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Patch Opinion Thread

v1.0.142

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#1161 Kamikaze Viking

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Posted 09 November 2012 - 07:38 PM

Yeah I'd agree that now there are no more resets I'm a lot more conservative with my setups and not spending MC/Cbills on experimenting and testing of new equipment.

#1162 Kobura

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Posted 09 November 2012 - 07:50 PM

I posted about this with the Artemis LRMs. Our group just absolutely twisted the snot out of Artemis LRMs because... it provided permanent benefit, why not? Unfortunately that's the reality of the situation. We're usually very pleasantly doctrined:
No K2s
No pure-StreakCats
No LOLJenners (300XL)
No LRM20/AC20 Raven-type builds

but artemis was just too easy to not exploit

#1163 GL Chozo4

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Posted 09 November 2012 - 08:17 PM

View Post30plusRAbbi, on 09 November 2012 - 05:35 PM, said:

Had the bug with losing bought items in MechLab, too. Did NOT crash out of the window. Going menu>options>cancel, then Home, then back to MechLab works, except that I'm STILL out all that money and don't have the gear.
If it is bought equipment that you 'lost' and paid for - you actually didn't lose it. The mech itself didn't save properly but the equipment you purchased is in your item list as 'extra stock'.

#1164 Bogus

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Posted 09 November 2012 - 10:00 PM

I've got mixed feelings, on the one hand we need money sinks and Artemis is intended to be a high-tech, "military grade" loadout used only in certain circumstances, but on the other hand economic balancing never works very well and having high costs as well as high maintenance serves to punish those who go all-out on something they like. I do agree that "ammo welfare" is silly and we should just fully pay for greatly reduced rearm costs, though.

#1165 Asmosis

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Posted 09 November 2012 - 11:03 PM

I can only afford to rearm secondary weapons where i only keep 1-2 tons ammo, like streaks on an assult or an Atlas's gauss ammo, that sort of thing. Theres no way i'd ever rearm a cat-A1, except for when i remove ammo if it wont round out to an even ton.

#1166 Corvus Antaka

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Posted 10 November 2012 - 12:07 AM

combine this with the 75% auto rearm and the entire system is pretty fubar.

#1167 Orthodontist

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Posted 10 November 2012 - 12:16 AM

I don't remember being forced to use Artemis when fielding LRMs.


Are you being forced to use Artemis? LRMs don't do damage without it?

#1168 Dorque

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Posted 10 November 2012 - 12:44 AM

Please note that I'm not an LRM-boater myself so I'm kind of ambivalent about the LRM costs, but really, is it THAT horrid to play with 75% of your maximum ammunition each match? For a 25% loss of effectiveness you can be earning the full c-bill reward for the match.

I think that's a tradeoff I'd be willing to make. You're still coming out ahead on both effectiveness and reward of anyone running a Trial.

#1169 TomTheBomb

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Posted 10 November 2012 - 12:48 AM

Two PPCs and two LLs on a K2 finally feels right. Thanks a ton for all the tweaking. Must be the hitbox adjustments?

Thanks!

#1170 Adrienne Vorton

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Posted 10 November 2012 - 01:46 AM

agree, i enjoy my er-ppc´s way more now^^ especially using DHS makes them usable now... still hot, but managable, like it should be ;)

#1171 Atheus

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Posted 10 November 2012 - 01:50 AM

View PostOrthodontist, on 10 November 2012 - 12:16 AM, said:

I don't remember being forced to use Artemis when fielding LRMs.


Are you being forced to use Artemis? LRMs don't do damage without it?

So basically you're saying that using Artemis is a choice? I believe I handled that in my first post.


View PostDorque, on 10 November 2012 - 12:44 AM, said:

...is it THAT horrid to play with 75% of your maximum ammunition each match?

How would you feel about playing with 75% of your lasers all the time? Maybe that would be kind of lame?

Edited by Atheus, 10 November 2012 - 01:52 AM.


#1172 Tarys

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Posted 10 November 2012 - 02:29 AM

View PostGL Chozo4, on 09 November 2012 - 08:17 PM, said:

If it is bought equipment that you 'lost' and paid for - you actually didn't lose it. The mech itself didn't save properly but the equipment you purchased is in your item list as 'extra stock'.


except upgrades like DHS ... they don´t get stored in a depot or so and have to be bought again (for a lower cost) ...
and regarding bugs i would like to add the current leg damage inflicted to mechs running at high speed. mostly even a little rock on my way will damage the legs of my Raven -.-

Edited by Tarys, 10 November 2012 - 02:51 AM.


#1173 Caswallon

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Posted 10 November 2012 - 02:45 AM

- Missile damage is STILL not tracking accurately (Shame they locked the thread on that or I'd have posted this there) How do I know? I got 3 kill assists but NO damage recorded which you have to admit is a pretty good trick! Or else my hits were not being logged somehow?

-SSRMS travel up to 500m! Through buildings! Ask the commando pilot that I killed last night.... He was 490 something M away and I snap fired a quad of them by accident and watched them duck in and through a structure to hit him!

- Is my AMS supposed to shoot down missiles not targeted at me? I was at the base of a hill where to opposing catapults were doing their thing and my ams was completely going nuts every time they fired. I never took a single Missile hit while there - besides they couldn't have gotten an angle on me anyhow.

-Still saw two players with side car external cockpits last night. Both Jenners

#1174 Tarys

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Posted 10 November 2012 - 02:52 AM

AMS is working as intended. It is not limited to missiles tracking you but instead takes down all enemy missiles within range.

#1175 Dorque

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Posted 10 November 2012 - 03:00 AM

View PostAtheus, on 10 November 2012 - 01:50 AM, said:

How would you feel about playing with 75% of your lasers all the time? Maybe that would be kind of lame?


Wouldn't be so bad. Life's full of little compromises.

#1176 TheAquired

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Posted 10 November 2012 - 04:11 AM

I feel that since the last patch, we die so quickly that its hard to enjoy a good match. I think what makes this worse is that so often out 'mechs are dying while have yellow armor, and full internals. It just doesn't make sense. I think unless you are absolutely useless and run to the entire enemy team in the first 2 minutes, you should be able to play at least 6 or 7 minutes of a match. At the moment, I sometimes die so quickly due to seemingly "buggy" kills. An atlas should not be able to go down without looking like an absolute wreck.

I really am loving this game so much, but I would definitely feel a lot happier if we could survive a little longer. I dont think the armor is out of balance or anything, its just a bug. At least, I hope so. Kind of makes it easier to solve.

And another thing, on the same topic. Light and Medium 'mechs (specifically the cicada) take leg damage way too easy. On the Forest Colony map, by the new shipwreck, I have gone from perfectly healthy legs to orange armor legs because they get damaged when you run into the little objects around the edge of the boat. Not to mention hitting a rock or moving down a slope fast can sometimes cause damage, and especially for a light mech, this is almost suicide. If anything ought to take huge leg damage when it falls a few meters, its the big boys like an Atlas. a 100 Ton machine will create quite a dent in the floor.

P.S. I would like to say thank you to the devs, after hotpatch, it made SUCH a difference. Thank you for responding so quickly.

Anyway, please let me know what you guys think! Anyone else feel the same or differently?

Edited by TheAquired, 10 November 2012 - 06:36 AM.


#1177 Kamatayan

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Posted 10 November 2012 - 04:42 AM

From my personal experience, it seems hitting light mechs are so much more difficult now. I've had a lot of matches where the headless jenners just seem to teleport all over the place.

I hope this gets improved a lot.

Edited by Kamatayan, 10 November 2012 - 04:43 AM.


#1178 pjnt

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Posted 10 November 2012 - 04:51 AM

I take it in an attempt to fix the need to lead your fire on fast moving mechs they created a giant rubber band fest. Now in my jenner I snap back every 10-15 seconds if not more. I would take it they tried to implement a fix on the leading fire and released it without any real testing. This is worse.

At least with leading fire the game was consistent and you could counter the bug with only the smallest change to your game play, and ultimately it had little impact. Now your shots end up randomly hitting anything in the general direction.

I had my first team kill yesterday in over 2 moths of heavy play. This was caused by the rubber banding.Sorry to the poor SOD who got snuffed because of this.

I know there are lots of complaining threads and mostly they are not welcome, however, this isn't helping.

The devs see a problem, put out an untested fix which worsens the problem. It is a pattern of horrible management. Either someone is cracking the whip too hard or the staff are in over their heads and things keep slipping.

If you're going to patch something, do so. Test it, make certain it works, then release. Simple and keeps the peanut gallery quiet - shows you're going in the right direction.

Also, I am constantly out of bounds according to the mini-map but fine on the actual map - the two are out of sinq. Someone, while making maps, has buggered the overlay of the mini map. It is such a small simple matter. How is it possible this made it out to the public? Simple, look above! Make something and release without any noticeably testing.

Keep up the effort! Getting there!

#1179 Pilot Man

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Posted 10 November 2012 - 05:10 AM

while patching the cpu takes only 60-70%
also the hdd is not at full power
why does it take so long? please write better patches

#1180 Gabz

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Posted 10 November 2012 - 05:14 AM

View PostPilot Man, on 10 November 2012 - 05:10 AM, said:

while patching the cpu takes only 60-70%
also the hdd is not at full power
why does it take so long? please write better patches

rofl





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