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Hotfix Nov. 8Th - COMPLETE


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#321 Kilgore

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Posted 08 November 2012 - 01:27 PM

Can anyone describe what changed with the fix of the arc of the LRMs?

Does anyone have any perspective or feedback on whether it's worth it to use Artemis over regular LRMs now?

#322 Sprouticus

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Posted 08 November 2012 - 01:34 PM

View PostKilgore, on 08 November 2012 - 01:27 PM, said:

Can anyone describe what changed with the fix of the arc of the LRMs?

Does anyone have any perspective or feedback on whether it's worth it to use Artemis over regular LRMs now?



The missile cluster is tighterm the arcf is slightly better.

They need to change the cost though, the Artemis ammo costs is a real negative IMO.

#323 SL the Pyro

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Posted 08 November 2012 - 01:42 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 for explaining this in detail. LRMs needed this bit of balancing badly.

Grateful though I am for the patch however, there is one thing I need to nitpick about: there is no mention of Artemis missiles getting reduced homing when the target is not in line of sight/not NARC'd or TAG'd. I just remember several people clamouring about this since it was a canon aspect of the Artemis system, so I'm a bit surprised the devs didn't address it. Does the game's code simply not allow for this or something?

Edited by SL the Pyro, 08 November 2012 - 02:14 PM.


#324 DE pSychOs

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Posted 08 November 2012 - 01:44 PM

Hmm it looks like there is no reason to play a catapult anymore.

Before this patch it was a damage dealer:
High damage output / no defense ability <-- this means balancing

Since this patch it just removes a player slot:
Useless damage output / no defense ability <-- ...the whole purpose?...

Now more than 400 missiles are required to take out a single scout ...
A little bit hard disproportional now. :/

Edited by DE pSychOs, 08 November 2012 - 01:47 PM.


#325 Tragaperras

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Posted 08 November 2012 - 01:45 PM

View PostThontor, on 08 November 2012 - 01:24 PM, said:

Tag only works out to 450m though :)


Artemis weights 1 ton per missile launcher and costs ~1.5m on CPLT-C4(+increased ammo cost). Its range 650 and it requires LOS, same as tag.
TAG weights 1 ton, costs 100.000 and it's range is 450.
So, in case of lrm boats, they are better off with TAG.

Edited by Tragaperras, 08 November 2012 - 01:50 PM.


#326 mekabuser

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Posted 08 November 2012 - 01:50 PM

thank go d for fix.
Next patch they should remove..... LRm.. SSrm, and smlaz. and gauss..
THen,,, they could actually start to see how to make the game work.

Oh , and all lag shield type mechs aka anything over 90kph

THAT MWO , would be one I could play forever.

#327 Nintyuk

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Posted 08 November 2012 - 01:53 PM

LRMs are not for getting kills, There there to soften up targets for your brawlers to take out. You can still get kills with LRMs but it's once again a combined effort.

#328 mekabuser

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Posted 08 November 2012 - 01:53 PM

View PostDE pSychOs, on 08 November 2012 - 01:44 PM, said:

Hmm it looks like there is no reason to play a catapult anymore.

Before this patch it was a damage dealer:
High damage output / no defense ability <-- this means balancing

Since this patch it just removes a player slot:
Useless damage output / no defense ability <-- ...the whole purpose?...

Now more than 400 missiles are required to take out a single scout ...
A little bit hard disproportional now. :/

YOu are NOT supposed to be able to take out a scout on the move with LRM S Einstein.

You are supposed to target the big fat slow mechs....
The lrm mechanic in this game is idiotic in its simplicity.. Thus the o verwhelming spam... NO matter how much they would nerf it.

#329 Imperator Regnum

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Posted 08 November 2012 - 01:55 PM

I liked the new tactical difficulties posed by the Artemis LRMs. Whether or not these are over-powered based on tabletop rules, it's hard to imagine that combat in the far future would not make indirect fire weapons that were crazy-powerful. Still, I agree that some weakening of the Artemis-powered LRMs was in order, at least until ECM comes out.

I'm glad for the opportunity to try out different efforts to balance the weapons of the game. That's why this is a beta, and I'm having a blast with it!

#330 Salient

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Posted 08 November 2012 - 02:06 PM

No more EZ mode for you slackers, learn to shoot a gun.

#331 Zeranov

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Posted 08 November 2012 - 02:10 PM

Thanks guys for fixing LRM Online. That was really necessary.

Finally I can buy my brawler Dragon without fear of instant obliteration. :)

Edited by Zeranov, 08 November 2012 - 02:10 PM.


#332 AC Rimak

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Posted 08 November 2012 - 02:15 PM

View PostNintyuk, on 08 November 2012 - 01:53 PM, said:

LRMs are not for getting kills, There there to soften up targets for your brawlers to take out. You can still get kills with LRMs but it's once again a combined effort.

This!

And I've tried out my LRM Fatlas for some 10 games.
Still dealing good amounts of damage, not insane, but still good.

IMO right now LRMs are good, not too weak, not too strong.

I approve this patch.

LRM's should not be able to kill the enemies for no reason.
They are tactical weapon used when engaging a combat, helping out your brawlers or suppressing enemy support.

Edited by AC Rimak, 08 November 2012 - 02:17 PM.


#333 PlasmonDawn

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Posted 08 November 2012 - 02:22 PM

Thanks for the hotfix, but what are the plans concerning:

Single crit-hit insta-kill bug? (!)
Artemis LOS requirement?

Thanks

#334 RogueGhost

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Posted 08 November 2012 - 02:23 PM

I feel like i should point out that they have been nerfed too much. i dont think it should take 6 salvos of 2X LRM 20's to take out an unmoving cicada. you guys lowered the damage more than 50% i'd guess right?

#335 Gies

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Posted 08 November 2012 - 02:27 PM

View PostRogueGhost, on 08 November 2012 - 02:23 PM, said:

I feel like i should point out that they have been nerfed too much. i dont think it should take 6 salvos of 2X LRM 20's to take out an unmoving cicada. you guys lowered the damage more than 50% i'd guess right?


they lowered it from 2damage per missile to1,7 so only 15%
however they fixed the missile arc and the spread of the missiles with artemis was nerfed by 5% which does alot to stop the instakill headshots with those.

Edited by Gies, 08 November 2012 - 02:29 PM.


#336 SmithMPBT

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Posted 08 November 2012 - 02:29 PM

View PostDE pSychOs, on 08 November 2012 - 01:44 PM, said:

Hmm it looks like there is no reason to play a catapult anymore.

Before this patch it was a damage dealer:
High damage output / no defense ability <-- this means balancing

Since this patch it just removes a player slot:
Useless damage output / no defense ability <-- ...the whole purpose?...

Now more than 400 missiles are required to take out a single scout ...
A little bit hard disproportional now. :/


The Cats a Fire Support mech, not a brawler. If a raider gets through your lines, you're supposed to suffer for it.

#337 Uriah Fable

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Posted 08 November 2012 - 02:33 PM

Can't say I'm surprised at the wide range of responses here....from one extreme to the other, depending on your personal take on LRMs. Just goes to show, that no matter how hard the Devs work, they will NEVER please everyone.

Personally, I'm just going to take the challenges as they come and look to make my lancemates and myself better pilots for the experience.

Kudos to the Devs for the quick response and hotfix to the bug, I salute you!

#338 Sprouticus

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Posted 08 November 2012 - 02:57 PM

View PostUriah Fable, on 08 November 2012 - 02:33 PM, said:

Can't say I'm surprised at the wide range of responses here....from one extreme to the other, depending on your personal take on LRMs. Just goes to show, that no matter how hard the Devs work, they will NEVER please everyone.

Personally, I'm just going to take the challenges as they come and look to make my lancemates and myself better pilots for the experience.

Kudos to the Devs for the quick response and hotfix to the bug, I salute you!



If 50% think they are underpowered and 50% think they are OP, they are perfect.

#339 Shok

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Posted 08 November 2012 - 02:59 PM

Maybe I am missing something here, but the change that has been applied to LRMs doesn't make sense to me. It would only make sense if LRM damage pre-patch was considered un-balanced, and I don't recall seeing any comment by the devs or management about that.

If the intent was to lower damage by Artemis LRMs, the change should have been only to those. This change adversely affects regular LRM use to no point.

The change also makes the cost of switching to Artemis prohibitively expensive.

Will we see a change back from 1.6 to 2.0 damage/missile when EMS comes out?

#340 riverslq

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Posted 08 November 2012 - 03:01 PM

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





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