Jump to content

Hotfix Nov. 8Th - COMPLETE


449 replies to this topic

#421 Gramrock

    Member

  • PipPipPipPipPip
  • 172 posts
  • LocationNeverland

Posted 10 November 2012 - 06:53 AM

LRMS are okay now yould be a lil bit stronger but only like 10% thats would do it imo

#422 Miken

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 225 posts
  • LocationRussia

Posted 10 November 2012 - 07:15 AM

Peoples who wrote about nice work of Artemis - YOU ARE BLIND? or something?
Artemis now just off, just like collision physics.

Edited by Miken, 10 November 2012 - 07:27 AM.


#423 Unclecid

    Member

  • PipPipPipPipPip
  • 121 posts
  • LocationMama-san's Geisha House, Luthien

Posted 10 November 2012 - 07:32 AM

dont know about anyone else but since this hot fix on the 8th game performance has degraded even further.

now in at least half the matches i play i am subject to the game locking up, locking up and crashing to desktop, or just locking my entire system.

#424 MWHawke

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 645 posts

Posted 10 November 2012 - 07:41 AM

Damage was reduced back to pre-patch. Don't think damage is the issue. Logically then the issue might be missile spread or missile accuracy being affected.

#425 RawheadRex

    Member

  • PipPipPipPipPip
  • 153 posts
  • LocationEdmonton Frozen Tundra

Posted 10 November 2012 - 08:12 AM

I love this game :D
Thanx PGI

#426 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 10 November 2012 - 03:57 PM

Thanks for the quick hotfix!

#427 Crazywolf

    Member

  • PipPip
  • Knight Errant
  • 21 posts
  • LocationS Y D N E Y AUST

Posted 10 November 2012 - 04:29 PM

Well this patch was epic but well welcome by the community. But the Lrm nerf was quite drastic and now its rendered quite useless. I think they should buff Lrm's but only a "little bit" Since now Ballistics and lazers now dominate the field.

#428 Kazooal

    Member

  • PipPipPip
  • 61 posts
  • LocationNeuchatel, Switzerland

Posted 11 November 2012 - 12:34 AM

View PostDarwins Dog, on 09 November 2012 - 07:50 AM, said:


Look at the math, if you did 250 damage at 1.7 damage per missile, then you hit with 147 missiles. You would have done 294 damage if they kept it at 2.0. You were clearly not hitting with all 2000 missiles if this is true.

Hey, that's precisely the point, man !

I SHOULD have hit, cause LOS ok, or target correctly spotted by teammate and not under cover.., or because I saw Hitboxes flashing in my Hud..

So, maths have no mercy : that's the point with these Lrms overnerfing !

#429 Kazooal

    Member

  • PipPipPip
  • 61 posts
  • LocationNeuchatel, Switzerland

Posted 11 November 2012 - 12:39 AM

Another point : rearm costs !

It's just very simple for me now : I don't use LRMs Boat anymore. I can't afford.

Not because the damage/hit nerfing, but because even when we win and I didn't suffer any damage... it's at least a 150'000 bill for me.. just for missiles !

My teamates level up in C-Bills really faster than I do and I'll need weeks to get enough to buy another chassis. Solution is... drop Lrms, too expensive.

#430 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,664 posts

Posted 11 November 2012 - 12:42 AM

I wasn't surprised to see massive fields of LRM's the day after the artemis patched in honestly. Personally being on the receiving end of many blasts my main issues were a) the spread was too small - :) the trajectory/tracking - c) the shooting through everything.

I really don't think the LRM damage was bad or wrong and shouldn't have been nerfed, especially apparent now that we have almost no lrms on the field to speak of. They can't be used for support if they are rendered mostly useless.

Now to me it seems for the most part the spread, trajectory/tracking, and most (well as much as was around before) of the shooting through solid objects has been fixed but the lack of any worth amount of damage really does make LRMs pretty meaningless.

Before I finished up for the night I put 2 LRM 20s on my Hunch and unloaded 500 some rounds on another Hunch -standing still- on top of the Caustic volcano edge and it barely shed his outer armor. Direct line of sight 800 yards and he just stood there firing his large laser taking it all in. Now I wouldn't expect a few salvos to necessarily kill him, but that seems seriously wrong to me to barely take out his main armor with that many shots.

-edit - it may not hurt to note that I generally do not use LRMs in favor of faster gameplay, but wanted to check out the fuss and I do agree they were way over-nerfed.

Edited by sycocys, 11 November 2012 - 12:44 AM.


#431 Streaks

    Member

  • PipPip
  • 26 posts
  • LocationVirginia

Posted 12 November 2012 - 10:47 PM

Personally I'd like to see one point of damage per missile OR have them fall down on a mech like a bunch of shotgun pellets....i.e. randomly saturating the AREA the mech stands in and striking the mech as they go. That's how I always imagined it in the TT game, that they were a target area saturation weapon. Yes they have a little guidance but that gets them to the target area and helps adjust for target movement.

Also, all Artimes does in the TT is just decrease the number of misses/group.

As for cover.....if a target goes behind cover then you should NOT be able to fire on them IMO. If you have a friendly with LOS then you can use indirect fire. HOWEVER, IMO the friendly must 1. have the target locked and, 2 maybe have them use a targeting option that will drop if they fire their weapons? This would make them into more of a spotter role than a guy who happens to also be shooting at the mech you wish to hit. You'd have to box up the target, then enable the data feed and follow the target so as not to break LOS. Combind with an ECM suite this would be a powerful ability :D

#432 Minos Murdoc

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 252 posts
  • LocationPortsmouth, UK

Posted 13 November 2012 - 01:33 AM

I've only one LRM boat in my mechbay and thats my founders cat. on the day of the patch i installed the Artemis system but due to the cost, tonnage, and slots (of the system, launcher and ammo) i went with LRM15s and 4 lots of ammo.

6th Nov - artemis grouping/spread great, damage @ 2.0 (bit high), but flight path WTF!!! KILL KILL KILL KILL = LRM's and Artemis overpowered

Post Hotfix - Spread increased (making its the same as when i didnt have artemis), damage reduced (ok was happy with this down to 1.7 - seemed more like 1.5 but LRM boats are there to soften up enemy like modern day artillery), flight path modified (ok still doesnt work like it should but its not doing a 90degree turn and coming down on heads)

My thoughts.
I can live with the damage reduction as they were overpowered.
They should have left the spread when using artemis as it was as this is one of the functions of the system
Flight path still needs work, its been some time since i've played TT but as i understand if you have Artemis and have indirect fire (spotter) flightpath should be as a normal LRM. if you have direct line of sight (say open ground nothing inbetween you) LRMs use artemis and fly straight at them to the point its going on the same path a AC/gauss/laser would. In both i believe the artemis should give the tighter grouping (but could be wrong)

#433 30ft SMURF

    Member

  • PipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 109 posts

Posted 13 November 2012 - 03:27 AM

Give us a better flight path (something close to the flight path after patch/before hotfix) that requires an enemy under lrm fire to get cover and break target lock to Easily avoid misssiles. Reinstate the tighter grouping so more missiles hit and drop their damage to 1 per missile like the TT game. Then missiles would do roughly half the damage they were day of the patch which would put them in line with other weapon systems in overall damage output and they might actually be useful again.

Oh... and here's a freaking novel idea... F'n playtest the patch for 10 or so matches with two balanced mech teams and get some clue as to what kind of content you are dumping on the community PLEASE!

#434 CutterWolf

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 658 posts

Posted 13 November 2012 - 04:12 AM

For those still having an issue understanding Artemis

Artemis IV Fire Control System

Introduced in 2598 by the Terran Hegemony. The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent.

The Artemis IV FCS must be mounted in the same location as the launcher it controls, taking up space and weight on a BattleMech like other components. In order to actually take the benefit of Artemis IV, the missiles fired must be Artemis compatible, which are more expensive than standard versions, and the firing unit must have line of sight to its target, indirectly fired LRM receives no increase in accuracy.

Though extremely useful for improving a missile launcher, there is one major obstacle to their use: If any standard missile launcher is equipped with an Artemis system, every launcher of that type must have its own Artemis IV attached. Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. (As they use different guidance systems, Rocket Launchers, MRMs, Streak launchers, and NARC systems do not require Artemis IV and do not count towards this limit.) ATM launchers automatically have Artemis included.

Edited by CutterWolf, 13 November 2012 - 04:13 AM.


#435 Xerxys

    Member

  • PipPipPipPipPipPip
  • Overlord
  • 206 posts

Posted 14 November 2012 - 12:39 AM

View PostAmmoguy, on 07 November 2012 - 08:05 PM, said:

Arc yes... Missiles going thru cover.. yes
LRM damage and Artemis Spread.... I wouldnt have changed yet. I think most of the overwhelming kills from LRMs are due to the arc and lack of usefulness of cover because of it. It is still way too early to judge the Art spread after only a couple of days and with a glaringly obvious reason for higher LRM damage with the arcs.
Just my 2 cents.
I don't drive a missiler btw... but I DO spot for em so I get to see what really happens.

The spread needed to be changed. No weapon should be able to core/head-shot kill an Atlas from a thousand meters away in just a salvo or two. The damage I could have lived with so long as cover/missile spread/missile arc worked the way it should.

#436 Stingray Productions

    Member

  • PipPipPipPipPipPipPipPip
  • 1,906 posts

Posted 14 November 2012 - 11:26 PM

Thanks for the fix.

#437 30ft SMURF

    Member

  • PipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 109 posts

Posted 19 November 2012 - 04:16 PM

I guess the real problem with this isn't Artemis at all... its the knee jerk response to lrm damage and over-tweeking that turned lrms into a significantly less viable weapon system. Unless restored to a level of viability in the game I will continue to use other weapon systems. I'm definitely bumed out about this as my founders mech and my current prefered mech is the catapult, which has been relegated to a laser boat role instead of the indirect fire role it was designed to play. Imo the hotfix broke a weapon system and needs to be fixed again.

#438 OneManWar

    Member

  • PipPipPipPipPip
  • 192 posts
  • LocationMontreal, Canada

Posted 20 November 2012 - 05:19 PM

View PostAdeptus Odren, on 07 November 2012 - 06:56 PM, said:

Did you have any ammo stored in the center torso? It could have been blown by a critical hit. Also, there's this issue about the paper doll not updating properly so you could have been red but it just displayed orange.


No, I was talking about the paper doll not updating properly. I actually see my center torso destroyed again, which for 2 weeks didnt happen.

#439 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,197 posts
  • LocationParanoiaville

Posted 20 April 2013 - 12:21 PM

View PostPaul Inouye, on 07 November 2012 - 06:05 PM, said:

Let me clarify this post for you all:

1) LRM damage is being decreased *slightly*
2) The LRM trajectory has been fixed. It was a bug that cause the 90-degree drops on the top of your Mech.
3) The Artemis isn't LOSING the group tightening, it's just not going to be as tight. How much is it being reduced by? 5%.
4) It's not a 3rd person cockpit. It's the 1st person cockpit that gets drawn around your pilot. It would shift out of destroyed Mech when you spectate them in 3rd person.

My drop buddy's been busy, so I've been playing sporadically for the past couple-three patches. Can anyone tell me when LRMS got nerfed from 1.8/missile to the point where going to 0.7 damage was a slight nerf? The drop in LRM effectiveness feels pretty harsh - particularly since we just implemented assault-chassis poptarting. =)

Edit: I realize this is a very old post, but I'm trying to find official word on a more recent hotfix, and I'm having trouble with the search function. =)

Edited by Void Angel, 20 April 2013 - 12:25 PM.


#440 ThePieMaker

    Member

  • PipPipPipPipPip
  • The Slayer
  • The Slayer
  • 155 posts
  • LocationNew Canton, Griffin Base

Posted 20 April 2013 - 12:24 PM

wow, nice necro...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users