21 May 2025 - 10:46 PM

View PostInnerSphereNews, on 16 May 2025 - 10:50 AM, said:



Marauder
  • MAD-5D
    • Removed -5% Heat
    • Removed -10% Missile Spread
    • Increased Missile Cooldown to -20% (from -10%)
    • Added Laser HSL +1
    • Added 35% Jump Jet Initial Thrust
  • MAD-5M
    • Removed -5% Energy Heat
    • Increased Ballistic Cooldown to -15% (from -10%)
    • Increased LBx Spread from -15% (from -10%)
    • Added -10% Heat
    • Added 35% Jump Jet Initial Thrust
  • MAD-9M
    • Removed -5% Heat
    • Removed -5% Laser Heat
    • Removed -15% Missile Cooldown
    • Added -10% Heat
    • Added -15% Cooldown
  • MAD-B
    • Increased Crit Chance Receiving to -68% (from -50%)
    • Added -10% STD AC Cooldown


I'm curious: Why was the BH2 Marauder was left out of the jump jet buff that the other jump-capable variants got?

#82 BlueDevilspawn

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Posted 22 May 2025 - 07:21 AM

View PostVoid Angel, on 21 May 2025 - 10:46 PM, said:

[/b][/b][/b][/b][/b][/b][/b][/b][/b]

I'm curious: Why was the BH2 Marauder was left out of the jump jet buff that the other jump-capable variants got?


Because the MAD-BH2 is and has pretty much always been the best MAD by far, there was no need to buff it in any way and we don't want to buff for the sake of buffing. It's really good as is.

BLC vom
SNAC/smalls
Gauss/PPC/smalls
Gauss vom
ERLL
SBG/HPPCs

#83 Void Angel

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Posted 22 May 2025 - 10:02 PM

View PostBlueDevilspawn, on 22 May 2025 - 07:21 AM, said:


Because the MAD-BH2 is and has pretty much always been the best MAD by far, there was no need to buff it in any way and we don't want to buff for the sake of buffing. It's really good as is.

BLC vom
SNAC/smalls
Gauss/PPC/smalls
Gauss vom
ERLL
SBG/HPPCs


Sounds right to me - I've been having more trouble with it just recently - so I wasn't sure where its demographics were at. =] Probably just me, combined with playing at different times and with a worse setup.

#84 Ttly

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Posted 23 May 2025 - 08:20 AM

Soooooo is the BKL-E seriously going to be stuck being broken for the entire month?
This whole 1 patch/month with no hotfix stuff is kind of silly when it's just a single number like that.

#85 Void Angel

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Posted 23 May 2025 - 09:15 AM

What's wrong with the E?

#86 Ttly

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Posted 23 May 2025 - 10:01 AM

View PostVoid Angel, on 23 May 2025 - 09:15 AM, said:

What's wrong with the E?


+400% missile velocity (yes, that's two zeroes) breaks missiles by being so fast that they don't have time to converge, resulting in pretty much unusable weapon spread.

Edited by Ttly, 23 May 2025 - 10:06 AM.


#87 Void Angel

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Posted 23 May 2025 - 10:45 AM

Ahh, that was an error, then. It seemed a bit... excessive - but then that Lanner only has one missile hardpoint, so I figured maybe that was it.

#88 HenryFA

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Posted 25 May 2025 - 03:06 AM

View PostTtly, on 23 May 2025 - 10:01 AM, said:


+400% missile velocity (yes, that's two zeroes) breaks missiles by being so fast that they don't have time to converge, resulting in pretty much unusable weapon spread.


Agreed, maybe give it the Howl’s treatment (buff ATM range) and ammo buff?
It may be a easier way to buff rather than breaking other stuff

#89 Quicksilver Aberration

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Posted 25 May 2025 - 07:09 PM

It was likely more for SRMs so they synced with plasma velocity, so of course everyone put a lock-on on there instead Posted Image

side note: Navid has repeatedly warned people that missile velocity means they track inversely to that, because velocity does not improve turn rates or tracking of missiles. People always skip over that for some reason.

Edited by Quicksilver Aberration, 25 May 2025 - 07:24 PM.


#90 Void Angel

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Posted 26 May 2025 - 12:58 AM

So it's NOT an error, but it creates an unintentional newbie trap when people try to break LRMs with it. Now I see what's going on here...

#91 Ttly

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Posted 26 May 2025 - 01:23 AM

An SRM6/Artemis with such velocity (2000) is really just an LB10 without the range, weight, DPS, and some -spread quirks if you put it that way.
Well that's one way to give something without the tonnage for it, something they otherwise couldn't even dream up I guess.

Anyway, if that were really the case, at least split it to SRM velocity and missile velocity.
Unless this whole "simplifying laundry list of quirks" is such a big thing to push because players are illiterate (which does carry some weight) or something regardless of its indirect and careless impact through haphazard changes just for the sake of "readability".

Edited by Ttly, 26 May 2025 - 01:52 AM.


#92 SockSlayer

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Posted 26 May 2025 - 04:35 PM

Flamers: To actually score with them...It sure would be nice to get back to 0.3 damage, lessen heat damage to 2.0, range of 150m, and at least a heat penalty consistent with other small weapons 6-8. Can score with ECM, AMS, and pretty much everything else, but don't get counted for the enemy dying off their own heat which you added... The heat damage is why it comes off as a troll weapon, giving almost no time to react. Also...machine guns everywhere.

Edited by SockSlayer, 26 May 2025 - 05:29 PM.


#93 Void Angel

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Posted 26 May 2025 - 10:19 PM

Screw flamers. They're only in the game (in their current form) because they were part of tabletop. But their ability to prevent other players from playing the game puts them in the same "almost impossible to balance" category as lock-on weapons.

You're right that players who overheat - or suicide - should have their kill awarded to whoever touched them last within a certain timeframe, but I don't know that they have the programming assets to fix that, any more. =[

#94 Void Angel

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Posted 27 May 2025 - 08:59 AM

The Warthog does exist - but the strongest build is 14 APGauss. Even so, the Warthog has counters, notably due to its low agility, durability, and speed - as well as its lack of jump jets. It was strong in the recent Solaris tournament, but far from uncontested. And, even though it falls into the Light category, it functions more as a pocket Medium, much like the Urbanmech chassis.

But your own anecdote gives an example of why Flamers are so hard to balance, as long as heat damage is part of their mechanics. You're not generally troubled by flamers. Why? Because you use heat-efficient weapons on your go-to Battlemechs. But players using hotter builds with large up-front heat costs, like HPPCs or Heavy Lasers, might be literally unable to fire without taking significant overheat damage. If his 'mech can also mount ballistics, he can slap on some MGs and devote every scrap of his spare tonnage to heat capacity...then keep you at 90% heat for tactical eternity while he hammers at you with HMGs. The only thing high heat builds can do there is call for their team and try to chain fire their weapons to keep from frying their own internals just trying to play the game.

Consider this: 4.5 heat damage will take a bit to add up, but a flamer build isn't going to approach you and ask for a Batchall - he's going to pick his moment, and if he gets it right... well, a Kodiak Spirit Bear's skilled-up Heat Capacity with 17 DHS is 61.53 - with "only" 3.74 cooling per second, and he only has enough leftover capacity (at the flamer's maximum 90%) to fire his LB-20X, without cooking internals. If the Flamer 'mech is a Crael with HMGs, he is in serious trouble. That Crael can exceed his cooling by 5.26 hps, which means that if the Kodiak is doing absolutely nothing, the Crael will 90% his heat capacity in 11.70 seconds. If he does the smart thing and fires as much as he can before his heat is gone forever, he'll get one alpha plus another round of SRMs before he's at heat cap and restricted to firing his shotgun. If he aims well, his size and firepower should carry the day: there is a reason Flamers aren't meta, after all. But this is not my point - bear with me!

Consider the above scenario, but with a Gausszilla. That Annihilator will die laughing at the Crael, and proceed to heatlessly mop the floor with him. But a Stone Crusher, with energy-exclusive hardpoints and slow speed, will be a different matter. Most builds will not have good options.

And that's my point: Flamer effectiveness varies wildly depending on what kind of build you're targeting. More than any other weapon system in the game; the only reason flamers are not more disruptive than LRMs is their dramatically shorter range and lack of higher-tonnage options. Consider the math I did with the Spirit Bear, but add or subtract one heat damage per second - the time before overheat will be quite different.

Flamers are irritating to fight against for the same reason people hate LRMs: part of their core mechanic it to prevent other players from fighting back. That doesn't mean they couldn't use a balance pass - and it doesn't mean they're only used by the kind of objectively immoral people who vote for Alpine Peaks. But it does make them very difficult to balance, just like LRMs.

Edit: ... well, the post by SockSlayer which I was addressing here seems to have been deleted, but I think it stands on on its own.

Edited by Void Angel, 27 May 2025 - 09:46 PM.


#95 KursedVixen

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Posted 27 May 2025 - 09:04 AM

flamers are good vs x-pulse boats, but very situational....

#96 Void Angel

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Posted 29 May 2025 - 02:23 AM

View PostInnerSphereNews, on 16 May 2025 - 10:50 AM, said:



Black Lanner
  • All Variants
  • Removed ALL quirks
    • Added Full Body Armor +18 to CT


Speaking of broken Black Lanners, I assume I'm not the only one who's noticed that the Full-Body Armor bonus is being applied to the rear torsos?

Or is this a display bug?

#97 KursedVixen

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Posted 29 May 2025 - 03:16 AM

View PostVoid Angel, on 29 May 2025 - 02:23 AM, said:

[/b][/b][/b][/b][/b][/b][/b][/b][/b]

Speaking of broken Black Lanners, I assume I'm not the only one who's noticed that the Full-Body Armor bonus is being applied to the rear torsos?

Or is this a display bug?
Full body armor, includes the back right? or is your back not part of your fulll body?

Edited by KursedVixen, 29 May 2025 - 03:17 AM.


#98 avenger cannon

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Posted 29 May 2025 - 06:17 AM

View PostVoid Angel, on 27 May 2025 - 08:59 AM, said:

The Warthog does exist - but the strongest build is 14 APGauss. Even so, the Warthog has counters, notably due to its low agility, durability, and speed - as well as its lack of jump jets. It was strong in the recent Solaris tournament, but far from uncontested. And, even though it falls into the Light category, it functions more as a pocket Medium, much like the Urbanmech chassis.

But your own anecdote gives an example of why Flamers are so hard to balance, as long as heat damage is part of their mechanics. You're not generally troubled by flamers. Why? Because you use heat-efficient weapons on your go-to Battlemechs. But players using hotter builds with large up-front heat costs, like HPPCs or Heavy Lasers, might be literally unable to fire without taking significant overheat damage. If his 'mech can also mount ballistics, he can slap on some MGs and devote every scrap of his spare tonnage to heat capacity...then keep you at 90% heat for tactical eternity while he hammers at you with HMGs. The only thing high heat builds can do there is call for their team and try to chain fire their weapons to keep from frying their own internals just trying to play the game.

Consider this: 4.5 heat damage will take a bit to add up, but a flamer build isn't going to approach you and ask for a Batchall - he's going to pick his moment, and if he gets it right... well, a Kodiak Spirit Bear's skilled-up Heat Capacity with 17 DHS is 61.53 - with "only" 3.74 cooling per second, and he only has enough leftover capacity (at the flamer's maximum 90%) to fire his LB-20X, without cooking internals. If the Flamer 'mech is a Crael with HMGs, he is in serious trouble. That Crael can exceed his cooling by 5.26 hps, which means that if the Kodiak is doing absolutely nothing, the Crael will 90% his heat capacity in 11.70 seconds. If he does the smart thing and fires as much as he can before his heat is gone forever, he'll get one alpha plus another round of SRMs before he's at heat cap and restricted to firing his shotgun. If he aims well, his size and firepower should carry the day: there is a reason Flamers aren't meta, after all. But this is not my point - bear with me!

Consider the above scenario, but with a Gausszilla. That Annihilator will die laughing at the Crael, and proceed to heatlessly mop the floor with him. But a Stone Crusher, with energy-exclusive hardpoints and slow speed, will be a different matter. Most builds will not have good options.

And that's my point: Flamer effectiveness varies wildly depending on what kind of build you're targeting. More than any other weapon system in the game; the only reason flamers are not more disruptive than LRMs is their dramatically shorter range and lack of higher-tonnage options. Consider the math I did with the Spirit Bear, but add or subtract one heat damage per second - the time before overheat will be quite different.

Flamers are irritating to fight against for the same reason people hate LRMs: part of their core mechanic it to prevent other players from fighting back. That doesn't mean they couldn't use a balance pass - and it doesn't mean they're only used by the kind of objectively immoral people who vote for Alpine Peaks. But it does make them very difficult to balance, just like LRMs.

Edit: ... well, the post by SockSlayer which I was addressing here seems to have been deleted, but I think it stands on on its own.


Gausszilla doesn't only use gauss and the answer to this is easy, allow the Spirit Bear to rip the Crael apart with melee.... or work with the team to not get soloed by a mech that counters it.

#99 Void Angel

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Posted 29 May 2025 - 07:32 AM

View Postavenger cannon, on 29 May 2025 - 06:17 AM, said:

Gausszilla doesn't only use gauss and the answer to this is easy, allow the Spirit Bear to rip the Crael apart with melee.... or work with the team to not get soloed by a mech that counters it.


The Gauszilla I linked has quad Gauss, which is effectively heatless. Plus your "easy" solution is literally impossible with the game's engine - disregarding the embarrassingly bad claim that a single weapon combo should "counter" any 'mech with high-heat weapons.

#100 Void Angel

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Posted 29 May 2025 - 07:38 AM

View PostKursedVixen, on 29 May 2025 - 03:16 AM, said:

Full body armor, includes the back right? or is your back not part of your fulll body?


Vix... open the MWO client and look at the Black Lanner. Is the bonus armor (21 with skills) being added to the rear torso, or the front torso?

Trick question! The MechLab says it's being added to both. If this is accurate, that's pretty broken.

If you don't want to do the math, just drop all the armor and observe the 21 bonus armor that's left over.





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