Hotfix Nov. 8Th - COMPLETE
#61
Posted 07 November 2012 - 06:48 PM
#62
Posted 07 November 2012 - 06:53 PM
#63
Posted 07 November 2012 - 06:56 PM
OneManWar, on 07 November 2012 - 06:53 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.
#64
Posted 07 November 2012 - 07:01 PM
#65
Posted 07 November 2012 - 07:03 PM
Paul Inouye, on 07 November 2012 - 06:05 PM, said:
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.
Paul Inouye, on 07 November 2012 - 06:20 PM, said:
2.0 > 1.7
Thanks for these details. I think the community at large would like to have these kinds of numbers and specific methods of change noted in the original posts instead of vague one liners you have to clarify with more posts, wasting time and effort. Just give us the numbers the first time and we won't have to post about asking for them.
Please continue to provide detailed and specific information in the future. We would love to see patchnotes with all the numbers, formulas and little changes you currently leave out for us to find and pester you into admitting they exist. This would greatly help in the testing and quality assurance preformed by all of us. Your levels of open and clear communication have improved since OB. Keep it up.
#66
Posted 07 November 2012 - 07:03 PM
#67
Posted 07 November 2012 - 07:04 PM
no need,,,,
#68
Posted 07 November 2012 - 07:04 PM
I'm not whining about it, but I will be taking a break until they fix that too. LRMs are amazing right now, probably OP, but if me dying is that much farther out of my control, its much less tactical and more COD-y.
I can't wait to get back into it, its so fun and I really love it, but I hate this bug quite so.
They also returned small falling damage, but way over did it, at least how I remember it, now, literally, I can fall 10 feet (based on the height of 2 cars, the little cars that are on River City), and take damage, crazy, but that is something I can really avoid, and has much less impact than the other 2 problems.
#69
Posted 07 November 2012 - 07:05 PM
#70
Posted 07 November 2012 - 07:06 PM
Paul Inouye, on 07 November 2012 - 06:20 PM, said:
2.0 > 1.7
That will change the game for the better. Very, Very glad the Devs are listening.
Edit: I think people are forgetting that LRMs only did 1 damage each in other games and actually only did .8 dmg each in MW4. 1.7 is being very generous.
Edited by Stonefalcon, 07 November 2012 - 07:13 PM.
#71
Posted 07 November 2012 - 07:06 PM
ICEFANG13, on 07 November 2012 - 07:04 PM, said:
I'm not whining about it, but I will be taking a break until they fix that too. LRMs are amazing right now, probably OP, but if me dying is that much farther out of my control, its much less tactical and more COD-y.
I can't wait to get back into it, its so fun and I really love it, but I hate this bug quite so.
They also returned small falling damage, but way over did it, at least how I remember it, now, literally, I can fall 10 feet (based on the height of 2 cars, the little cars that are on River City), and take damage, crazy, but that is something I can really avoid, and has much less impact than the other 2 problems.
I don't know about this. The falling damage seems alright to me. My atlas can jump down into the trench/hallway at the River City base from the roof and not take damage.
#72
Posted 07 November 2012 - 07:07 PM
#73
Posted 07 November 2012 - 07:09 PM
Stonefalcon, on 07 November 2012 - 07:06 PM, said:
I still vote for 1.8! Maybe we can get a poll about this going.
ICEFANG13, on 07 November 2012 - 07:07 PM, said:
Save a bit of the jumpjet meter for the landing and use it just before you hit the ground. That worked for me.
Edited by Adeptus Odren, 07 November 2012 - 07:10 PM.
#75
Posted 07 November 2012 - 07:11 PM
Adeptus Odren, on 07 November 2012 - 07:09 PM, said:
Save a bit of the jumpjet meter for the lading and use it just before you hit the ground. That worked for me.
Yeah actually that's what I'm doing, I mean, and I'm being very sincere here, when I tried to land as soft as possible, just flying for fun, I still take damage, I'm not flying up and taking hits without trying to slow down. The 10 feet damage is exactly what is happening to me as well.
#76
Posted 07 November 2012 - 07:11 PM
Dominatrix420 xox
#77
Posted 07 November 2012 - 07:19 PM
ICEFANG13, on 07 November 2012 - 07:11 PM, said:
Yeah actually that's what I'm doing, I mean, and I'm being very sincere here, when I tried to land as soft as possible, just flying for fun, I still take damage, I'm not flying up and taking hits without trying to slow down. The 10 feet damage is exactly what is happening to me as well.
I'm not saying you're not sincere. Sorry if you took it that way. I was just making suggestions. Maybe you could post this in the patch feedback thread so the devs can take a closer look.
#78
Posted 07 November 2012 - 07:22 PM
Garth Erlam, on 07 November 2012 - 05:09 PM, said:
- Reduce LRM damage
- Fix LRM 'arc'
- Increase Artemis missile spread
- Fix 3rd person cockpits showing incorrect
The MechWarrior Online Team
I think a re-work to the heat, in order to make lasers more useful would be a boon to the game.
#79
Posted 07 November 2012 - 07:24 PM
Adeptus Odren, on 07 November 2012 - 07:06 PM, said:
So far, it seems to only be affecting the smaller mechs, I thiiiiink the cicada suffers a bit of this affect, but I can say the hunchback and everything bigger does NOT seem to suffer falling damage nearly as easily/badly.
#80
Posted 07 November 2012 - 07:24 PM
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