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Hotfix Nov. 8Th - COMPLETE


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#301 Joe Luck

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Posted 08 November 2012 - 11:42 AM

I've been playing MWO for months. I've now invested a lot of time into this game. They have my money from my founders. I've enjoyed the months of playing and I consider it money well spent. I know creating a game like this is hard. I know funding is hard after several years.

In the beginning I was very much a defendant of PGI and where they were going with the game(most closed beta post have been deleted). However, as time has gone on I have become increasingly disenchanted with MWO. The main reason is outlook and direction. Yes I have my own perceptions of what MWO end result will look like. Yet, I have less and less of an idea what the devs want it to look like. Their responses are terse. They seem annoyed when asked questions, refuse to answer, or state a obvious bug is as intended. When there is a major problem the forums have to erupt nuclear before someone comments about it. Then there was the support whose responses to bug reports was re-install game or "replace your router." My faith has massively waned. This is why more and more I question things they say or things they do. Now they are technically selling items like mechs(Atlas ungodly priced) and mechbays to the general public I feel more like a consumer instead of a beta tester. As a consumer I expect a certain standard in my purchases. One of those standards is the respect of the seller. Putting something up for sale and saying "well it's Beta" is slightly disrespectful and sets a dangerous precedent for the software industry as a whole(this is not craigslist). Does not matter if 'they can get away with it." So I feel like PGI doesn't respect me as a customer. The open beta enhanced/accelerated my worries into view points.

A lot of my disenchantment comes from how I feel PGI has treated me as a customer. More Feedback and defined goals would alleviate a lot of this(robot fighting in the future is pretty generic now compared when they first talked about MWO). I'm not asking anyone to suck up to me or bow to my will. They just need to be more amiable. Hell, a "your concern has been noted." would be more then I feel I get right now.

I feel them responding quickly to a performance tweak like this is admirable and is the PGI I remember signing on to support as a founder. That they are still trying to get LRM's to be more competitive is great. Before this patch in general games they were a threat. In more competitive games against knowledgeable pilots not so much. Diversity in games is a must for longevity.

My two cents...

#302 miscreant

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Posted 08 November 2012 - 11:51 AM

What LRM needs is for the ammo to cost A LOT, heavier and take up two slots instead of one.

#303 Cpt Jason McCarthy

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Posted 08 November 2012 - 11:57 AM

Omg thank you PGI thanks a lot !!!

#304 Joe Luck

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Posted 08 November 2012 - 11:59 AM

View Postmiscreant, on 08 November 2012 - 11:51 AM, said:

What LRM needs is for the ammo to cost A LOT, heavier and take up two slots instead of one.


No it's alright now. Maybe a buff to TAG and NARC and a damage reduction. Also a setting for an area sweep. Say the commander designating an area for fire and all the LRM boats can lock on to it for a missile wash/wave. Maybe add that ability just to Artiemus.

#305 SmithMPBT

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Posted 08 November 2012 - 12:05 PM

Guess we won't truly know if the nerf worked till we stop seeing 5-6 LRM boats each match.

#306 gunslinger31

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Posted 08 November 2012 - 12:13 PM

View PostThontor, on 08 November 2012 - 11:24 AM, said:

2.0 per missile was fine without Artemis, but with Artemis making them group up tighter it would be too strong IMO.

Thats exactly my point: Artemis is now required to do the same amount of dmg LRM boat did before all this started, which makes it not an option, but a must-have-item.

View Postmiscreant, on 08 November 2012 - 11:51 AM, said:

What LRM needs is for the ammo to cost A LOT, heavier and take up two slots instead of one.

Even now the cost of rearming LRM cat is about 90k, even without repairs it eats up half of income...

#307 bravo3

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Posted 08 November 2012 - 12:20 PM

thank you for this hotfix.

#308 ManusDei

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Posted 08 November 2012 - 12:25 PM

KUNAE its not a crit bug its endoskeleton.

I lost weapons using endoskeleton while having full armor and when armor was at yellow and orange. endoskeleton exposes crit slots thereby increasing the chance you will lose a weapon. IOnce I removed endo I no longer mysteriously lose weapons.


for the Devs
I've been here since day one and want to say you have been doing a fantastic job of addressing the community. The quality of the game keeps going up and up because of you. Kudos

#309 Sprouticus

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Posted 08 November 2012 - 12:39 PM

View Postgunslinger31, on 08 November 2012 - 12:13 PM, said:

Thats exactly my point: Artemis is now required to do the same amount of dmg LRM boat did before all this started, which makes it not an option, but a must-have-item.


Even now the cost of rearming LRM cat is about 90k, even without repairs it eats up half of income...



Arguably LRM's were borderline OP previously, look at all the threads before the patch. I thought they were ok, but just barely.

If Artemis makes make really good (but for more $$ and more tonnage), and normal ones are ok but not great, sounds like PGI hit the sweet spot.


Logging on now to get a feel for it. I didnt upgrade to Artemis on Tuesday for just this reason. Now I can test this afternoon without and then upgrade to with and see.


Going to test SRM's too!

#310 TigaShark

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Posted 08 November 2012 - 12:43 PM

They should reduce LRM damage to 1.4 per missile, make the ammo take triple space...and rename them to "Double" LRM :P

On a more serious note, the LRM change is a welcome one.. this allows more close in fighting and gives light drivers a chance without "over" nerfing LRM as a support weapon

I 1 Shotted a Stationary or nearly Stationary Jenner yesterday with a Dual LRM 15/Artemis barrage and didnt feel like piloting a light after that point...

I'm glad this was fixed.

Edited by TigaShark, 08 November 2012 - 12:45 PM.


#311 AceTimberwolf

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Posted 08 November 2012 - 12:45 PM

Yea LRMs without ART now act as they supposed to. ART-LRMs now produce the results their suppose to. Seems pretty balance. Why are you Running heavy LRM anyways? Try playing with other mechs and find something u can jump back and forth in. LRMs are great but I don't understand people who only boat its soo boring

#312 Krono Arrius

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Posted 08 November 2012 - 12:51 PM

YAY! I say, good job. Lrms feel like they arn't OP but still feared. My cat is so happy which makes me happy.

#313 Aidan Malchor

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Posted 08 November 2012 - 12:51 PM

Thanks for taking LRMs online out. Good fix much obliged.

#314 gunslinger31

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Posted 08 November 2012 - 01:01 PM

View PostSprouticus, on 08 November 2012 - 12:39 PM, said:

Arguably LRM's were borderline OP previously, look at all the threads before the patch. I thought they were ok, but just barely.

If Artemis makes make really good (but for more $$ and more tonnage), and normal ones are ok but not great, sounds like PGI hit the sweet spot.

View PostAceTimberwolf, on 08 November 2012 - 12:45 PM, said:

Yea LRMs without ART now act as they supposed to. ART-LRMs now produce the results their suppose to. Seems pretty balance.

I thought LRMs were fine before patch. Now Artemis LRMs are the same, which makes non-Artemis LRMs pretty much useless. I dont think its a good balance.
Maybe they should've made normal LRMs more dispersed... But reducing dmg seems, well, too much.

View PostAceTimberwolf, on 08 November 2012 - 12:45 PM, said:

Why are you Running heavy LRM anyways? Try playing with other mechs and find something u can jump back and forth in. LRMs are great but I don't understand people who only boat its soo boring

I dont pilot LRM boat often. Most of my XP in C1 cat came from 3xLL+2xSSRM2 setup.
It was exactly because LRMs were not that good weapon to start with, and i only fitted Artemis LRM boat cause i was swamped by LRMs after Nov6 patch came out.
It was OP of course, i dont argue with that. But dev's answer to that problem was over the top.

#315 OneManWar

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Posted 08 November 2012 - 01:09 PM

To all the people complaining about the damage drop.... Do realize that they still do MUCH more damage than they did in table top. An LRM 20 in table top could do up to 20 damage (rarely). In the game now they can do up to 34. No other weapon has had it's damage increased from table top, only LRM's, plus they have the added bonus of TRACKING and shooting over obstacles... Even in TT Battletech they were meant to be support, wearing down all parts of an enemy mech so a lancemate could get the killing blow. They were not the 1 punch killer, that's why you'd see mechs like the Catapult prime still packing 4 medium lasers, because JUST the LRM's alone shouldn't rack you up 3 or 4 kills. Think about it people.

#316 Tragaperras

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Posted 08 November 2012 - 01:17 PM

well, as I see it, Artemis is hardly worth its price and extra weight. Better off with tag. Haven't seen real difference between artemis+lrm20x2+tag and lrm20x2+tag

#317 Doomie77

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Posted 08 November 2012 - 01:20 PM

Stop complaining about the 4 player limit. You idiots read the forums. You should know that it is not permanent.

#318 zer0imh

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Posted 08 November 2012 - 01:23 PM

thanks for the fix PGI.

by the way, what about the DHS?

#319 RadioKies

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Posted 08 November 2012 - 01:25 PM

"Fix 3rd person cockpits showing incorrect"

Alt+f4 for 3rd person view works now? Awesome! :)

#320 Sprouticus

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Posted 08 November 2012 - 01:26 PM

View Postgunslinger31, on 08 November 2012 - 01:01 PM, said:

I thought LRMs were fine before patch. Now Artemis LRMs are the same, which makes non-Artemis LRMs pretty much useless. I dont think its a good balance.
Maybe they should've made normal LRMs more dispersed... But reducing dmg seems, well, too much.


I dont pilot LRM boat often. Most of my XP in C1 cat came from 3xLL+2xSSRM2 setup.
It was exactly because LRMs were not that good weapon to start with, and i only fitted Artemis LRM boat cause i was swamped by LRMs after Nov6 patch came out.
It was OP of course, i dont argue with that. But dev's answer to that problem was over the top.



So far the non Artemis LRM's are a little bit weak vs with Artemis, but Im ok with that. 2x LRM 15 still do decent dmg. My guildmate with the same loadout and Artemis got maybe 25% more dmg.





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