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Pre-Patch notes


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#141 Icebound

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Posted 04 November 2012 - 04:32 PM

So instead of buying a paintjob like in every other game, we have to pay MC to switch every single time we change our minds? Yeah I get that it's more realistic to pay to have your mech resprayed each time, but who wants to deal with that in a videogame?

#142 wanderer

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Posted 04 November 2012 - 05:01 PM

View PostBryan Ekman, on 04 November 2012 - 01:22 PM, said:


He's working offsite on skins/camo patterns. So far so good. Saw our first camo, a dazzle pattern. Looking good. :D

That's not his skin. But I figured I'd post a cool debug shot



Incidentally, this sorta thing the day/48 hrs before patch day?

Very, very, very good idea to keep the userbase feeling more part of the process. We're information junkies. It spreads out the hype in a good way and the QQ becomes more manageable, even if I'm still in headdesk mode over DHS.

View PostBryan Ekman, on 04 November 2012 - 01:33 PM, said:


You can rotate the mech 360 deg.


Like a record right round, indeed.

View Postferranis, on 04 November 2012 - 03:47 PM, said:

How about just not releasing DHS?

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?


We're already there- 3049-3050. From here on in with rapidly increasing numbers, designs will fit DHS as it becomes the new standard of cooling systems for the Battlemech, though vehicles cannot carry them.

#143 Kibble

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Posted 04 November 2012 - 05:03 PM

For those who are asking for performance fixes I am sure they will add them with the offical notes on Tuesday. These notes were just to build up hype for the fun stuff.

Right PGI? I hope you show performance fixes in the patch notes on Tuesday LOL!

#144 Adrienne Vorton

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Posted 04 November 2012 - 05:14 PM

View PostIcebound, on 04 November 2012 - 04:32 PM, said:

So instead of buying a paintjob like in every other game, we have to pay MC to switch every single time we change our minds? Yeah I get that it's more realistic to pay to have your mech resprayed each time, but who wants to deal with that in a videogame?

he didn´t say that...

#145 xxx WreckinBallRaj xxx

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Posted 04 November 2012 - 05:27 PM

View PostRoburn Bliss, on 04 November 2012 - 02:30 PM, said:

Quick question:

Are you guys still planning on adding night time versions of the existing maps?


This is a great question. Currently the Night Vision they gave us doesn't really serve a purpose or benefit.

#146 Elizander

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Posted 04 November 2012 - 05:40 PM

View PostByk, on 04 November 2012 - 10:14 AM, said:

I could care less about them working on fixing premade groups at the moment. I know they will fix matchmaking and add a good system in the future. For me, netcode and hit detection is the #1 issue and needs to be fixed ASAP. It's the core of gameplay. I'm glad they're putting a slight fix in this patch, but it needs to be 100% fixed and should be the main focus now imo.


Aiming at what you're supposed to hit would be nice as opposed to aiming a few guesstimate meters ahead and using the force to know where your opponent really is. Really hard to kill those displacer beasts. :D

#147 KovarD

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Posted 04 November 2012 - 08:13 PM

View PostBryan Ekman, on 04 November 2012 - 01:12 PM, said:


Off the top of my head, about 1.25-1.5x larger than Caustic, which is 2x larger that Forest.


=(

I was expecting something like 3-4 times larger than Caustic...

#148 Nauht

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Posted 04 November 2012 - 08:19 PM

View PostKovarD, on 04 November 2012 - 08:13 PM, said:


=(

I was expecting something like 3-4 times larger than Caustic...

Not with only the one game mode and you need some sort of flee option otherwise you're going to have to chase that 140+ kph light all around the map until the timer runs down.

#149 Adridos

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Posted 04 November 2012 - 10:04 PM

View PostKovarD, on 04 November 2012 - 08:13 PM, said:

I was expecting something like 3-4 times larger than Caustic...

Caustic is pretty huge in itself. In fact, it's so huge 99% of people will never travel the entire size of it, so why would we need even bigger maps? :P

#150 Krivvan

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Posted 04 November 2012 - 10:15 PM

View PostWolfways, on 04 November 2012 - 02:52 PM, said:

So you butcher the K2 to let the whiners keep their gausspults


How is it butchered? Not allowing gauss rifles would be butchering the rules for the K2.

#151 PHAROSMJD

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Posted 04 November 2012 - 10:19 PM

Will DHS still increase heat capacity by 2 points, or this will also be 1.4 as with heat dissipation?

Edited by Matiasdu, 04 November 2012 - 10:19 PM.


#152 Hoshi Toranaga

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Posted 05 November 2012 - 02:37 AM

I feel kind of sorry for everyone expecting to use Large Pulses or even PPCs anytime soon... seems there will be no fix and we should all build gauss mechs... energy weapons become more and more useless.

#153 Riptor

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Posted 05 November 2012 - 02:42 AM

Oh goody...

Instead of ya know.. fixing LRMs themselves we will have to all install ECM


So instead of balance we all get a must have item that most likely will turn LRMs unusable.. till the Devs get another great idea to counter ECM to make the then useless LRM once more the main weapon of the game.

So people will all ditch their only slightly usefull anti missle for ECM... got it.

*facepalm*

Make LRMs a support weapon again.. not THE main weapon of the game. ECM will only last one patch cycle with out luck...

Edited by Riptor, 05 November 2012 - 02:43 AM.


#154 QuantumButler

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Posted 05 November 2012 - 02:44 AM

Welp, those DHS changes are awful, and make them actually WORSE than their current bug state, stellar ******* work PGI, just stellar.

Edited by QuantumButler, 05 November 2012 - 02:44 AM.


#155 Adrienne Vorton

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Posted 05 November 2012 - 02:56 AM

View PostTerry Ward, on 05 November 2012 - 02:37 AM, said:

I feel kind of sorry for everyone expecting to use Large Pulses or even PPCs anytime soon... seems there will be no fix and we should all build gauss mechs... energy weapons become more and more useless.

pair the 1.4 dhs with the increased heat for pulse lasers... yep, i´m gonna stick to normal lasers... currently i use large lasers and med-pulse SOMETIMES...i didn´t use large-pulse for a while now, because most of my lasercats just ran too hot in many scenarios... but i guess the m-pulse will be kicked off my build too now...

i´m not trying to QQ too early, but i doubt that they become really useful now... they were okay, i had to watch my heat more than with standard lasers already... (unless i was heatsink boating, what i never did, because i like having a good rounded setup)

#156 Cola

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Posted 05 November 2012 - 03:06 AM

More engine tuning, less content. Lets get the game running better before we cram more into it. You can paint a bucket of crap all day long but it will still smell like crap. Better use for the guys making that shiny CN9-D to be working on FPS and crash to desktop bugs. My 2 cents anyway.

#157 Kelderian

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Posted 05 November 2012 - 03:09 AM

View PostTehArgz, on 04 November 2012 - 09:19 AM, said:

This game has it's flaws, but when you say something rediculous like that your words lose any legitimacy, and in fact make those that disagree with you seem much more reasonable.

The one saying something rediculous is you. While Pre-alpha is certainly polemic, this game is not a beta version in the common sense of the word beta. Normally a beta is a version of Software that feature complete and just needs a broader user base for ironing out the last bugs.

This game certainly is far from feature complete. So far we have just random 8v8 Deathmatch/CTF.

#158 von Pilsner

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Posted 05 November 2012 - 03:16 AM

View PostAdridos, on 04 November 2012 - 10:04 PM, said:

Caustic is pretty huge in itself. In fact, it's so huge 99% of people will never travel the entire size of it, so why would we need even bigger maps? :lol:

Because it's really not very big, a 12v12 on that map would be pretty crowded...

#159 Squid von Torgar

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Posted 05 November 2012 - 03:30 AM

Re DHS

As mentioned earlier in this thread and as I asked Bryan, the key factor here is the amount DHS are nerfed, specifically relating to heat dissipation.

Bryan stated in the patch notes that DHS were being reduced to 1.4 instead of 2.0. That number has to refer to the bonus that HS give to your heat threshold. (SHS increase the amount by 1. and currently DHS outside of the engine increase that number by 2).

Now I think that the vast majority of us would concede that if your heat threshold (The amount of heat you can generate before shutting down) is doubled, it would create a lot of OP builds and effectively remove heat for certain builds. That number should be reduced, its common sense.

The key thing is though HS and DHS don't just raise your heat threshold. They decrease the time it takes for you mech to cool down. Again SHS increase this by 0.1 per second, DHS (outside of the engine) currently increase this by 0.2.

Now if the keep they 0.2 factor what we end up with is DHS still being very beneficial, but they wont break the heat scale. In other words they would be balanced.

You have a 40% bonus to the amount of heat you can generate and you still get rid of that heat twice as fast as having SHS. This makes things like the Awesome 9M and other high heat builds viable.

Of course the huge question is, whether they are reducing the 0.2 down to 0.14. If so then yes DHS are terribly broken.

Hopefully as he mentioned Bryan can find the answer for us.

Edited by Squid von Torgar, 05 November 2012 - 03:36 AM.


#160 Adrienne Vorton

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Posted 05 November 2012 - 03:33 AM

View Postarden, on 05 November 2012 - 03:06 AM, said:

Better use for the guys making that shiny CN9-D to be working on FPS and crash to desktop bugs.

you know, the problem here is that 3d modellers are not network coders...

i am pretty sure that every PGI member is actively working on his/her own area...

Edited by Adrienne Vorton, 05 November 2012 - 03:35 AM.






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