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Hotfix Nov. 8Th - COMPLETE


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#141 Sephlock

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Posted 07 November 2012 - 11:54 PM

View PostOnyx Rain, on 07 November 2012 - 11:49 PM, said:


Oh god please don't even mention the SRM, it has already gotten some nerfs. The artemis upgrade to it is barely worth it...if worth it at all.

it is fine...Please do not even direct PGI's attention towards it...it should not be touched by them ever again ^_^


SRMs, can you show us on the doll where PGI touched you?

And they are not worth it with Artemis due to it being like chucking gold bricks at your opponent with a heavy, bulky, lacrosse stick that's also made out of solid gold.

Edited by Sephlock, 07 November 2012 - 11:54 PM.


#142 Morgan Owens

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Posted 07 November 2012 - 11:54 PM

View PostGarth Erlam, on 07 November 2012 - 05:09 PM, said:

  • Reduce LRM damage
Okay? The problem was clearly the arc and spread, not damage.

Thanks for all the hard work on hotfixes and the game though.

#143 Revorn

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Posted 07 November 2012 - 11:58 PM

A welcomed messeage. Now i can play my LRM Boat again, without being an [fill in a strong Word]. Great work. ^_^

#144 Gnuz

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Posted 08 November 2012 - 12:05 AM

Thank you; and: *cough* collision, please.

#145 AussieGiant

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Posted 08 November 2012 - 12:05 AM

Thank the lord for that....last night was ridiculous. 2 salvos of 2x LRM 20's saw me die 5 times.

#146 Adrienne Vorton

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Posted 08 November 2012 - 12:05 AM

this fix is urgently needed... LRM´s were so broken yesterday omfg^^

#147 Babaika

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Posted 08 November 2012 - 12:36 AM

(((( It was so fun
Sad...

Edited by Babaika, 08 November 2012 - 12:36 AM.


#148 Spencley

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Posted 08 November 2012 - 12:43 AM

View PostPaul Inouye, on 07 November 2012 - 06:20 PM, said:


2.0 > 1.7



I would of been happy with a damage value of 1 per missile and keeping the accuracy and a minimal reduction in the arc when using artemis but a massive reduction in arc when not using the artemis. The above change sounds great though small damage reduction but changes to the arc and the spread more then make up for the minimal damage!. Good work on the quick changes. I think the changes overall are very welcome by most of the community and whilst still making an Artemis a powerful tool does not mean it is forced up on the user. Having it simply turns your "artillery" that softens the target up into a more devastating weapon that can reliably kill. Taking the LRM's from a support tool to a really effective weapon for the extra tonnage definitely seems fair.

Any update on randomly dying to 1 missile group even with an ams. My mech still had full armor on the HUD and no internal damage i just dropped dead stood next to a friendly atlas after been hit by 1 group of LRM's the guy who got the kill even posted in chat "o.0 that shouldnt happen" after getting the kill less then 30 seconds in after a scout spotted me ^_^

Edited by Spencley, 08 November 2012 - 12:53 AM.


#149 James DeGriz

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Posted 08 November 2012 - 12:56 AM

View Postverybad, on 07 November 2012 - 11:52 PM, said:

I don't agree. If people can't give feedback without being jerks, then it's doubtful that they're supplying intelligent feedback in any case.

The game's actually pretty good. People over react and treet people in the Dev position as though they can snap their fingers and get a problem fixed or that problems that are caught in open beta quickly as though they're nearly as easy to catch in internal testing with just a few people.

I'm not going to say "it's just beta".

However I will say, the whole point of there being a beta is for problems that we catch to be fixed.

People can play this game for free and have an enjoyable experience. Many people that havn't paid a cent are whining at patches with problems like they're owed something.

The is a process, not a completed product, there will be more problems. Treating people civilly will result in a more enjoyable forum experience. (Except when I want to insult someone, but that's different)


Well said that man. As frustrating as tweaks like the LRM issue and apparently random core deaths are, people do so easily forget that whatever the label (i.e. beta or not) a game that has scheduled, weekly patches is not in a finished state and will be subject to change. Putting real money into the game is an OPTION, not a REQUIREMENT. You might not like the "It's still just a beta" retort, but that's the unfortunate truth of the matter. If you don't like playing Betas, stop playing and wait for official release. You might save your self heart problems in later life.

#150 Booran

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Posted 08 November 2012 - 12:59 AM

I have problem with imulse feedback when I'm hammered by missiles, sometimes I just don't realize I'm in deep trouble because the cockpit isn't rocking about. Only feedback I get is the sound effects and they are easy to miss, especially when I'm close to allies also getting lrm-pelted.

Other than that, great response on the fix ^_^
Keep up the good work.

#151 Doomaflatchi

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Posted 08 November 2012 - 01:04 AM

To the devs: Thank you very much for responding so quickly with a balance patch. Seeing that sort of effort, attention, and dedication when you guys already have SO MUCH MORE on your plate right now is really heartening.

And, just as importantly, thank you for telling us about it. In any ongoing project, but especially in a project that's evolving as fast as this one, developer feedback is so important to being able to get a feel for the state of the game and the way it's progressing, both of which are required to maintain a good view going forward as a player. On a personal note, I burned out on The Old Republic largely after hearing Devs repeat the phrase "Soon ™" in response to every question asked of them. I would always much rather see Devs comment early and often about their feelings on the game, even if it's just to say "Whoops!". As a player, it feels great, and I personally appreciate your time. Thank you all. ^_^

#152 Mike McSullivan

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Posted 08 November 2012 - 01:09 AM

Thank you, Devs

#153 KingDerp

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Posted 08 November 2012 - 01:10 AM

View PostTickdoff Tank, on 07 November 2012 - 05:18 PM, said:


You do understand what he is talking about right?

Have you seen the Jenner's running around with part of their mech sticking out at a weird angle? That is viewing the Jenner from a 3rd person view, and we are seeing a graphics bug. That is what is being addressed.


That's not what he is referring to.

I don't think they know about the Jenner bug.

The graphic glitch on the Jenner is one of the arms, not the cockpit.
When the arm is in the 0,0 starting position (level) you will see the glitch, in that
position the arm mesh is incorrectly placed away from the body mesh.

There are other graphic glitches too.
Missing textures that sometimes show up after a while and a wierd cockpit glitch
I can see in the Catapault depending on angle of view.

The graphic setup options seem to be a bit borked as well...

#154 XtremeLord

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Posted 08 November 2012 - 01:12 AM

good job

#155 lsp

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Posted 08 November 2012 - 01:16 AM

Better wake up early, so I can get some abuse in before it's patched.

#156 Blood Skar

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Posted 08 November 2012 - 01:19 AM

Thank you very much for listening and acting so quickly to fix this obvious problem with LRM damage and trajectory.

#157 BR0WN_H0RN3T

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Posted 08 November 2012 - 01:20 AM

Thanks Garth. Saddle up Apone!

#158 shabowie

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Posted 08 November 2012 - 01:27 AM

View PostUPnADAM, on 07 November 2012 - 06:37 PM, said:

Hey Garth, just saying the Artemis spread on SRMS is fine? Will it be changed as well?


He said it was only a 5% reduction in the group tightness man, relax.

#159 Spencley

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Posted 08 November 2012 - 01:44 AM

I dont understand how people don't realise they are in deep **** due to LRM's when it says in massive flashing writing in the center of your screen "Incoming missiles" that serves as a better warning then the vibrating cockpit after the missiles hit. You shouldnt be looking at the state of your mech after the missiles hit to determine how screwed you are. You should assume your screwed when you see the warning on screen that the missiles are inbound and change your plan in case your about to get wrecked.

If it is purely an immersion thing then stop complaining about a change that has minimal impact on the way the game plays but instead how the game feels. This should be the last thing they look at after they have the game in a state majority of people are happy with.

#160 Booran

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Posted 08 November 2012 - 01:49 AM

View PostSpencley, on 08 November 2012 - 01:44 AM, said:

I dont understand how people don't realise they are in deep **** due to LRM's when it says in massive flashing writing in the center of your screen "Incoming missiles" that serves as a better warning then the vibrating cockpit after the missiles hit. You shouldnt be looking at the state of your mech after the missiles hit to determine how screwed you are. You should assume your screwed when you see the warning on screen that the missiles are inbound and change your plan in case your about to get wrecked.

If it is purely an immersion thing then stop complaining about a change that has minimal impact on the way the game plays but instead how the game feels. This should be the last thing they look at after they have the game in a state majority of people are happy with.

I have to disagree.
"Incoming Missiles" are placed in the same area as "Critical Damage" and "Base Under Attack", with same font size and all. Difficult to distinguish which is which when you're brawling.
Cockpit shaking gives you direct input when you're being targeted, and if they scale the impulse according to how heavy/damaging the hit is you have a way to get information that is also fully immersive.





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