Pre-Patch notes
#121
Posted 04 November 2012 - 02:24 PM
I spawned heavily damaged (all orange internals and yellow armor) a few times today, even though the mech lab said I was at 100%.
We all know this **** is present (this isn't even one of the really bad bugs). Why no mention from the dev's?
#123
Posted 04 November 2012 - 02:30 PM
Are you guys still planning on adding night time versions of the existing maps?
#124
Posted 04 November 2012 - 02:38 PM
#125
Posted 04 November 2012 - 02:39 PM
For the current changes I guess it is something across those lines whats happening:
"Hey guys we have lots of people on the forums whining they get stomped by premades. Yes I know our own devs confirmed that the chance to face a premade is actually 1 in 10 and most of those whiners are actually totally suicide charging, because they think this is counter strike online, but we have a plan with Phases! Please look at the flipchart where I present my ret** brilliant plan, that is actually challenging for a 3 year old to come up with."
"So you think we should royally **** off our loyal players, who will actually build or customer base foundation and prolly spend more money on MC than any other, by putting this plan in, while prolly my chihuahua can come up with a better plan?"
"Yeah cause they demand it fast and we already stalled them for 6 months and it did work."
"Ok I understand, in the name of listening to total whining people who refuse teamplay in a TEAM GAME, I am with you. Let's put that in NOW."
-> Cheers from all devs! <-
I think this sums it up pretty much...
Edited by Terry Ward, 04 November 2012 - 02:41 PM.
#126
Posted 04 November 2012 - 02:39 PM
Roburn Bliss, on 04 November 2012 - 02:30 PM, said:
Are you guys still planning on adding night time versions of the existing maps?
The devs have said before that they were going to be taking steps to ensure that night vision was useful -- so even if we don't get nighttime versions, we may get straight-up dark maps.
#127
Posted 04 November 2012 - 02:52 PM
Good going...
And wasn't there supposed to be an SSRM fix?
Edited by Wolfways, 04 November 2012 - 02:55 PM.
#128
Posted 04 November 2012 - 03:23 PM
I also suspect the matchmaking is supposed to say: "is NOW 4"
#129
Posted 04 November 2012 - 03:25 PM
BloodLegacy, on 04 November 2012 - 03:23 PM, said:
I also suspect the matchmaking is supposed to say: "is NOW 4"
I've seen "improved netcode" in so many patch notes without noticing any improvement in the actual game I've simply become jaded with projectiles in general.
Edited by Keifomofutu, 04 November 2012 - 03:25 PM.
#130
Posted 04 November 2012 - 03:31 PM
#131
Posted 04 November 2012 - 03:32 PM
Terry Ward, on 04 November 2012 - 02:39 PM, said:
"Ok I understand, in the name of listening to total whining people who refuse teamplay in a TEAM GAME, I am with you. Let's put that in NOW."
-> Cheers from all devs! <-
I think this sums it up pretty much...
Hm, so there are still people who think that effortless stomping is right and intendet. The world is full of Ds.
#132
Posted 04 November 2012 - 03:34 PM
#133
Posted 04 November 2012 - 03:34 PM
#134
Posted 04 November 2012 - 03:44 PM
MonkeyDCecil, on 04 November 2012 - 12:46 PM, said:
Beacause This is a real time game, and TT is a turn based game. They want SS heat sinks to remain viable, at a 2x value, they would be completely unviable.
TT values aren't terribly well balanced, so I think this is good.
I think it's rather obvious that if you made the DHS 2x value, then mechs would simply carry more lasers and less ammo based weapon. Personally I'd rather not see 6x ERLL Awesomes, which could work with a 2x value DHS.
It's also pretty obvious that they probably tested the DHS value internally before releasing it at the value just to hear people complain at them. They didn't release it at those values because it was OP. I'm CERTAIN they tested it first at 2.0 values initially and it was just to strong and adjusted gameplay and mech design too much.
If you can't handle your heat with the current DHS then your either firing too often or have an overweaponed mech.
I get a true kick out of people asking for CBill refunds because they're purchase didn't work to the labled specifications.
Perhaps they shoud send a letter to the Canadian Office of Consumer Affairs about Double Heat Sinks not working as the name seemed to specify. False Advertising right!!??
Edited by verybad, 04 November 2012 - 03:49 PM.
#135
Posted 04 November 2012 - 03:47 PM
I agree that canon DHS would increase the damage output substantial - so just leave them be till we get mechs that realy need DHS to function (clan-invasion).
Would that be so bad?
Edited by ferranis, 04 November 2012 - 03:48 PM.
#136
Posted 04 November 2012 - 03:48 PM
verybad, on 04 November 2012 - 03:44 PM, said:
Beacause This is a real time game, and TT is a turn based game. They want SS heat sinks to remain viable, at a 2x value, they would be completely unviable.
TT values aren't terribly well balanced, so I think this is good.
I think it's rather obvious that if you made the DHS 2x value, then mechs would simply carry more lasers and less ammo based weapon. Personally I'd rather not see 6x ERLL Awesomes, which could work with a 2x value DHS.
It's also pretty obvious that they probably tested the DHS value internally before releasing it at the value just to hear people complain at them. They didn't release it at those values because it was OP. I'm CERTAIN they tested it first at 2.0 values initially and it was just to strong and adjusted gameplay and mech design too much.
If you can't handle your heat with the current DHS then your either firing too often or have an overweaponed mech.
They also tested the content and released it without finding the engine HS bug. Which was found by the player base in less than 2 hours.
#137
Posted 04 November 2012 - 03:53 PM
Mr 144, on 04 November 2012 - 10:00 AM, said:
BwaaHaaHaHa!
You all realize this is nothing right? This literally means zero change to the current system. No where in any of the Phase 1 descriptions were partial pre's garunteed to face another partial pre. The original Phase 1 simply threw a 4 man (or smaller) group into the general "bucket" of Pugs, with random chance determining if another partial would queue up on the otherside (or even there own side).....So...with NO size restrictions...we're left with ANY premade group being thrown in the "bucket" of Pugs, with a random chance of queueing up against another pre...Oh wait! That's exactly as it is right now!
Bravo PGI....Bravo...smoke and mirrors
Mr 144
they've been saying that for the whole time. You should read things closely if you feel so strongly about them. Welcome to a month ago!
#138
Posted 04 November 2012 - 03:58 PM
They've got what, 50-70 people there, Most of them are too busy to beta test on a regular basis. It's good to see that bugs that we find and mention are fixed.
The fact that there was a bug related to the engine HS doesn't detract from the likelyhood of DHS heat sinks probably being intially tested at 2x and being found to be too effective.
Were in a beta test, when we test it, there are thousands of players involved, and most of them are able to spend a few hours at playing at lease once or more a week. Of course we find bugs, thats what we're here for.
#139
Posted 04 November 2012 - 04:16 PM
Particle Man, on 04 November 2012 - 03:53 PM, said:
they've been saying that for the whole time. You should read things closely if you feel so strongly about them. Welcome to a month ago!
You have just failed reading comprehension..lol..thank you, come again
Mr 144
#140
Posted 04 November 2012 - 04:17 PM
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