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Patch Opinion Thread

v1.0.142

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#761 Karyudo ds

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Posted 07 November 2012 - 04:51 PM

Well firstly, welcome to the world of Mechwarrior/Battletech and most of what you said I agree with.

View Postmrwicken, on 07 November 2012 - 04:16 PM, said:


I don't think the LRMs being overpowered is a bug. They appear to do the same numeric damage. They've changed the angle of attack and the spread so not only do more of them hit you but it appears impossible to hide effectively from them.


I think this is actually accurate (get it?). At least I don't remember charting out flight paths in Battletech, if I had a spotted I would be able to hit with some of my missiles hill or not. So the angles make more sense now. They require less effort yes but that's the point of military weapons, the damage and spread seem really goofy now though.

Hope they get this sorted out because everything else seems great. Not thrilled with advanced missile prices but opening missile doors manually is nice. Didn't realize I was looking right at the indicator though since only the glow color seems to change.

#762 Phelan Ward-Kell

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Posted 07 November 2012 - 04:54 PM

View PostMalcolm Decker, on 06 November 2012 - 04:22 PM, said:

dou·ble/ˈdəbəl/

Adjective:Consisting of two equal, identical, or similar parts or things.

Noun:A thing that is twice as large as usual or is made up of two standard units or things.

Ok, now for "double" heatsinks. They take up 1 ton, 3 slots, and dissipate 1.4 times as much heat as a regular heatsink. Thats 1, 3, and 1.4... notice that none of these are, or have any obvious relation to 2, the number that is associated with double.

Now, if you are going to throw Battletech out the window and come up with these imaginary heatsinks for "balance" that are only 40% better than a standard heatsink at three times the slot cost, why don't you call them something else. Double is a word that means 2 and double heatsinks are these things that exist in Battletech that are as effective as TWO heatsinks.


This has been addressed, and sorry to say I'm having to report this. It's clogging up the important threads.

#763 fxrsniper

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Posted 07 November 2012 - 05:05 PM

View PostNoxMorbis, on 07 November 2012 - 05:01 AM, said:


It's a free game. It doesn't need to make money. Simply because it is competitive doesn't mean it can sustain a develoment team--please see the hisoty of how many games have gone out of business, and which have stayed in business. It's community and a persisntent online structure that keeps people playing. Take that away, and it's over. Forcing our members to NOT play with each other but with sterangers, and well, ok, have at it. We're going elsewhere. I just hope that the Counter Strike like crowd can support the continued development of MWO.

And for me, Counter Stirke lasts about 20 minutes and I'm done for a week. It's boring to me. All run and gun games are boring to me. Oh I know, wait iin the hallway and see if they toos a smoke or a HE, blah blah. Big deal.

Kleenex is having a sale this week we're all going through this its BETA things are agoig to happen we deal with it and work around HHoD is still over 200 strong we didnt quit.

#764 CocoaJin

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Posted 07 November 2012 - 05:11 PM

Yes, for the love of God...its new math!!!! 2+2 = 2.8!!!!! Post in one of the previous threads on the topic or Get over it already!

Another whine thread, another re-hash of the same beat to death argument, will not change the fact that the devs feel thier research justifies the adjustment for balance and gameplay. Believe it or not, Canadians learn basic arthmitic in 1st grade too...I dont think your enthraling mathmatical proof is the lone piece of missing information the devs needed to set DHS to 2x SHS.

So unless you have data that opposes thier research data, anything you have to say is wasted bandwith, especially when its bundled up in its own redundant and fruitless whine thread. Opinions are fine, but it doesnt require you make your own narcissitic thread to voice it.

Edited by CocoaJin, 07 November 2012 - 05:12 PM.


#765 Bloody

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Posted 07 November 2012 - 05:12 PM

View PostNoxMorbis, on 07 November 2012 - 04:58 AM, said:


These things come instinctively to us. And BTW, we're good shots too :rolleyes:


obviously not good enough to play against another 4v4+pugs

nor friendly enough to coordinate the pugs you are with, ie the " strangers "

/shrug Maybe now you understand how most of the rest of the community been experiencing getting stomped by lee7 premaders like yourself.

#766 AC

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Posted 07 November 2012 - 05:14 PM

There is a bug now with this patch that calls EndoSteel "Dynamic Structure"

#767 mrwicken

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Posted 07 November 2012 - 05:14 PM

View PostKaryudo ds, on 07 November 2012 - 04:51 PM, said:

Well firstly, welcome to the world of Mechwarrior/Battletech and most of what you said I agree with.



I think this is actually accurate (get it?). At least I don't remember charting out flight paths in Battletech, if I had a spotted I would be able to hit with some of my missiles hill or not. So the angles make more sense now. They require less effort yes but that's the point of military weapons, the damage and spread seem really goofy now though.

Hope they get this sorted out because everything else seems great. Not thrilled with advanced missile prices but opening missile doors manually is nice. Didn't realize I was looking right at the indicator though since only the glow color seems to change.


I would be okay with the angle of attack if they didn't hit so hard :rolleyes: I would personally prefer being able to avoid them though. I think it's a mechanic that functions better in a real time setting. Plus I abhor anything that is outside of my control.

Edited by mrwicken, 07 November 2012 - 05:15 PM.


#768 CocoaJin

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Posted 07 November 2012 - 05:15 PM

Sounds like to me it just got easier for you guys to play in a 4-man group. :rolleyes:

#769 Phelan Ward-Kell

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Posted 07 November 2012 - 05:16 PM

I think the really really important detail most of the people replying here missed is two words: "Beta Test"

One of those words denotes a pre-release product, the other denotes the process of trying something, confirming function or failure, and changing it.


If you guys would really like PGI to lock down the game, only allow select and small groups of people to play while the rest of you have to wait a year for the game to be launched just say so.

Right now, you are getting to be part of the process that shapes the final game. That means that instead of the game launching with a whole wack load of things you don't like, you get to see features implimented bit by bit and give the "yay" or "ney."


So yes, less of the QQ and more of the "I experienced this problem. Thank you for your work to rectify the issue."

#770 Supercakers

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Posted 07 November 2012 - 05:23 PM

View PostAccujack, on 07 November 2012 - 09:28 AM, said:

A
....... This patch finally un-nerfed the LRM flight path, but the extra damage that got put into LRMs way back when is still in.....


Just no. It wasn't an un-nerf, it was a 'mistake', however they mean that. Cover should be the main viable option for avoiding LRM's besides not leaving a tunnel/under a bridge. That attack angle is utterly ridiculous. How ridiculous? Have you noticed you haven't seen (at least I haven't) ONE gausscat since the patch? That's because the only thing more duh than a gausscat is LRMs and they switched. You don't even have to zoom, or move into position. Just wait for a lock and push a button.

#771 Scratx

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Posted 07 November 2012 - 05:39 PM

Dynamic Structure merely means it's a slot currently allocated for structure (be it Ferro-Fibrous or Endo-Steel) but which can be used for something else because there's room elsewhere in the mech to move it to.

#772 Elder Thorn

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Posted 07 November 2012 - 05:49 PM

View PostAC, on 07 November 2012 - 05:14 PM, said:

There is a bug now with this patch that calls EndoSteel "Dynamic Structure"


that is not a bug, its a good thing - if it would work.
Problem is, as OP said, you can't control where those things are, sometimes you would have enough slots left to use stuff, but you cant, because they "Dynamic Structre" went to not being Dynamic, even if there was room somehwere else. A friend of me even reported, that this happened in his CT so he wasn't able to get an engine in his mech

#773 CocoaJin

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Posted 07 November 2012 - 05:54 PM

Thats poo.

Im surprised the MechLab is so buggy at this point in the development. It just doesnt seem the devs should be having such a hard time with this.

#774 Pyrrho

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Posted 07 November 2012 - 05:55 PM

View PostSupercakers, on 07 November 2012 - 05:23 PM, said:

That's because the only thing more duh than a gausscat is LRMs and they switched. You don't even have to zoom, or move into position. Just wait for a lock and push a button.


The Shinji Ikari method of giant robot fighting! "Center the target in the reticle... pull the trigger. Center the target in the reticle... pull the trigger," he says, looking more bored than one would have thought possible while piloting a hyper-advanced battlemech.

#775 Larth

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Posted 07 November 2012 - 05:56 PM

View PostKaryudo ds, on 07 November 2012 - 04:51 PM, said:

I think this is actually accurate (get it?). At least I don't remember charting out flight paths in Battletech, if I had a spotted I would be able to hit with some of my missiles hill or not. So the angles make more sense now. They require less effort yes but that's the point of military weapons, the damage and spread seem really goofy now though.

Hope they get this sorted out because everything else seems great. Not thrilled with advanced missile prices but opening missile doors manually is nice. Didn't realize I was looking right at the indicator though since only the glow color seems to change.


In the board game, yeah indirect fire was pretty much able to get around obstacles. Your accuracy was worse for being indirect and was relegated to the speed/aim of the spotter. Also Artemis wasn't useful for indirect, however, TAG and Narc were. So yeah, maybe the straight down isn't so bad, but the grouping of indirect is just a tad bit too tight. That and maybe they need to work on the hit locations, as folks have said, a lot of headshots going on with LRM's and barely any leg damage. Maybe they'll need to add another layer to missile locks...?

#776 Scratx

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Posted 07 November 2012 - 05:59 PM

*facepalms* You can just drag things onto dynamic structure slots, they move away automatically.

#777 Anti-Social

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Posted 07 November 2012 - 06:05 PM

  • Yes I dont play lrm boats that much, I use to just carry one in a build to soften up my target as i advanced on them or as they advanced on me, then used real skill to move,, torso twist,, watch radar,, and fire my weapons and controll my heat, took real skill to do all these things together, but now,,, heck all a person has to do is get a target lock, and push a button ... The real problem is that now we have the lrm upgrade, and when you combine that with tag and narc, they become op. I drove my tag mech last night for my group , the other three in my group had the lrm upgrade. We tested this most of the night, and found that when you also add in a tag on the back of a atlas. two lrm boats can destroy a atlas in about 20 seconds.....and the atlas never even gets in LOS of the lrm boats. I am sorry but I feel that Any thing that can kill a atlas in 20 seconds is over powered. But heck the guys i play with have decided to continue doing this till they fix it. WE droped for 4 hours last night non stop and lost 1 out of 30 match's. I guess if we keep destroying everything from 800+ meters out over and over that enough people with either complain to get there attention or quit to get there attention and fix the issue.


#778 Imagine Dragons

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Posted 07 November 2012 - 06:18 PM

View PostPyrrho, on 07 November 2012 - 05:55 PM, said:


The Shinji Ikari method of giant robot fighting! "Center the target in the reticle... pull the trigger. Center the target in the reticle... pull the trigger," he says, looking more bored than one would have thought possible while piloting a hyper-advanced battlemech.



But we don't have to deal with mindfochs on a titanic level though...

#779 Warpig Conners

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Posted 07 November 2012 - 06:21 PM

It doesn't matter what they do to the mechs or the damage they can inflict. There will always be the diehard players that adapt and overcome. They will learn new ways to devastate their opponents, because they (or should I say we) are dedicated to being the best. Then there will always be the masses of Pugs that complain about this that and the other. As long as they are Pugs, or weekend warriors, they will never be able to beat a well organized Clan or IS unit. So they will cry and cry. Seems like the Dev's are listening to the Pugs more than anyone else. That's my 2 cents, I'll get off the soap box.

#780 AceTimberwolf

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Posted 07 November 2012 - 06:23 PM

No worries nox. It's the people who use lrms that aren't complaining. The actual players are the ones that know something is wrong. Look at these people's names. All noobs. Just Let the veterans make their stand so we can get rid of the people who don't care if this game succeeds.





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