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Hotfix Nov. 8Th - COMPLETE


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#101 Brilig

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Posted 07 November 2012 - 09:20 PM

Appreciate Devs getting back to us on the LRM issue. Had a feeling it would get fixed pretty quick. Thanks again for the update and the speedy responce.

#102 Felicitatem Parco

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Posted 07 November 2012 - 09:20 PM

To be all Table-Topish about it... Artemis should have been like a long-range TAG that works only for your own missiles. It is a laser-designator-based system, after all.

Edited by Prosperity Park, 07 November 2012 - 09:21 PM.


#103 Onyx Rain

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Posted 07 November 2012 - 09:21 PM

If they reduce dmg from 2 to 1.7, and fix arc (as long as they don't make it super shallow) LRMs will still be effective....add tag (narc too, when they buff it) into that to tighten up their grouping, and they are even more effective...now factor in artemis with faster locks and a little tighter grouping they become really effective.

The only time IMO LRMs were remotely nerfed in this game since I've been playing was when the arc was really shallow and they did the lower damage...still even then it was worth having a couple lrm boats on your team...especially if they were decent players.

I think these fixes will make LRMs just about perfect.

Thank you Devs

Edited by Onyx Rain, 07 November 2012 - 09:24 PM.


#104 Cragger

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Posted 07 November 2012 - 09:26 PM

Crap, now I have to start doing that annoying aiming thing again.

#105 Eboli

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Posted 07 November 2012 - 09:34 PM

Thank you Developers.

#106 KosherHamSammich

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Posted 07 November 2012 - 09:45 PM

Remove the 4 man premade limit while you're at it. With Artemis turning this game into World of Missiles, there's no further need for that nerf.

#107 Dreadp1r4te

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Posted 07 November 2012 - 09:45 PM

Good call on this patch. Been waiting for a generalized nerf to LRMs anyhow, as even before Artemis getting killed by salvos upon salvos of LRMs was just insulting and joyless. I'll give a good pilot props if he kills me and he's not driving a K2 Gaussapult or an LRM boat, but the latter just break the game in my opinion...

That being said, I think this is a nice step in the right direction. I really think the dev's should reinvestigate DHS, as the 1.4 efficiency just really isn't that much of an improvement considering its cost, crit usage, and placement issues. The only weapons that suffer horribly due to heatsink issues are energy weapons of all varieties, but mostly the bigger guns that heavier 'Mechs are supposed to be able to run more easily due the increased tonnage available; things like LLas, LPLas, PPC, and ER PPC. I do hope that the Devs notice the lack of increased PPC/ERPPC builds in matches, and adjust Heatsinks to make them more viable. Other than that, excellent progress with a great turnaround time!

One more thing you might look at is the sheer cost of Artemis LRMs. While they're supposed to be expensive, even a no-loss win with 0 damage taken still nets you 100~150k rearm bill with 4 LRM15s in an Awesome after landing 4-6 kills and over 1k damage. At this point, despite the 'Mechs killing prowess with the broken LRMs, you still only make about 20k profits per match; but I can jump in the Trial Atlas and make 90k profit just for dying. While this does make Artemis LRMing expensive and cost prohibitive (presumably as intended) with the decrease in efficiency coming tomorrow, it will make them actually detrimental to your wallet to equip and use at all, since you will no longer be getting 5 kills and 1000 damage. Just a suggestion. :lol:

#108 Eshek

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Posted 07 November 2012 - 09:53 PM

Addressing three concerns about missiles in one hotfix? It's like I'm dreaming!

#109 IceSerpent

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Posted 07 November 2012 - 09:53 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.


Thanks Paul!

#110 1ceTr0n

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Posted 07 November 2012 - 10:16 PM

Just when I was about ready to take a two week vacation for Halo 4 and Borderlands 2 until dev's got this fixed. Now just fixed the lame 4 person match and i'll be back playing

#111 Rocket2Uranus

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Posted 07 November 2012 - 10:17 PM

I'm pretty sure its not going to be enough.

Need better AMS and ECM

#112 twibs

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Posted 07 November 2012 - 10:20 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.


Good. Sounds like you aren't overdoing it. For a moment I was afraid you were panicking and just nerfing them all around.

#113 Lord de Seis

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Posted 07 November 2012 - 10:22 PM

Thank you, hopefully this makes the game more enjoyable once again.

#114 Gowan

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Posted 07 November 2012 - 10:27 PM

Any word on the lack of any impact effects from missile hits? Right now, it's entirely too easy to get cored by missiles without noticing that you're being hit, and while the busted firing arc is a big part of that, right now it just doesn't feel like you're being hit. Sorry if this has already been addressed, but I can't find any official info on it.

#115 Frostknight

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Posted 07 November 2012 - 10:29 PM

How about make the AMS slightly more effective as well... All of these options for mechs are present for a reason, artemis, ecm, ams, tag, narc... Balance.. and choices/options for players. Even though the LRMS are getting a nerf... They are still going to hit like a truck. The only thing that remotely counter acts lrms right now is AMS.. Considering you cant hide behind buildings anymore to escape LRMS.. Unless the ARC issue fixes that. Either way, it is very difficult (especially now) with the 4 man/4 man unknown pug groups to relay the message that your team mates must close the gap on the enemy or else die by LRM fire.. We need something that gives us a little more survivability.. Like maybe adjusting how many missles per volley are destroyed before the volley hits. LRM20 does big time damage if it heads dead on, however with an AMS it should negate a good bit of damage.

Also I will be super happy when the 4 man only groups are gone. That takes a toll on group strategy, clan/merc organization training and so forth. Plus with the current LRM issue (which im aware that its getting fixed asap) it makes the game almost not enjoyable. Unless you get lucky enough to get a group of pugs, that are short ranged and know the importance of getting in close or flanking... --Just my two cents.

#116 Silmaril

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Posted 07 November 2012 - 10:35 PM

Thanks Dev Team!

Remember, you can't please everyone and don't overreact when in firefighting mode.

Keep it going!

#117 Red Klown X

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Posted 07 November 2012 - 10:36 PM

that s my first open beta where fix come so fast !
Ok let s wait the next patch , with more test , we will cry and whinne again :lol: !

DEV READ THIS


please dev turn this game into a real sand box mmo <_< like eve online , better than this one but with this fantastic world called battletech . Great job .

#118 Helvyk

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Posted 07 November 2012 - 10:39 PM

View PostScratx, on 07 November 2012 - 09:15 PM, said:

My Artemis C1 with LRM10's brutally murdered everyone when I was commanding a lance with a pair of scouts with TAG. The missiles I was firing were going down with such a tight grouping they had to be touching each other. And that reflected on the targets, of course...


Artemis should not work with TAG or NARC at all.

Edited by Helvyk, 07 November 2012 - 10:39 PM.


#119 The Wine Gnat

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Posted 07 November 2012 - 10:43 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 >.<


NO!!!! The fact that this patch BROKE the game, RUINED the experience for new players like myself and COUNTLESS others, means that need to take drastic actions then adjust from there. I imagine you are a LRM boaters hating on newbies to be so passionate about keeping them.

View Postxenoglyph, on 07 November 2012 - 09:15 PM, said:

Nerf all the guided indirect weapons, then nerf them again.

After that nerf them harder.

With any luck LRMs will suck after this patch, no sarcasm there, I'd be a happy pilot.


See? This guy gets it. The game isn't about LRM spamming.

#120 Nikol Grall

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Posted 07 November 2012 - 10:46 PM

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

November 8th at 10AM PDT, we're releasing a hotfix that will do the following:
  • Reduce LRM damage
  • Fix LRM 'arc'
  • Increase Artemis missile spread
  • Fix 3rd person cockpits showing incorrect
Cheers,

The MechWarrior Online Team


Whining = Nerfs...

A bad precedent.



PS: Ok i understand both the artemis spread and arc fixes. However nerfing LRM damage is a pure knee-jerk reaction to whining about LRMs from people who do not know how to play against them.

Edited by Nikol Grall, 07 November 2012 - 10:50 PM.






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