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Patch Opinion Thread

v1.0.142

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#341 ferluci

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Posted 06 November 2012 - 10:59 PM

There is no upside to this new patch, no more good teams, no more brawlers, HATE artemis, HATE lrm(used to not mind them at all). New map is a joke. Phase 1 is a JOKE. basically this patch broke a good game, and made it a little egokids game, way to go.

#342 ArchMage Sparrowhawk

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Posted 06 November 2012 - 11:01 PM

View PostJace11, on 06 November 2012 - 08:16 PM, said:

Mechwarrior has always been a single player game until this iteration.


go play MechAssault emo-kid. :P

I was playing multiplayer Mech battles over a freakin modem, in the 90's.

Edited by ArchMage Sparrowhawk, 06 November 2012 - 11:02 PM.


#343 Axxer

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Posted 06 November 2012 - 11:07 PM

I like
- The new map
- The ship in the water
- my fps improvements

I kinda like
- Artemis is here (just needs a little tweaking)
- Phase 1 (one step closer to a real matchmaking system)

Overall an awesome patch. Keep up the good work devs!

#344 Shi no Kami

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Posted 06 November 2012 - 11:12 PM

View PostSpencley, on 06 November 2012 - 04:54 PM, said:

For me it has to the the Bobbing wings on the Nvidea Fairy


This. I am in agreement.

#345 chimerathon

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Posted 06 November 2012 - 11:12 PM

I suppose if we're trying to be positive, the fact that the new Centurion variant is in is pretty nice. Now I can get elite perks for Cents without using MC.

I want to emphasize however that the negative aspects this patch brought are far too severe for any of the positives to even begin to counteract.

Edited by chimerathon, 06 November 2012 - 11:12 PM.


#346 El Death Smurf

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Posted 06 November 2012 - 11:12 PM

i really like what you did visually with the K-2 arms. I hope this effort goes into more mechs, and into the K2 balistic slots when ac20 and gauss are in place.

however

When a TAG is placed in the arms there is no laser lense like we would get when any other laser is used. i feel that there ought to be.
Easy fix.

Edited by Niko Snow, 07 November 2012 - 07:15 PM.


#347 machinech

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Posted 06 November 2012 - 11:15 PM

DHS changes are welcome and appear to be working nicely....HOWEVER...

The changes to heatsinks WITH the buff in heat generation "feels" like a 2 step fowards, 2 steps back for a net gain of zero. By "feels" I more accurately mean that I'm sure someone can come up with some math showing an overall gain, but it surely doesn't feel like one during gameplay.

My CN9-AL build wasn't awe inspiring with 1 lrg pulse an 2 med pulse, tag and lrm 10. It now however seems to be even less heat efficient then it was when DHS were broken. Sadly with the current state of the mech lab, one cannot economically test build variants without spending rediculous sums of non refundable C-Bills, all the while burning up ones paid for premium time.

The LRM changes are neat, if a bit overpowered. Currently we have multiple methods to increase LRM damage, but very little beyond run, avoid being targetted at all, or hiding out in areas of the map that effectively remove you from any effective combat impact. The artemis perhaps should have waited until ECM was fully installed.

The current overall state appears to be laser mechs of all kinds taking a huge drop, while we are likely to see a massive incline toward ballistic LRM boat combos.

Finally it all ends with the 4 man grp limit. I know there are changes to come, and I am glad for them. The current "fix" has simply artificially handicapped 8 man teamwork in favor of random chaos. I have a heart for random pugs getting roflstomped, I did my time in those. However, the alternative of a good team strategy is handicapped in that 4man to 4man in team comms quite frankly SUCKS. Pugs suck because you can't get teamwork, those that can do reasonably well, that or one just drops an hopes lady luck is on their side, it does happen. This entire situation could be eliminated by an improvement to in game comms period. At present, the availability of 3rd party voice coms has been a bandaid, but for there to be any reliable chance at "teamwork" amoung random people tossed together in ANY mix, there needs to be integrated coms that WORK and require nothing more then to be either toggled on, or already present via a simple to access in-game option. That last being a suggestion of sorts really.

Keep up the good work as I know PGI is trying. Back in the days of Virtual World, there were MANY balance mistakes/issues made during its years of operation. The players, while much smaller in base, were no less rabidly "intense" about their praise/critism.

#348 Antony Weiner

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Posted 06 November 2012 - 11:20 PM

The game is BROKEN now.

#349 MustrumRidcully

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Posted 06 November 2012 - 11:23 PM

View PostWarMonkey14, on 06 November 2012 - 04:37 PM, said:

i dont care about the heatsinks nerf or the laser patches or any of that. but when they buff LRMs after we have asked, cried, pleaded, begged, screamed, reasoned, and mentioned every which way that LRMs need a form of nerf; they instead make them the unstoppable force they were near the beginning of the beta. I'm just lost at how PGI could be so hardheaded that a majority of people who tested this in office could have said "yeah this is good. this will really bring out the best of mechwarrior and our players are gonna love this." there's just no ******* way

Especially when they just a few minutes earlier they must have agreed that a Jenner with DHS was OP if he could get in the back of an Atlas and manage to kill him in 4 seconds.

Internal Testing is... not as useful as representative as the Devs seem to believe.

#350 Antony Weiner

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Posted 06 November 2012 - 11:26 PM

I really love the Artemis LRMs and 90-degree drop mechanics. Before this patch I had to try and get kills in my medium Hunchback by applying strategic thinking and careful tactical positioning and movement in open areas, all the while making sure that I present the most armored side of my mech to the enemy and target the least armored/most vulnerable side of his mech.

Now I don't have to apply strategy, move in a tactical manner, and apply skill at targeting, firing, and heat management.Now I'm on a boat, like a boss, dishing out 0 damage and getting 5 kills EVERY GAME. LOTS OF KILLS.

YOLO

Good job devs, GREAT PATCH, LOVING IT UP THE ***

#351 Fooooo

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Posted 06 November 2012 - 11:28 PM

View Postjojobear, on 06 November 2012 - 05:42 PM, said:


Equiping the ArtemisIV FCS gives LRMs their old closed beta trajectory. They fly straight up in a sharp arc and come straight down on top of your target. Basically like modern-day artillery missiles.

Unfortunately, this has the side effect of rendering most cover in a map useless due to not being tall enough. You'll have to find a tunnel, bridge, or very tall structure. I shudder for every caustic drop.


I haven't tried out the patch yet, but if that is what artemis is doing atm then I'm fairly sure that will get patched out.

Weither or not it was intentional to make the old trajectory activate when you equip artemis I have no idea, but I wouldn't think it was.........

Artemis should increase the hit rate of the LRMS shouldnt it ?

Equipping Artemis should really remove the spread from all except LRM20, which would get 0.1 or something meaning 1 or 2 missiles miss.

I would also add an increase in loading/refire time to artemis equipped launchers to basically keep them at almost the same DPS as non artemis equipped.

Basically that way Artemis ends up saving you ammo and money by getting more shots on target, but slowing your rate of fire.....rather than having a trajectory that ignores cover like the old LRMS used to.......

Edited by Fooooo, 06 November 2012 - 11:29 PM.


#352 SL the Pyro

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Posted 06 November 2012 - 11:29 PM

1) For the first time, I decided not to fully rearm my 'Mech, instead just repairing it. When doing this, suddenly all the ammo counts disappeared from the 'Mech statuses (where it says Armor 100% and Ammo 100% and such) and I was not able to select Rearm. It went back to normal after going into the 'Mech config and going back out, but this was still weird. The weapon ammo in question was the LRM Ammo + Artemis IV, though this may or may not have anything to do with it.

2) Not gameplay-effecting, but I thought so at first: I went to give another 'Mech the Artemis upgrade, and suddenly its engine speed was halved:
Spoiler

Being deficient in C-Bills right now, I can't check if selecting the other upgrades does this or if it's just the Artemis upgrade, but the speed did go back to normal after applying the upgrade.

Edited by SL the Pyro, 06 November 2012 - 11:43 PM.


#353 Antony Weiner

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Posted 06 November 2012 - 11:30 PM

I really love the Artemis LRMs and 90-degree drop mechanics. Before this patch I had to try and get kills in my medium Hunchback by applying strategic thinking and careful tactical positioning and movement in open areas, all the while making sure that I present the most armored side of my mech to the enemy and target the least armored/most vulnerable side of his mech.

Now I don't have to apply strategy, move in a tactical manner, and apply skill at targeting, firing, and heat management.Now I'm on a boat, like a boss, dishing out 0 damage and getting 5 kills EVERY GAME. LOTS OF KILLS.

YOLO

Good job devs, GREAT PATCH, LOVING IT UP THE ***

ALL DAY

GETTING SOME MC AS WE SPEAK, BOOYAH

Posted Image

Edited by Antony Weiner, 06 November 2012 - 11:32 PM.


#354 The Marauder

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Posted 06 November 2012 - 11:30 PM

Before I start, I would like to make a note. I have seen a lot of constructive feedback in this thread, but I have seen an equal amount of baseless dev-bashing, whining, and outright hostility. I think we can all agree that this patch brought both good and bad changes to the game. Most of us in this thread seem to feel that the bad changes outweigh the good. That is fine, but let's try to keep it civil and cnstructive where possible. Now, on to business.

I'm not trying to be a doomsayer here, but the list of things that have been utterly broken today far outsrips the number of fixes. I have been hardcore hooked on MW:O since I started in closed beta, but all of that has made a 180 in the past six hours or so. After seeing the state of things tonight, I'll probably lay off the game a bit until all of today's issues are fixed. I love the game, I really do; what I'm seeing is NOT the game I have been playing. The playerbase has been quite vocal about the problems and I hope that continues. PGI has made a great game overall, but they seem to be lacking in the internal balance testing department. This is of course in addition to the crash-and-burn issues many of us saw prior to the patch with regards to organized teamplay (or the removal of it). Hopefully, we will all look back on this patch as a simple mis-step, one which should have been expected. Whether this becomes "sorry, our bad guys," or "you get what you get and you like it," will be determined over the next few days. The sad truth is, what Cthugga says is entirely correct - the squeaky wheel gets the oil. A disproportionate overabundance of LRM use will get noticed by the devs (and the paying community at large) much more effectively than a boycott. Still, it is a practice I want no part of. I hope PGI gets the issues taken care of soon. Until that point, there are plenty of other games out there to occupy my time with. I look forward to the state the game will be in once these issues are taken care of. After all, the netcode fix, new map, and graphical improvements are a step in the right direction. They are just overshadowed by all of the bad things.

For the sake of being as constructive as possible, I will outline my primary issues with the patch below.


Artemis - What. The. Hell. It makes cover useless and groups LRMs so tightly that you can single-volley a heavy in front armor behind cover. They were good. Now they are ridiculous. Perhaps consider re-increasing the artemis-enhanced spread to about halfway in between the current (with) and the prior (without). This should allow the system to make the vast majority of the missiles hit on-target while avoiding the single-component-focus that is currently prevalent. The cover-negation, of course, also needs to be fixed for both Artemis and non-Artemis LRMs. Fooooo's suggestion above is also a good one - we just need to make sure that all of that LRM damage is spread across a mech, and not all in one zone.

AC/2 (possibly others) - Convergence is completely screwed up. I was aiming at a mech at ~500m head-on and stopped, yet the shots were landing about an inch and a half to the left of my targeting reticle, out past the group cooldown indicators. This is of course in addition to the glitchy convergence that was already observed when turning the legs. This was observed on the winter city map with a Dragon, if others could attempt to replicate this issue then that would be excellent.

Heatsinks - As noted by others, it is part of a larger problem. Why did the strongest builds in the game get left alone while middle-of-the-road builds got nerfed? The chart posted above in the thread says it all. I would be okay with this change IF it was a part of an overall weapon balancing scheme. Throwing things more out of balance just seems counter-intuitive. I feel that we need an overall weapon balance overhaul - something close to TT values with "problem weapons" addressed in creative ways. Heat plays a key role in this balancing act, and should take (or at least share) center stage.

Matchmaking - Now I can't play with my friends in a team-based tactical game. What? How does this make any sense. The numbers were put out there on the low incidence of premades - they were a minority. Even if they were the majority, this game is about teamwork. Failing to work as a team is the same as failing to aim or manage heat. You suck at it? You lose. Bottom line though: I can't play with my bros because of this nonsense. Unacceptable. The only real way to deal with this is to revert to the old matchmaking system while the new system is being put in place. Even with the new system, however, the prospect of not being able to form 5, 6, or 7 man groups is arbitrary and restrictive. Many of us want the old system to be the system. It is a point that should be considered.

Structure HP - No more armor? No more living. I believe this is a totally unintended glitch and it was mentioned that it would be hotfixed Soon™. Hope that's the case, and good on you if and when you fix it!

Fall Damage - Fall a few meters? Damage! Walk down a hill? Damage! Step over that car in your way? Damage! Again, this seems like an obvious and simple glitch, but it needs to be looked into. Fall damage was perfect in the last patch before open beta. What happened? Try to take a look at the pre-OB fall damage code. If nothing else, it should be a good start.

Edited by The Marauder, 06 November 2012 - 11:37 PM.


#355 rho

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Posted 06 November 2012 - 11:32 PM

Buffed missles and nerfed energy weapons.......LRM boats were the last things that needed to be buffed. Guess I'll save up for a cat next and shoot from safe distances instead of having fun brawling....

#356 nine13reaker

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Posted 06 November 2012 - 11:33 PM

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#357 Timelordwho

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Posted 06 November 2012 - 11:42 PM

Put your pants back on.

We all know what you did, former house rep.

#358 Blakhart

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Posted 06 November 2012 - 11:48 PM

View PostMrJJ, on 06 November 2012 - 04:21 PM, said:

Actually the fix to the heat sinks (remember they were not working last patch) and the change to 1.4 has made my stuff run cooler. Don't know what everyone is ******** about honestly. Only thing I have noticed that bugs me is artemis armed LRM's do not register dmg in the end game stats.



What are you smoking?

All my mechs with lasers are running WAY hotter. Prior to patch Engine sinks werent counting as doubles. Now they are and im still running hotter.

#359 Fooooo

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Posted 07 November 2012 - 12:00 AM

View PostBlakhart, on 06 November 2012 - 11:48 PM, said:



What are you smoking?

All my mechs with lasers are running WAY hotter. Prior to patch Engine sinks werent counting as doubles. Now they are and im still running hotter.


They also fixed.......

Small lasers, Small pulse lasers, MPL, LPL and medium lasers , as apparently they were not putting out the right amount of heat.

In some cases they were putting out 50% LESS heat then they should, so some have been running builds they never really should have been able to, or at least, should have heated up much more than they did......

This is now fixed.

Edited by Fooooo, 07 November 2012 - 12:00 AM.


#360 miscreant

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Posted 07 November 2012 - 12:00 AM

Gauss, AC20, LBX - all nerfed (in my opinion) and they are now made of paper, since they get destroyed so easily.
I put 6 gauss rounds into a Jenner and it didn't die.

My Atlas is cored so easily now...

The LRM's are SOOOO OP. Lamers sitting at their base launching strikes with NO SKILL.

Edited by miscreant, 07 November 2012 - 12:03 AM.






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