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Patch Opinion Thread

v1.0.142

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#441 Booran

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Posted 07 November 2012 - 05:19 AM

LRMs are reaally powerful, but not the all-death-on-everyone-tool people cry about. I run Centurions specced for brawling and feel that, yes, I take more big hits from LRMs now than before, but I'm not having any problem with that. I made 4 kills against a LRM heavy team in the second match.
Overall this patch was a great improvement, but I sometimes feel like I'm the only one who think so.
It's a big change to increase the lethality on the LRMs, but I don't think they're unfair.

#442 Takeo

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Posted 07 November 2012 - 05:21 AM

They need to fix the LRMs. If you build an LRM boat and then just sit in the back you can easily just pick off everyone and this game is turning into a Joke. They made the SSRMs worthless, I used to get a good amount of damage points and a few kills running around harrassing targets with the SSRMs but now I can't even get close to the targets before LRMs kill me or if I do get close enough I do little to no damage. FIX IT!!!

#443 ApheX

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Posted 07 November 2012 - 05:22 AM

I'm not going to rant (to much) about the faults. To many people have already done this. I'll just make a few points i have picked up on since the new patch.

- FPS is down by 5-10fps, but it seems to be more stable :lol:

- LRM's....... Well..... You know what i'm about to say, there OP. please fix this.

- DHS to 1.4? I don't get it, even on the whole game balance argument. My catapult is running far to hot compared to how it was on the last patch, again please fix/change to 2.0 (or 1.7, this would be acceptible).

- Mech damage is ruining the current gameplay. it's far to easy to destroy a mech now. Most of the fun was breaking down your target and making you work for the kill.

- I love the daylight version of forest colony! I kinda keep hoping i end up on that map everytime i start a game. Good stuff PGI.

- Lasers. It's an old comment, but i still think there under powered along with the ppc's. I don't suppose this will be read by PGI, but if so, please, preety please, make them a bit more powerful.

Thats it. I need to play the game more on this patch before i can make anymore comments.

Edited by ApheX, 07 November 2012 - 05:23 AM.


#444 Daiguren

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Posted 07 November 2012 - 05:23 AM

Hi, I haven't played MWO for a week, and it went open beta, so when I downloaded all patches I realized that the premium time resumed the countdown from where it stopped just as if there wasn't any reset, also ingame I'm experiencing a radar glitch (it's showing me out of the map and then it comes back to normal, and then it's switching again). After the match (win or lose) I'm not winning any C-Bills (results : scoreboard = 148 000 CB, back home CB = 0

Maybe it was mentioned before but I couldn't find any topic. :lol:

#445 Kodiak Jorgensson

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Posted 07 November 2012 - 05:24 AM

since no one ever botheres to read dev posts....

http://mwomercs.com/...79-matchmaking/

Quote

Phase 2: November 20th

Pre-Made groups will be able to match against other pre-made groups.
  • Min group size: 4 players
  • Max group size: 8 players
  • Class Matching: No
  • Uneven Teams: Yes


#446 EnigmaNL

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Posted 07 November 2012 - 05:25 AM

Refund? Really?

Yes this patch sucks but nobody is forcing you to spend MC. There will be a new patch later.

This is a beta, you knew that when you signed up. If you really don't like it, take a little break and try the game in a few weeks.

#447 Al Bert

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Posted 07 November 2012 - 05:38 AM

View PostNoxMorbis, on 07 November 2012 - 03:23 AM, said:


(1) 4 man premades. Sounds great.. One problem: Now we can't play with a full group of our teamates (which is always more fun than 4) and without more mechs, we can't run tactically advanced manuevers, such as timed flanking. It's boring now. Like mind numbingly boring.


http://mwomercs.com/...79-matchmaking/

Reading is always to your advantage...Take some rest, you and your clan until 20th. Next time not so much hot air.

Kodiak got it a minute earlier

Edited by Al Bert, 07 November 2012 - 05:38 AM.


#448 Booran

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Posted 07 November 2012 - 05:38 AM

Well, that's just, like, your opinion, man.

Devs have made these changed and written quite clearly why, they bring the game closer to their vision. Sure, not everything will pan out as they've planned, but missteps are adjusted. I don't want the game to be molded after someone who can't play the game with exactly their optimal build, rather we adapt as the development progresses and bring real feedback along the way, or we wait until the game is done and decide then if it's worth it (but why sign up for beta then?), or we just forget about it and find something else. :lol:

#449 MrLee

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Posted 07 November 2012 - 05:43 AM

View PostWookieelover, on 07 November 2012 - 04:31 AM, said:

Yeah you guys seriously need to fix this grouping Nerf.
It is totally rediculous that after all this time of grouping with 8 friends and tactics involving 8 mechs you suddendly makes us have to play with 4 friends and 4 randoms, who are not on our comms, most likely have zero clue of team work and could even be afk.

Good patch, top work.


Like previous info has said, premade vs premade will be back in about 2 weeks. then you'll be up against groups as organized as yourselves. Hopefully Premades will see it as a challenge and not as "waaahwaaah, we can't steamroll pugs with ease anymore." Sadly, I fear the latter will be the truth. Few people on the internet seem to want a proper challenge.

As for the AFK issue, now you get a taste of what everyone else has had to live with :lol:

#450 Sug

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Posted 07 November 2012 - 05:44 AM

View PostChaotic One, on 07 November 2012 - 04:41 AM, said:

I use a streak cat and have to say the streak nerf was needed and seems to be working for the most part. I do have a few too many missles missing the target though.


The number missing should be ZERO. I'm fine with spreading the damage around but if I wanted 50% of my srms to miss i'd just use normal ones.

#451 Rixsaw

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Posted 07 November 2012 - 05:47 AM

OP forgot to mention that they killed one of the most balanced and well liked items Streak 2..

It may seam like it takes no skill to run streak 2's but I sure felt skillful when I ran in to 4 heavy / assault mechs weaving in and out of buildings and flying over terain with my jets.

I can still do that, only I do no DMG. I fired on an afk player from 50 meters, and it took 22 shots, when I was cross-hairs on rear center torso. So that vs 2 guass rifles which would have killed him in 1 or 2 shots.

Just make the streaks aim at the center mass again and they are fine, spreading dmg all over them is stupid dumb.

#452 skamage

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Posted 07 November 2012 - 05:48 AM

Have been noticing my streaks missing as well. Probably need to tweak them so they don't spread so much. Definitely shouldn't all hit CT but if I have a lock then they should at least hit the target.

#453 Rixsaw

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Posted 07 November 2012 - 05:52 AM

No no no Streaks are broken man. I fired on AFK player in the back from full health.

I blew of f1 leg, both arms, both right and left torso before it finally exploded him. took about 60 seconds of full on 6 streak 2's to a Commando the smallest mech in the game. It was like 22 shots or something.

I suppose I agree it shouldn't fire right through them, but really, the streak cat going after smaller mechs was a good mechanic, that Streak never lasted long against my guass cat cuz my team and I would call it out.. STREAK CAT KILL IT!.. But now? its like STREAK CAT LAUGH AT IT!! and then IGNORE THE STREAKER AND KILL THE LRMS!!

#454 Neozero

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Posted 07 November 2012 - 05:52 AM

getting tired of the "its beta" comment, as that really went out the window when PGI released to general public and started charging for MC. Do not know about any of you, but never have I seen people pay real money for a "beta", this is release client that is constantly updated not a true open beta, please stop using that as an excuse for sloppy work on the part of PGI.

Artemis without ECM added was a very poor move and pushed LRMs over the edge when you add narc/tag to the equation. This is the 2nd time PGI release and LRM "buff" without really doing anything to give effective counter. Making missiles miss if you loose lock is not a "nerf" btw that is just good sense. LRMs have seen their damage values soar to nearly double intended values while every other weapon system retains values more inline with TT. I remember when PGI doubled armor because mechs died too soon, well whats the point of double armor when 1 weapon system and only 1 gets double damage values and a massive range boost to accommodated QQs as well as equipment upgrades to further enhance the weapon system.

The 4 man group limit is silly because as people are finding out larger teams are doing the old "count downs" we did prior to having groups in closed beta, and guess what its working. They may not always be on the same side but it is enough to skew the intention of the 4 man premade limit, my team does it with great success as I am sure others have. You want to solve the pug vs premade issue it is simple. Restore group making to previous levels and add "Deathmatch" game type, this gives the solo players a solaris style combat where they can advance and not be overwhelmed by coordinated premades who have invested time and money to build teams for MWO. Mechwarrior has always been "team based" at its heart for online combat, and hurting the teams that have organized that are here to play which will be the bulk of your paying customers seems backwards logic.

Now on to DHS, calling something a double heatsink when it is not even a 1&1/2 sink is silly. Furthermore by retaining all other values of this equipment while nerfing its efficiency has broken the component IMO. 3 crit slots for 1.4 effective sink rate is preposterous and breaks the balance. Its like PGI does not realize the vast majority of mechs in TT/MW are all basically heat neutral, with the vast majority of mechs only slightly generating more heat then what they can sink and fire.

I have been around long enough to say that my confidence in PGI to successfully develop this IP is rapidly dwindling. It seems you are prioritizing content over solid balanced client, which is going to drive away the player base. I have no problems waiting an extra couple weeks to work out a bug with the internal testing team. Most of us have waited years for a new MW title we can wait longer. What I take issue with as a Founder is getting poorly tested clients that do not function properly or as intended that drastically alter established balance mechanics that worked in both TT and previous MW titles.

#455 Imagine Dragons

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Posted 07 November 2012 - 05:55 AM

AFAIK if you had 17 or more DHS prior to the patch, your heat dissipation is lower now.

Am I just imagining it, or has the missile velocity for LRMs also been buffed?

#456 Lorokin

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Posted 07 November 2012 - 05:57 AM

1. Artemis System:
The way it's presented is fine. However, with the massive missile boating that was happening before this patch, this has only strengthened this playstyle as it "appears" LRMs now have the zero'ing in capability of the Streak SRM 2's before this patch. (focusing the CT)

The only flaw in this introduction was the lack of the appropriate counter-measures to go with it. (ECM) If they had introduced [and working without bugs] the ECM suite for mechs to use, there wouldn't be nearly as much back-lash from the now open community.

(In honesty, it was systems like this that I wanted to see put into the Closed Beta for testing before they went live, for exactly this reason. Without counter-balance PGI has really warped the playing field to favor missile heavy load outs running Artemis. I felt this stuff needed to be tested and figured out before the mass community was introduced to it. But that's just my opinion.)

2. Forest Colony Snow Map
It's a fun map, visibility is a lot higher than on the standard map. And it's varied enough to warrant different tactics being played on it. It's not techincally a "new" map, but it's different enough to make it feel new.

3. Double Heat Sinks [kind of]
The 1.4 heat reduction is nice, I've noticed it being better cooling, for the most part. It's not really a double heat sink though due to the fact that's it's not actually cooling twice as much as a regualr heat sink. Which I suppose they felt was inbalanced...but I'm not exactly sure. So for now, we have slightly heavier, 2 additional crit slotted improved heat sinks to play with.

4. Streak SRM 2's
This nerf needed to happen. Streak Cat's and Streak Commando's where just tearing people apart, large and small mechs alike way to easily. And that's not their intended role, they're to help give lighter mechs a tracked fast punch when they whizz by, not the all stopping CT coring power house they were before. Did I like the CT coring ability of course I did, but this feels more appropriate and in the spirit of the game. Would I like a little bit better tracking, (in general I mean, not the CT) yes, but the way they are now is just fine.

5. Lasers Heat generation
They weren't generating the right amount of heat from the start. They fixed this. Now you can't go balls to the walls crazy and keep shooting with the stronger variants without the heat problems. *shrug* No issue here. You know it's not balanced when I swapped out my Hunchbacks 8-9 Small Lasers for Small Pulse Lasers and saw a lower heat generation.

6. Match Making System
I'm not a fan of the present change, but it is changing back with slight tweaks in a few weeks. I used to be able to run with a full team of 8, so I will agree it's not what I would've liked, but I'll deal with it for now, as long as it comes back in the future. This change really hits home with a lot of pilots with the Artemis System, as they feel they could do better against it if they had their wing mates all on Comm's to call out targets instead of taking time to type to people who will probably ignore them anyway. Yes, I understand they could use the C3 Voip system in MW:O but there's no garuantee that everyone has it or uses it. Hopefully, this all gets worked out in the near future.


There are other things I'm sure I'm missing and I'm not really hitting on any of the newly found/still existing glitches and bugs (like dropping from matches on loading...this is really annoying) but they're the core changes for this patch that I want to touch on.

Edited by Lorokin, 07 November 2012 - 05:57 AM.


#457 Grumm Esverian

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Posted 07 November 2012 - 05:59 AM

View PostNoxMorbis, on 07 November 2012 - 04:47 AM, said:


I hope they don't nerf them. They;re good. But I would hope for something like Long Tom Artilery to take out missle boats. Long Tom's for instance would have a slightly longer range than LRMs, but be unguided. So you would neede to aim them like any artillery piece sans any guidance. Since they don't lock on, you can move away from incoming ordinance, but since LTs are high explosive bombs, you would take splash damage at a specific radius. In other words, you will most likely never hit anything square on. And that, of course, is why long toms would do massive damage it they did hit you, like 90% damage to overall mech armor. But again, that would be lucky as hell.

As far as not missing us, that's cool. We'll see how long the game lasts when people are running around FPSing. Probably about as long as any casual FPS does. The only way any game continues is community. Take that away, and it's over. TeamSpeak Voice is to MWO as Guilds are to MMOs.

All the snappy one liners and "cry mores" will never save a game (although for some saying those things does feel really good).



Translation: Let's not nerf LRMs. Instead, let's give people a weapon that, as I present it, is even more ridonkulously overpowered, because people will of course ONLY use it to fight the LRM boats. No one would EVER take a team packing several of these and start one-shotting everything in sight...

Seriously, Long-Toms are ARTILLERY. Not only does it require a nice, big vehicle just to cart it around, but it also has to have a second section, as large as the first, just to carry the ammo for it. Allowing us to put them on mechs would be so outlandishly dumb that I can only hope you suggested that in jest.

No Long Tom, no Sniper, no Thumper... no no no artillery, please PGI. Even if you do reduce the range to less than a 10th of what it should be for such weapons.

That silliness aside, while community is the most important thing, it's always good to get rid of a few weeds. Won't miss you or your teammates.

#458 Chuckie

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Posted 07 November 2012 - 06:01 AM

I dont know what you mean when you all say LRMS are OP..?

I mean seriously, my 2 LRM15 and 2 LRM 10 Awesome (w/ Art) is a MEAN machine, but I still miss and hit buildings, run out of ammo, etc.. and I die as often now as before (When it was a dual LRM20 Awesome with more ammo)

As for the 4+4 thing.. its annoying, not a game breaker.. but it is hurting camaraderie within our group as we have to break into such small groups we start to lose a sense of rea community.

Also my Dual streak Commando has survived fine too.. and actually serves a more spotting purpose than ever before.

Have some thing been imbalanced..? yep. Just as some have been balanced.

People REALLY need to realize this is BETA, which means new things are added, then they are balanced, repeat.

Case in point when ECM comes out I am sure LRM boats will complain about LRMs being nerfed too much. Then when the cataphract comes out, people will complain about ballistic build outs.

Being BETA means not everything is in, and what is in isn't always balanced, and sometimes nothing is OP (like LRMs) once a counter measure is included in the game (ECM, Beagle, etc..).

So my current opinion, LRMs are just about right and work well. Sure they are a bit OP right now, but next patch brings ECM, then they can compare the two. Have to know how one thing works before bringing in the counter measure. Otherwise you won't know if its the ART or the BCM thats causing the imbalance.

I'm just happy to play and adjust my mechs and play style to the new patch as I test out the BETA.

#459 BellatorMonk

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Posted 07 November 2012 - 06:04 AM

This is truly the worst patch in regards to increasing the LRM and SSRM spam. LRM's were slightly OP pre-patch with the damage increase but still able to be countered with speed, cover, team AMS and the high cost in most cases of the LRM/SSRMs.

After this patch and 10 games or so all I see now are LRM/SSRM boat wars. The role of the brawler and scout mech is gone.

There is no defense against the spam except to hide in cover which is even less with the new overhead arc of Artemis LRM's and wait to see which team can deliver more LRMS first.

Mechs are now being obliterated in 2 mins or less by nothing less than a hurricane of LRMS and then after that a clusterfvck or SSRMs.

I think I will wait for ECM to be patched in before wasting time in matches watching LRM storms and high repair costs for damage done win or lose.

#460 Eggs Mayhem

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Posted 07 November 2012 - 06:05 AM

View PostXenomorphZZ, on 07 November 2012 - 05:55 AM, said:

AFAIK if you had 17 or more DHS prior to the patch, your heat dissipation is lower now.

Am I just imagining it, or has the missile velocity for LRMs also been buffed?


I think you're just not used to seeing vertically traveling missiles. I had thought the same thought, but the time it takes to get to a long distance target hasn't changed, at least it hasn't felt like it.





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