November 6Th Patch Notes - 1.0.142
#101
Posted 06 November 2012 - 08:16 PM
#102
Posted 06 November 2012 - 09:00 PM
have issue......asked for help.......going to bed now. hopefully news tommorrow
#103
Posted 06 November 2012 - 09:23 PM
#104
Posted 06 November 2012 - 09:29 PM
Angellus, on 06 November 2012 - 09:00 PM, said:
have issue......asked for help.......going to bed now. hopefully news tommorrow
Uh, yeah well, it's after 9pm for them.
#105
Posted 06 November 2012 - 09:47 PM
Mechaninjalo, on 06 November 2012 - 09:23 PM, said:
False. No more resets or data wipes bar a catastrophic event happening. This is it. What you spend can't be got back.
Sorry, forum whining doesn't count.
#106
Posted 06 November 2012 - 10:45 PM
Look. Bring back 8 man groups. The game is beautiful. But you still can make mistakes that ruin it. I was thinking this was going to be a World of Warcraft level time killer, the way people were getting together and grouping up. But if you limit everything to 4 man stars....
Lets just say I'm playing with a lot more pugs, after grouping with Clans. There's no comparison. My fun has been cut in half, and my frustration doubled.
#107
Posted 06 November 2012 - 11:02 PM
#108
Posted 06 November 2012 - 11:26 PM
Cochise, on 06 November 2012 - 06:50 PM, said:
I am really tired of this snails pace of getting this stuff out, I am turning in my fanboi badge.
Here is the statement of Bryan concering ECM: http://mwomercs.com/forums/topic/68360-into-the-lab/
We've had several internal playtests. Overall I'm excited to see this hit the battlefield, as it adds a very interesting tactical component. However, in its current state is very overpowered and makes certain mech builds even more useful (Gausspults). There was some general usability feedback from the team. Some found it hard to visualize, others wanted more indication that a friendly unit had an ECM equipped.
We're keeping it in test until some HUD/BattleGrid changes help smooth out communication, along with making sure the ECM is not OP. For those wanting to hide from LRMs, this will be your must have item.
And when ECM finally comes into the game new (and old) whine threads start again:
... Gausspults are soooooooooo overpowerd
... nobody will play LRM boats now, how can we survive without LRM support???
... all players will pilot only ravens in future and they should rename this game to ECM-Raven Online
... Ravens are totally OP
... light mechs are overpowerd in general coz of their speed
.... assaults are overpowerd coz of their weight
... I can not play this game anymore coz everything and everybody around me is totally overpowerd
... a lil' girl in a Jenner with a pink custom skin with rainbows and unicorns and stuff on it killed my ECM-Raven last night. Pink Jenners are totally OP and need to be nerved!
... lil' girls are overpowerd!
... I do not play this game until PGI boost the Raven's ECM with a feature to fend off lil' girls in Jenners with a pink custom skin with rainbows and unicorns and stuff on it
... PGI has to upgrade LRMs in the next patch coz only LRMs can kill Jenners with pink custom skins with rainbows and unicorns and stuff on them when they approach.
Argh!
Well, here is the reference to the OP "pink custom skin for jenners with rainbows and unicorns and stuff which has written "frontline troll" on the most visible spot.TM Thank you Nevrath.
P.S. @PGI
Please balance pink jenners carefully befor you put them into the game!
P.P.S. @PGI
Thank you for the hard and good work!
Edited by Bagua, 06 November 2012 - 11:34 PM.
#109
Posted 06 November 2012 - 11:48 PM
Captain Midnight, on 06 November 2012 - 02:39 PM, said:
.... no, all heatsinks when switched to "double" will sink 1.4X as much heat as a single heatsink. This means that for example a light mech that previously held 10HS in its engine and had none outside will now sink 14 units of heat from 10, but mechs that previously had large numbers of HS (hello Atlai) will not gain as much benefit and could actually be penalized for taking them depending on fit.
This means there will now be a tighter trade-off with taking 'D'HS versus ES/FF for optimal weight / crit balance and keeps lazors from (again) being the only real weapon worth taking. Overall a positive - more flexibility / options are good!
They perhaps shouldn't be called double sinks now... but that's just semantics.
#111
Posted 07 November 2012 - 01:43 AM
I guess future patches will improve this game. Keep in mind people that this is BETA and things will gradually improve.
I only hope this game will continue to head towards the right path as this game is still growing and improving.
#112
Posted 07 November 2012 - 01:49 AM
#113
Posted 07 November 2012 - 01:55 AM
This patch is good, thank you for the match making change, it should've been in earlier but better late than never! ^^
#114
Posted 07 November 2012 - 01:57 AM
#116
Posted 07 November 2012 - 02:30 AM
#117
Posted 07 November 2012 - 03:07 AM
#118
Posted 07 November 2012 - 04:18 AM
Tsunamisan, on 06 November 2012 - 08:16 PM, said:
My mech slid down a slope from the top of a hill and took no damage, but I drop one foot down something and my legs flash.
#120
Posted 07 November 2012 - 04:22 AM
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