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Hotfix Nov. 8Th - COMPLETE


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#161 Onyx Rain

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Posted 08 November 2012 - 01:59 AM

View Postshabowie, on 08 November 2012 - 01:27 AM, said:

He said it was only a 5% reduction in the group tightness man, relax.


That was only for LRMs wasn't it? got a link?

I'm on the fence whether artemis for Srm's is worth it...they are tighter and better at longer range, but I thought they'd track targets a lil bit...was dissapointed they don't (but if they did it should only be a little bit)

#162 devast8ndiscodave

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Posted 08 November 2012 - 02:06 AM

Still no heatsink fix? No heat adjustments? Energy weapons are still going to be worthless. This hotfix will not stop the LRM boating. They are currently the only weapon worth using. I appreciate the fix but it will still not help the issue.

Edited by devast8ndiscodave, 08 November 2012 - 02:11 AM.


#163 VXJaeger

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Posted 08 November 2012 - 02:08 AM

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'
Cheers,



The MechWarrior Online Team


Me and my speeding scout-Jenner thank you for this :D It was rather unpleseant 'cause you couldn't hide anywhere from LRMs. For example in River City there was no use to hide behind a building, 'cause those f*ckers dropped straight down :D

Nerfing LRMs....well probably a good thing but wouldn't have bothered me if you left them as they were, and fix them coming through stones, walls etc. instead.

But please, make NARCs activity time longer so it's more useful and keep Artemis as separated full-scale weapons system from it. After all, tagging an Atlas w/ NARC is pretty dangerous thing to do 'cause of range limitation (230m?), so it would be nice if it worked longer. Maybe 3min or so would be correct?

Also lasers would need more kick and less heat. Kinda frustrating to be shooting medium-class mech 3min from behind before any real damage occurs ^_^

Edited by VXJaeger, 08 November 2012 - 03:35 AM.


#164 Accuso

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Posted 08 November 2012 - 02:16 AM

Quote

Increase Artemis missile spread


good ideas... and they come quick just as needed...
but I want to know if the increase concerning the artemis missile spread will also increase the spread of srms...

just because they became viable with artemis with the last patch... and i dont really want to see them broken again because of massive spread even on short range

#165 JT Black

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Posted 08 November 2012 - 02:19 AM

Thanks for your speedy fix.

Keep up the good work team ^_^

#166 Tyronica

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Posted 08 November 2012 - 02:33 AM

Thx for adding a target system before ECM every 1 is now just LRM spamming like a king, and i mean entire teams

#167 God of War

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Posted 08 November 2012 - 02:44 AM

thx for fixing but the hole thing throws the question up how this mess could acctually happen? ^_^
Sleeping internal testers or have you not tested it at all?

#168 Booran

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Posted 08 November 2012 - 02:46 AM

View PostGod of War, on 08 November 2012 - 02:44 AM, said:

thx for fixing but the hole thing throws the question up how this mess could acctually happen? ^_^
Sleeping internal testers or have you not tested it at all?

Testing environments are hugely different, what appears to work internally won't always pan out as expected when it is let loose among rabid open beta testers.

#169 Banto

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Posted 08 November 2012 - 02:51 AM

View PostPaul Inouye, on 07 November 2012 - 06:17 PM, said:

While it's okay to provide negative/constructive feedback, trashing on the dev team or the testing team that is working long hours tracking MUCH more severe issues, is no longer being tolerated on these forums.

http://mwomercs.com/...aw-on-your-aes/

Take note to read the Code of Conduct and post accordingly.

I like it. The rage is strong in this one.
Seriously, I often thought to myself, how some bugs have gone through internal testing and I made my fair share of jokes about it or was a bit enraged myself sometimes.
But I give Mr. Inouye here a thumbs up. This overly aggressive behaviour of some people is annoying. I only was surprised that Paul spoke up, not Garth, who gets bashed on more often.

Anyways, I like the fast fix for the LRM issue. Played myself yesterday and build me a 2xLRM15Artemis Hunchback, with 2ML and TAG.
Wasn't sure if TAG and Artemis stack, but anyways, it did really ridicoulus ammounts of damage. The best part was the late game, when no one had LRM's left and the brawling began. This felt more like Mechwarrior.
I appreciate all changes made to the LRM and I am looking forward to use them again tonight, to see if they are okay. I always had thought of LRM as a support weapon, not to kill people, but soften them up. Maybe they do exactly this righ after the fix.

On the other topics:

Falling damage: I played the Trial Catapult and Cicada yesterday and my FoundersHunch and LRMHunch. I didn't pay attention when I played the Cat, but with my Hunchbacks, I could fall several meters without taking any damage.
With the Cicada, I went over a small edge on Frozen (maybe 1 meter or less) and instantly got yellow leg armor. I didn't even run at full speed, it was mor around 50kph or something like that. Noticed the same in a second game.
I thought maybe it is something with the Mechs having human-like or bird-like legs, but this seem not to be right. The Devs should look into this.

"Headbox": Everytime I died yesterday with my Hunch, it seemed that the "Head" was broken and burned out... while this could be a nice effect and I thought about it as the "Cockpit damage FX" earlier mentioned by Garth, it was a bit odd cause if you die in water, the shapes of the broke cockpit are oddly visibly through the water.
Maybe this is, what they had talked about, fixing it.

#170 Booran

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Posted 08 November 2012 - 02:53 AM

Yeah, these "game breaking issues" are the only ones we see. There are surely real game breakers PGI crush every single day that we'll never hear about, so the trash talking is just ignorant and stupid.

#171 Gies

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Posted 08 November 2012 - 02:56 AM

Good to see this has been taken care of in 1-2 days thats very fast! in World of tanks we would have waited weeks for a fix.

i hope it turns lrms back to the performance they had before the patch or makes them weaker than before which is much appreciated :D

#172 Randommexi

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Posted 08 November 2012 - 03:11 AM

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






by how much? not only do they fire too fast. they do an obscene amount of damage. cutting their damage in half seems like it would not be enough.

*edit* - did not go through the 9 pages to find out if this was discussed
also, i've felt since i started playing, that LRMs do way too much damage. the arc problem now makes them a real problem. good to know you're fixing it. putting up numbers like 1200 damage in a game when the next highest is 250 only cause i'm lrm spamming is not cool.. even if i did half the damage i would double the next highest damage on the field.

Oops. didnt know that word was censored. guess the R word is bad. fixed it

Edited by Randommexi, 08 November 2012 - 03:39 AM.


#173 zudukai

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Posted 08 November 2012 - 03:18 AM

can i get an official word why i have not gotten any XP or Cbills?

#174 Marineballer

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Posted 08 November 2012 - 03:22 AM

Thank you Garth, Thank you!!!!

#175 Tuku

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Posted 08 November 2012 - 03:22 AM

View PostRandommexi, on 08 November 2012 - 03:11 AM, said:





by how much? not only do they fire too fast. they do an obscene amount of damage. cutting their damage in half seems like it would not be enough.

*edit* - did not go through the 9 pages to find out if this was discussed
also, i've felt since i started playing, that LRMs do way too much damage. the arc problem now makes them a real problem. good to know you're fixing it. putting up numbers like 1200 damage in a game when the next highest is 250 only cause i'm lrm spamming is ********. even if i did half the damage i would double the next highest damage on the field.



They are reducing them by .3 so to quote Garth every missile now will go from 2.0 to 1.7 damage each.


Also thank you Garth for letting us know and Thank you Devs for looking into the problem!

Edited by Tuku, 08 November 2012 - 03:23 AM.


#176 Randommexi

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Posted 08 November 2012 - 03:49 AM

i guess, depending on what ECM has to offer against LRM's and other guided missiles. this small nerf might be enough. otherwise, they may have to increase the effectiveness of AMS systems. As it is, i rarely put AMS on my mechs. seems to offer little protection.

#177 Almeras

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Posted 08 November 2012 - 04:01 AM

Seems to PGI knee jerked too far in the other direction.

IMO that should of reset the LRM arc first. Then seen if artemis and dmg needed a tweek. You know small incremental changes for untested hotfixes..

Ho hum didnt use LRMs anyway.

#178 zudukai

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Posted 08 November 2012 - 04:06 AM

wow, it seems i am alone with this ******* lame bug where the game pretends i am not even playing, can i have my Cbills now?

#179 Jack Starborn

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Posted 08 November 2012 - 04:17 AM

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

Increase Artemis missile spread

I hope that this applies only to LRMs. Because SRMs tragically spread sideways. Artemis little bit helps, but only a little. If Artemis for SRMs get nerf, then I will immediately sell the trash.

#180 Hansh0tfirst

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Posted 08 November 2012 - 04:20 AM

View PostGowan, on 07 November 2012 - 10:27 PM, said:

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.


I'd like to know if cockpit impact/shake will be restored as well.

Currently, the only indication I've been struck by missiles is the HUD text warning that precedes it, followed by hella dmg.





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