Jump to content

Hotfix Nov. 8Th - COMPLETE


449 replies to this topic

#341 RedrumnCoke

    Member

  • PipPipPip
  • The 1 Percent
  • The 1 Percent
  • 57 posts

Posted 08 November 2012 - 03:02 PM

Wow! I am really impressed by such a quick fix to the issue of 90 arcing missiles. It was rather annoying to have people type "Learn to find cover" when I literally had my back to a tall building twice my mech's size and was still getting pounded. You just turned me from a free player to a paying customer; I'm gonna go buy a second mech now. Keep up the good work!

Quick afterthought: I'd be completely OK with LRM damage being raised back up to what it was. It was really only the ridiculous arcing which negated smart use of terrain that bothered me.

#342 Isingdeath

    Member

  • PipPipPipPipPipPip
  • 211 posts

Posted 08 November 2012 - 03:03 PM

View PostDraco Harkins, on 07 November 2012 - 05:45 PM, said:

No the devs dont care AT ALL, Nerfing them i could live with but taking out the grouping for Artemis IV? What the hell do i need to buy it for then? Its useless now! Instead of making it LOS activated only you decided to listen to the whinners and voila, nerf of the day. Uau i really know where my money is going. Hawken.


Could you please wait and actually get the facts of the situation before going ballistic.

#343 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 08 November 2012 - 03:07 PM

Was this last patch really a test for Arrow IV artillery? :mellow: :lol: :lol: :)

CONSPIRACY! :P

#344 MWHawke

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 645 posts

Posted 08 November 2012 - 03:17 PM

Great move. Seriously! Not too sure of the patch effects yet but at least now people will have to get skillful again rather than just sit back and press 'fire'..

#345 Shok

    Member

  • PipPipPip
  • 52 posts
  • LocationAtlanta, GA

Posted 08 November 2012 - 03:18 PM

View Postriverslq, on 08 November 2012 - 03:01 PM, said:

Ok, if it was 2.0 before and 1.7 now,.
when was it upped to 2.0, and what was it before that?


1.6 now I believe. 1.7 - It was upped to 2.0 several months ago. Before that it was in the mid 1s, just can't remember the exact number.

(edited for misreading the ItemStats.Pak file)

Edited by Shok, 09 November 2012 - 04:50 AM.


#346 Rustycan

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 65 posts
  • LocationOn a lake in New Brunswick

Posted 08 November 2012 - 03:36 PM

Well since the hotfix today, I have noticed that LRMs are still dangerous, but not as crazy as they have been since the patch on the 6th. I just wish they would bring back the rocking when you get hit, so it is more noticeable so you can react to them, instead of the gentle, silent rain of death...

#347 Ronin Cahill

    Member

  • PipPipPip
  • 67 posts

Posted 08 November 2012 - 03:42 PM

lrms were at 1.7 dam prior to this patch and are still at 1.7 dam. i assume there are other math factors in their damage besides the base value of 1.7.

DHS: .14/1.4 is a bit too low, 2.0 was too high (according to you folks) so lets go with 1.7 and call it a fair negotiation.

streaks need to go back they way they were, the wild willy thing makes them less than 50% effective.

food for thought.
Ronin

#348 brtz

    Member

  • Pip
  • 13 posts
  • LocationGermany

Posted 08 November 2012 - 03:43 PM

I like the LRM balance now. Before the hotfix the game was too fast because of the missiles' trajectory. It had nothing to do with Artemis, it was just the fact that missiles ran over your opponent's head and returned for his back or cockpit without a decent way to avoid it.

Whoever really thinks that the game was balanced before this hotfix should go play instagib. You will enjoy your black and white thinking of balance there as anything you do will instantly kill your opponents.

So overall this is a very good and nicely executed hotfix of the issue. Some points still pop up:

- I'm still seeing broken models once I die. Thought this should be fixed. Or this is open area I see after I die on purpose? Like "you've got no center torso anymore, so don't show it.".
- Is this dying without being cored a bug or working as intended? Some people claim that it is related to endosteel, but as I nearly never run that upgrade I doubt it. It seems to happen a lot when you charge against someone wielding ballistics.

P.S. I'm running some aws8r with 3x lrm15, 1x lrm10 + artemis, so I think I've got some knowledge regarding missile balance.

Edited by brtz, 08 November 2012 - 03:46 PM.


#349 F lan Ker

    Member

  • PipPipPipPipPipPipPip
  • 827 posts
  • LocationArctic Circle

Posted 08 November 2012 - 03:45 PM

S!

Good patch, but I still see Jenners running around with something floating around their left side torso in mid-air. Also when my Mech dies, I see the cockpit and sometimes the Mech is in 2 pieces etc. Not to mention more crashes to desktop that were a VERY rare occurrence in Closed Beta. Sent the crash dumps to Support though if they are of any help.

#350 Krivvan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,318 posts
  • LocationUSA/Canada

Posted 08 November 2012 - 03:49 PM

View PostThontor, on 08 November 2012 - 03:29 PM, said:


1.7 before 2.0 .. upped to 2.0 when they changed it so LRM's lost lock when you lose target.. they used to track even if you lost target lock

2.0 was borderline OP.. not OP but close..

2.0 with Artemis IV would be OP.. even without the vertical dive we had before this hotfix.. simply because it made the missiles group up closer and focus damage better..

1.7 means Artemis IV is not OP, but close to OP with the focused grouping.. and regular LRMs are still useful, just not borderline OP like they were.


Exactly what my appraisal of the situation was.

#351 Trinton

    Member

  • Pip
  • 12 posts
  • Locationsocal

Posted 08 November 2012 - 03:57 PM

Thanks for the patch. Game is more fun now, and LRMs still own when used correctly

#352 TheUnderking

    Member

  • PipPipPipPipPip
  • 181 posts

Posted 08 November 2012 - 04:19 PM

The game is a lot better, but the motion blur is overpowering. I have to restart my game after every death or else motion blur overruns me in the next match.

Edit : I have motion blur off in the options.

Edited by TheUnderking, 08 November 2012 - 04:19 PM.


#353 Bashars

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 205 posts

Posted 08 November 2012 - 04:26 PM

View PostTheUnderking, on 08 November 2012 - 04:19 PM, said:

The game is a lot better, but the motion blur is overpowering. I have to restart my game after every death or else motion blur overruns me in the next match.

Edit : I have motion blur off in the options.

I had that problem a few patches back. I run a Nvidia card and I found if you turn the Anti-Aliasing to off it helps... if I leave it set to PostAA I get alot of motion blur. Not sure how or why it works but it works for me.

#354 ICEFANG13

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,718 posts

Posted 08 November 2012 - 04:29 PM

I lol quite greatly at the people who complain about LRM's being useless, and people who complain about SSRM's being useless, and double heatsinks 1.4 making lasers useless, and no one complains about ballistics (other than Gauss, to be fair), and SRM's. To me, this is reaching exciting balance. Thank you for the hot fix, I much appreciate the work done, and await with great anticipation for the internal glitch thing fix :)

#355 steelblueskies

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 396 posts
  • Locationohio

Posted 08 November 2012 - 04:36 PM

okay spent some time since last post once servers were back up.

pre open i could hit 1200damage peak with 2lrm 15 or 6 lrm 5 using up 1800 reloads.

the other day i could hit 1100 without artemis with a quarter to half the ammo.

now i can't break 600 damage reliably when running dry, with artemis while putting my hide in the line of fire to have los wherever possible AND it costs more.

when centurions can charge in the open 800 meters with two lrm boats raining with los the whole way in, and is still intact somethings busted.

no recriminations, just observations. i think its a good step for collecting statistical data for balance purposes, it just kind of hurts the virtual wallet quite hard right now in the balance swing to only have fire support mechs and trials available.
i'm wagering my observations are being reflected by their data in general and await the next balancing bump, while fearing forthcoming ecm.

#356 Hanabishi Hideaki

    Rookie

  • 8 posts

Posted 08 November 2012 - 04:40 PM

Thank you!!! Nice getting back to my tweener role of Support/Brawlin hahah!!! :)

#357 Arisaema

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 252 posts
  • LocationNova Scotia

Posted 08 November 2012 - 04:59 PM

View Poststeelblueskies, on 08 November 2012 - 04:36 PM, said:

okay spent some time since last post once servers were back up.

pre open i could hit 1200damage peak with 2lrm 15 or 6 lrm 5 using up 1800 reloads.

the other day i could hit 1100 without artemis with a quarter to half the ammo.

now i can't break 600 damage reliably when running dry, with artemis while putting my hide in the line of fire to have los wherever possible AND it costs more.

when centurions can charge in the open 800 meters with two lrm boats raining with los the whole way in, and is still intact somethings busted.

no recriminations, just observations. i think its a good step for collecting statistical data for balance purposes, it just kind of hurts the virtual wallet quite hard right now in the balance swing to only have fire support mechs and trials available.
i'm wagering my observations are being reflected by their data in general and await the next balancing bump, while fearing forthcoming ecm.


Going to have to agree with this assessment. I've played a number of games in my Cat A1 with 2x lrm 15 with 1500 rounds of ammo and 2 srm4s with 100 rounds of ammo. I've depleted my lrm ammo every game with good locks and supposedly done only 100-250 points of damage. Something is broken.

#358 Spitz

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 23 posts
  • LocationIndiana, US

Posted 08 November 2012 - 05:08 PM

Thanks for the quick fix. It was way too rough out there. Got to the point where I was only running my jenners and a newly built LRM Atlas to counter.

#359 Toothman

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 557 posts
  • LocationWisconsin

Posted 08 November 2012 - 05:11 PM

'1376936']Please make it so Narc'd or Tagged mechs have an extra benefit... Thus encouraging more team work. Currently simply spotting them is "good enough"

Not to a smart boater. A Narced or TAGed mech goes down significantly faster.

#360 Justin Xang Allard

    Member

  • PipPipPipPipPipPip
  • Wrath
  • Wrath
  • 219 posts

Posted 08 November 2012 - 05:17 PM

View PostSpiralRazor, on 07 November 2012 - 05:48 PM, said:

Please DO NOT make the classic failed game developer mistake of over buffing and then massively nerfing..


This is what led to the Flamer nonsense >.<

It was a massive nerf. Previous to the artemis patch i ran around 800-1000 damage in a group that supported missiles. now its 300-500 max. makes missiles as effective as large pulse lasers that cant fire close in........ i would rather they removed artemis and put the missile pathing back the way it was before the artemis patch. Now missile mechs are worthless as i score as much or more in my non missile mechs.

View PostiHover, on 07 November 2012 - 06:12 PM, said:

Glad to hear that your going to bring LRMs back into balance. LONG over due.
For the LRM boat captins already moaning about Artemis. He didnt say that it wasnt going to do anything they are just going to mod the spread some. I know , it will be hard not being the single most overpowering force on the field but you will get use to it.

They modded the spread and reduced the damage to about half of what it was........

View PostRedrumnCoke, on 08 November 2012 - 03:02 PM, said:

Wow! I am really impressed by such a quick fix to the issue of 90 arcing missiles. It was rather annoying to have people type "Learn to find cover" when I literally had my back to a tall building twice my mech's size and was still getting pounded. You just turned me from a free player to a paying customer; I'm gonna go buy a second mech now. Keep up the good work!

Quick afterthought: I'd be completely OK with LRM damage being raised back up to what it was. It was really only the ridiculous arcing which negated smart use of terrain that bothered me.

yes im glad they fixed that.

Edited by Justin Xang Allard, 08 November 2012 - 05:19 PM.






4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users