Jump to content

November 6Th Patch Notes - 1.0.142


162 replies to this topic

#21 DocBach

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,828 posts
  • LocationSouthern Oregon

Posted 06 November 2012 - 02:45 PM

love the double heat sink fix - went from a 1.43 heat effeciency to 1.04 - totally worth the 1.5 mil upgrade........

NOT

#22 KharnZor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,584 posts
  • LocationBrisbane, Queensland

Posted 06 November 2012 - 02:46 PM

View PostCaptain Midnight, on 06 November 2012 - 02:39 PM, said:

So wait, double heat sinks are not being changed? they are still bugged in the engine and working when placed in standard criticals?

Read under 'gameplay'

View PostDocBach, on 06 November 2012 - 02:45 PM, said:

love the double heat sink fix - went from a 1.43 heat effeciency to 1.04 - totally worth the 1.5 mil upgrade........

NOT


1.4 not 1.04

#23 r4plez

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 812 posts
  • LocationFoundry

Posted 06 November 2012 - 02:46 PM

lets start missile rain

#24 Nuclear Weapon

    Member

  • PipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 280 posts
  • LocationLa Isla Bonita

Posted 06 November 2012 - 02:46 PM

View PostAC Rimak, on 06 November 2012 - 02:39 PM, said:

You really should have first complete the ECM, cuz now with artemis in game the LRM OP shitstorm will just go crazy!

Bring it !!

My Jenny will glow xD

Remember... run hot or die ^^

#25 Teralitha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,188 posts

Posted 06 November 2012 - 02:47 PM

I see you made one of the weapons changes I recommended... how bout the rest?

#26 Firefun

    Member

  • PipPipPip
  • 61 posts
  • LocationDenmark

Posted 06 November 2012 - 02:47 PM

Nice, gonna help test pulse lasers and see how viable 1,4 DHS are.

#27 DocBach

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,828 posts
  • LocationSouthern Oregon

Posted 06 November 2012 - 02:48 PM

View PostKharnZor, on 06 November 2012 - 02:46 PM, said:

Read under 'gameplay'



1.4 not 1.04


No, my Atlas with 14 double heat sinks had its heat efficiency statistic go from a 1.4 to a 1.04

My Atlas with 19 double heat sinks went from 1.7 to 1.42

Edited by DocBach, 06 November 2012 - 02:49 PM.


#28 MWHawke

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 645 posts

Posted 06 November 2012 - 02:48 PM

ECMS REALLY should have been introduced. Now everyone and their cat will get an LRM Boat. Also, DOUBLE heat sinks work at 1.4 times efficiency? They take up 3 slots! THAT just does not make sense. Firstly, they are called DOUBLE heat sinks for a reason. Secondly, they have been balanced by the amount of slots that they take up. Add in the cost of acquiring them and you are crippling the DHS. Added to that, heat has been increased for lasers. Wow..

Edited by MWHawke, 06 November 2012 - 03:20 PM.


#29 WardenWolf

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,684 posts
  • LocationTerra

Posted 06 November 2012 - 02:49 PM

View PostCaptain Midnight, on 06 November 2012 - 02:39 PM, said:

So wait, double heat sinks are not being changed? they are still bugged in the engine and working when placed in standard criticals?


View PostGarth Erlam, on 06 November 2012 - 02:27 PM, said:

GAMEPLAY
  • Double heat sinks are now 1.4 times as effective as standard heat sinks. This includes DHS's that you place on your Mech as well as those integrated into the engine.


#30 Dirk Le Daring

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,083 posts
  • LocationAustralia

Posted 06 November 2012 - 02:50 PM

View PostDocBach, on 06 November 2012 - 02:48 PM, said:


No, my Atlas with 14 double heat sinks had its heat efficiency statistic go from a 1.4 to a 1.04

My Atlas with 19 double heat sinks went from 1.7 to 1.42

Maybe reflecting the increase in laser heat ?

#31 Dirus Nigh

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,382 posts

Posted 06 November 2012 - 02:50 PM

Question on Artemis IV. Table top rules allow the Artemis IV system to be placed in an adjacent locations if the missile system took up all of the critical locations. For example the LRM10 on a dragon is in the CT. Can or will the Artemis IV extra critical slot be moved to the right/left torso or head?

Edit
I assume that Artemis IV does not work with indirect fire, only on targets that a player has a direct LOS target lock on?

Edited by Dirus Nigh, 06 November 2012 - 02:54 PM.


#32 SamizdatCowboy

    Member

  • PipPipPipPipPip
  • 196 posts
  • LocationChicago, IL

Posted 06 November 2012 - 02:52 PM

View PostAC Rimak, on 06 November 2012 - 02:39 PM, said:

You really should have first complete the ECM, cuz now with artemis in game the LRM OP shitstorm will just go crazy!


"The Spartan Dienekes was told that the Persian archers were so numerous that when they fired their volleys, their arrows would blot out the sun. He responded with “So much the better, we'll fight in the shade”." - Histories, 7.226

#33 Chuck B

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 253 posts

Posted 06 November 2012 - 02:55 PM

Were there no changes in armor repair or ammo reloading costs?. At least they changed the trail mechs.

#34 Dagger6T6

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,362 posts
  • Facebook: Link
  • Locationcockpit

Posted 06 November 2012 - 03:01 PM

Catapult pilots rejoice... I can't wait to freeball all over the map with open launchers, flashing my missles everywhere I go.

but does this mean that the doors no longer actively open on their own when you press the fire button? so we will need to openly manage the missle doors, meaning it will not fire if they are closed? will they even lock on if they are closed?

oh so many questions and so much time before I'm home to test the new patch.

#35 EvilDoll

    Member

  • Pip
  • Legendary Founder
  • Legendary Founder
  • 17 posts
  • LocationRussia

Posted 06 November 2012 - 03:02 PM

What about the Betty? Need some relaxing female voice in the heat of battle asap!! Cant wait to see more visual improvements too. Clear view at long distances, better textures (especially for cockpits) and more information pannels like clock, FPS and PING meters... , more color variants for HUD and some corrections for FOV - I can barely see my coconut monkey in my catapult.. sorry that was pure emotions after reading the patch notes...
You did a great work! Keep it up! Love you all ^_^

#36 Phemeto

    Member

  • PipPipPipPipPip
  • 160 posts

Posted 06 November 2012 - 03:03 PM

Seems like an awesome patch, but im horrendously worried about LRM now with artemis

#37 PowerWagonK

    Rookie

  • Legendary Founder
  • Legendary Founder
  • 2 posts

Posted 06 November 2012 - 03:03 PM

Great, even more "Death by Golden Shower".

#38 Jacob Roamer

    Member

  • PipPipPipPipPip
  • 169 posts
  • LocationTSA Training Facility *Classified*

Posted 06 November 2012 - 03:04 PM

So does Artemis upgrade stack on a target that is also TAG'd?

Artemis IV FCS Upgrade

Artemis improves the grouping size of LRM and SRM volleys.
Artemis improves the lock on time and tracking strength of LRMs


Artemis does NOT add guidance to SRMs.
Upgrade panel has an Artemis category with two options – Artemis and Remove Artemis
The Artemis category will not show up if the ‘Mech does not have Missile hardpoints.
Changing options will automatically upgrade/downgrade any existing eligible missile weapons and swap any eligible missile ammo to the proper type
The Artemis upgrade can be applied to all standard LRM and SRM launchers, but not Streak SRMs or Narc Beacon launchers
Price of the upgrade includes cost of the upgrade itself plus cost of the ammo if there was not enough in the inventory
Ability to select the Artemis upgrade will depend on availability of sufficient slots and tonnage
When viewed in “Loadout”, all Artemis capable weapons will take up one extra slot and weigh one more ton than usual when Artemis is selected
For any weapons that are Artemis eligible, only the Artemis version will show in the equip list
Similarly, only Artemis ammo will appear for the ammo for those weapons

#39 Saladin Yussuf

    Member

  • PipPipPip
  • 87 posts

Posted 06 November 2012 - 03:05 PM

New Non founders atlas skin? neat.

#40 Joe3142

    Slothstronaut

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 958 posts
  • LocationUK

Posted 06 November 2012 - 03:06 PM

View PostAdridos, on 06 November 2012 - 02:33 PM, said:

Looks good. Oh, and we get a fast medium, too. ^_^

Looking forward to play with you guys tomorrow, it's too late to play in Europe.


I'm going to play tonight, cosy down with some nice food and drink ^_^ Can't resist, even if I do need to get up early :huh:





8 user(s) are reading this topic

0 members, 8 guests, 0 anonymous users