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Patch Notes - 1.0.134 - 25/10/2012

Patch Notes

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#161 SL the Pyro

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Posted 26 October 2012 - 02:01 AM

View PostGridian, on 26 October 2012 - 01:36 AM, said:

To all guys mentioning the removal of collision / falling:

Some time ago, the devs said that ramming will be a way to damage the enemy Mechs. So far, no damage that I am aware of has ever been dealt. I guess that the system up until last patch was a placeholder and now has been removed in order to start implementing the real ramming / falling system.

Patience, guys! I'll knock you off your feet again soon enough! HRHR
wait - did I say that out loud?

Not that I said anything in this thread yet, but I'd been wondering about ramming for a while. Before the patch, I tried running into a mech with a maximum-speed Jenner. You would think running into an enemy with something so heavy and fast would knock them neatly on their ***, thus making massive mechs easier for your team to handle. But no, instead only the rammer falls over and the big guy just shrugs it off. It honestly felt like less of a balancing thing and more of a "screw you and physics, you may not use this method of teamwork here" message from the devs. Really, 100 tons or not, it still stands on two legs!

...Of course I could just be an ignorant **** as always, so before I start making more of an ***** out of myself, I'll just ask now: is (or was) there some sort of weight/speed threshold which decides whether ramming will or won't knock the target over?

...

Anyway, aside from... that, I will say that I like the patch so far. Not using the Centurion myself I can't really complain about not being able to Elite/Master it, and I do like all the new stuff that was put in. I will agree with the notion that the mechlab is getting gradually more cluttered, but this is Closed Beta; it doesn't have to be pretty yet, it just has to work.

Keep it up, devs, I'm enjoying this game so far.

Edited by SL the Pyro, 26 October 2012 - 02:30 AM.


#162 GetinmyBellah

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Posted 26 October 2012 - 02:02 AM

It seems many are confused and must realize you're still playing, and more importantly testing the game for the developers. Want to rant and rave about this and that, please save it for off topic discussion once the game goes gold.

Concerning the patch - this is great headway to the open phase and I feel you all have been listening to the community because it shows in this patch. Quite frankly I didn't expect this many changes and the patch went fubar on me. I'm currently reinstalling because I exhausted all other options. I see a DX11.dll file, does this mean we'll be seeing DX11 implemented soon? I hope so. I also hope we see a quick fix patch soon regarding all of the optimization posts I am seeing.

Keep up the hard work!
~Robey

#163 Asmosis

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Posted 26 October 2012 - 02:07 AM

View PostGridian, on 26 October 2012 - 01:36 AM, said:

To all guys mentioning the removal of collision / falling:

Some time ago, the devs said that ramming will be a way to damage the enemy Mechs. So far, no damage that I am aware of has ever been dealt. I guess that the system up until last patch was a placeholder and now has been removed in order to start implementing the real ramming / falling system.


Well you do take damage when touching another mech, its not a huge amount but if your in red structure it can be enough to kill you. So if you run out of ammo and he's almost dead, ram him! lots and lots lol.

I'd imagine at some point foot contact will do more damage to head/CT in order to simulate "death from above" quite a handy place to shoot from in a jenner if someone has backed up against a wall and refuses to move, assuming you dont drop down inside them.

Edited by Asmosis, 26 October 2012 - 02:09 AM.


#164 Talanacao

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Posted 26 October 2012 - 02:12 AM

I do like the lack of knockdowns currently. Makes light mechs easier to play, especially as I frequently suffer from crippling lag. Hopefully with a slightly better implementation and (possibly) a European server knockdowns can make a triumphant return soon.

#165 SpoonFox

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Posted 26 October 2012 - 02:13 AM

Dev team, good work guys.

#166 Marvyra

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Posted 26 October 2012 - 02:16 AM

Thanks for the patch! Enjoying it a lot, I just hope the match making will be adressed soon.

Keep it up! Appreciate your hard work and effort! *cheers*

#167 Crimson Fenris

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Posted 26 October 2012 - 02:37 AM

View PostStradivarious, on 25 October 2012 - 08:59 PM, said:

-Finally, the odd man out, I just dropped with my merc corp, ML, and was amazed to see "base under attack" as soon as the countdown finished. I looked around and I was the only one standing in the cap at spawn, I walk out, base cap stops, light above head comes on. Attempt to tell my team that I'm flagged as an enemy and voila, no team chat. I switch to global and while my text appears, I'm labeled as "Nouserfound" .... I still show up on the score board but apparently the game thinks I'm disconnected. I attempted to join in and actually accomplish something only to be completely unable to manually lock any enemies... The nub auto lock still amazingly functioned, but that's near useless in a city fight, I'd get a lock just as they disappeared behind a building. :P Took several screenshots but they don't show anything abnormal except my text in the chatbox...


I got exactly the same issue before the patch, and reported it. Glad to see I'm not the only one ;)

Otherwise, great patch overall !

But...

- I'm a bit disapointed by the FF and endo-steel... benefits seems really low, in regard of the inconvenients, and costs so far (included repair costs).
A 3 tons gain is not worth it, against 28 crit slots and a bunch of money (that has to be buy again to reverse upgrade to basic structure :blink: ), on a Jenner...
- Adding the fact engines are fattier, nearly negating the benefits of the DHS upgrade... wich are not working properly.

- With the new DHS, my mechs run far too hot, despite of the stated 1.5 dissipation efficiency... 4 ML firing in Jenner or Cicada are the hell (basically 3 alphas before overheat)... The DHS in the engine clearly didnt work as intended... or the efficiency scale is broken, either or both...
For instance, I ran my Founder atlas with similar heat efficiency, prior the patch (around 32 single HS), with 3-4 LL and could fire a bunch of sustainded alpha strikes before overheating...

- I believe some indicated % in pilot lab are not correct, and bonuses seems far over (or under) reality. Thus, as there is no changes stated in patch notes, I think that has not been fixed yet.

- Cicada is an interesting mech, not easy to handle after piloting a Jenner, but I'm enjoying the weapons slots being more than expected (5-6 instead of 3-4, great ! ;) )

#168 Leesin

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Posted 26 October 2012 - 02:40 AM

No collision? lol. Performance seems to be worst for me FPS wise too. Also Mechbay refuses to save my loadout over and over and over again, where as I have never had this issue before, just the occasional time where it wouldn't save a few items and I'd have to go back in and add them again, but right now I keep changing my loadout and it wont save at all.

#169 Purplefluffybunny

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Posted 26 October 2012 - 02:50 AM

Unnnghh! There are so many bugs with this patch, just so many!

1) Double heat sinks
2) Having to pay for upgrades every time you swap them in and out (tbc by devs as to whether intentional or not)
3) FPS issues and increased GPU load
4) Increased crashes to mech labs
5) Mechlab mech stats appearing as 000000 after a drop and the bars constantly raising, resetting and raising again.
6) Changes in the mech lab not holding until a client reset or user re-log in.

.....I could go on......

Edited by Purplefluffybunny, 26 October 2012 - 02:51 AM.


#170 The Freeborn Badass

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Posted 26 October 2012 - 02:57 AM

Thanks for the patch looks nice. I like yen-lo-wang actually.

If you now fix people not dropping properly with "Failed to find match" while the rest of the group drops, that would be great.

And I am still waiting for that heat fix and disconnecting the number of heatsinks from the maximum heat level.

+1 for the black and red camo from the magazine

#171 Asmosis

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Posted 26 October 2012 - 02:58 AM

1) DHS arent a bug, unless you want to be more specific.
2) It appears to be intentional from reading the patch notes, a "refit" cost

not sure on other stuff. sounds not good.

#172 The Freeborn Badass

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Posted 26 October 2012 - 03:00 AM

the heat scale is totally rubbish as it was before, 1.5 means you can play if you don'T shoot too much. Anything below that is basically not usable.

I still have to test DHS properly.

#173 Dormax

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Posted 26 October 2012 - 03:02 AM

View PostAsmosis, on 26 October 2012 - 02:07 AM, said:


Well you do take damage when touching another mech, its not a huge amount but if your in red structure it can be enough to kill you. So if you run out of ammo and he's almost dead, ram him! lots and lots lol.

I'd imagine at some point foot contact will do more damage to head/CT in order to simulate "death from above" quite a handy place to shoot from in a jenner if someone has backed up against a wall and refuses to move, assuming you dont drop down inside them.


Oh yeah.... I've died before (this patch) when my jenner slammed into another jenner. Cored what was left of my structure and ->POP<-
So there was defiantly damage, though it wasn't a lot.

Right now, though, it seems jennerpaluza out there -- double the trouble with the invention of the cicada. Uber fast mechs with no need to stop, back up, or slow down. It makes small, fast mechs a bit OP. Knocking over (and being knocked over) was a viable and useful tactic -- as was the error of ramming into your own team's jenner a detriment. If I had my choice, I'd say "put it back in." Even if it was a little broken, I think it was better before. Just my 2-cents.

#174 Silent Hunter

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Posted 26 October 2012 - 03:02 AM

View PostThe Freeborn Badass, on 26 October 2012 - 03:00 AM, said:

the heat scale is totally rubbish as it was before, 1.5 means you can play if you don'T shoot too much. Anything below that is basically not usable.


REALLY?! I plan my mechs to run at the 1.2 heat level and not alpha strike all the time...

#175 Berserker

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Posted 26 October 2012 - 03:10 AM

This is the first time I've really felt like a bunch of things were polished. Hard to define. The gameplay feels really solid. The mechlab looks professional and well organized but is also probably the place with most opportunity because the learning curve is still pretty high for newbies. The repair system and engine limitations has really seemed to lead to more balanced designs and more fun in matches. Here is hoping that others are also getting better performance from this patch than from the blip that happened when the engine was updated. If so, I'm feeling good about open beta possibilities and my hats off to the folks that worked on this release.

Edited by Berserker, 26 October 2012 - 03:11 AM.


#176 Mister Blastman

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Posted 26 October 2012 - 03:13 AM

The multiple-second freeze frame disk access bug has only gotten worse, not better with this patch. I now framelock for up to five seconds on every map, my SSD thrashes like crazy and then I teleport across the map when I finally can start moving again. I'm not even using all my RAM (a whole gig is free) at the time.

#177 Tokra

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Posted 26 October 2012 - 03:34 AM

View PostAreleh, on 25 October 2012 - 09:00 PM, said:

Yeah, did a test on a Hunchback 4J. Grabbed Ferro-Fibrous Armor and Endo skeleton. Got me four tons of space for a reasonable price, in my opinion (Don't remember the exact amount, was something in the neighborhood of 650K)

I am a little disappointed that the upgrades don't scale better across different weight tiers. Seems to generate just a static weight decrease. Might be something to consider for a future patch.


It does scale with the mech weight.

normal internal structure weight 10% of the mech weight. (5 ton for a 50t mech). Endo steel only weight half of it (2.5 tons for a 50t mech). So it is related to the mech. A 100t mech profit more from this as a 20t mech.

Fero on the other hand is fixed. normally one ton of armor give you 16 (in MWO 32) points of armor. Fero will give you 16% more armor for the same weight (round 37 points of armor per ton in MWO).
This is always the same and not related to the weight of the mech.

#178 Beniled

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Posted 26 October 2012 - 03:34 AM

I don't know if this has actually been answered by the devs. I have seen other players answer it, but until a dev says something it is just speculation. Is this the final reset of MC and such? I know that they said that the last reset would the only one until Open Beta. So is this the reset for Open or is this just another reset? I want to know for sure, before I start playing as if there is another reset I will spend my MC more freely for testing, however if this is the last reset and everything is live from here on out I would make different decisions.

#179 Banto

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Posted 26 October 2012 - 03:36 AM

Where is the "big surprise" that was talked about the last two delays, worth a christmas eve?

That it is Version 1.0? Even though half the stuff doesn't work right or is implemented?
Didn't played it myself by now, but what I read in the Feedback-Thread is not very convincing to download the patch, since there seems not much to test or enjoy.


Off Topic:

Are there any news about how and when the community warfare will be implemented? Since in my opinion, this would be the one thing that will justify endless grinding, making it a less boring and would be the one thing, that will really distinguish this F2P from others or make it at least noteable in the huge market of these games.

#180 RedThirteen

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Posted 26 October 2012 - 03:38 AM

sif remove tackling. community warfare drops late 2015. get ready to rumble!!





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