Hotfix Nov. 8Th - COMPLETE
#341
Posted 08 November 2012 - 03:02 PM
Quick afterthought: I'd be completely OK with LRM damage being raised back up to what it was. It was really only the ridiculous arcing which negated smart use of terrain that bothered me.
#342
Posted 08 November 2012 - 03:03 PM
Draco Harkins, on 07 November 2012 - 05:45 PM, said:
Could you please wait and actually get the facts of the situation before going ballistic.
#343
Posted 08 November 2012 - 03:07 PM
#344
Posted 08 November 2012 - 03:17 PM
#345
Posted 08 November 2012 - 03:18 PM
riverslq, on 08 November 2012 - 03:01 PM, said:
when was it upped to 2.0, and what was it before that?
(edited for misreading the ItemStats.Pak file)
Edited by Shok, 09 November 2012 - 04:50 AM.
#346
Posted 08 November 2012 - 03:36 PM
#347
Posted 08 November 2012 - 03:42 PM
DHS: .14/1.4 is a bit too low, 2.0 was too high (according to you folks) so lets go with 1.7 and call it a fair negotiation.
streaks need to go back they way they were, the wild willy thing makes them less than 50% effective.
food for thought.
Ronin
#348
Posted 08 November 2012 - 03:43 PM
Whoever really thinks that the game was balanced before this hotfix should go play instagib. You will enjoy your black and white thinking of balance there as anything you do will instantly kill your opponents.
So overall this is a very good and nicely executed hotfix of the issue. Some points still pop up:
- I'm still seeing broken models once I die. Thought this should be fixed. Or this is open area I see after I die on purpose? Like "you've got no center torso anymore, so don't show it.".
- Is this dying without being cored a bug or working as intended? Some people claim that it is related to endosteel, but as I nearly never run that upgrade I doubt it. It seems to happen a lot when you charge against someone wielding ballistics.
P.S. I'm running some aws8r with 3x lrm15, 1x lrm10 + artemis, so I think I've got some knowledge regarding missile balance.
Edited by brtz, 08 November 2012 - 03:46 PM.
#349
Posted 08 November 2012 - 03:45 PM
Good patch, but I still see Jenners running around with something floating around their left side torso in mid-air. Also when my Mech dies, I see the cockpit and sometimes the Mech is in 2 pieces etc. Not to mention more crashes to desktop that were a VERY rare occurrence in Closed Beta. Sent the crash dumps to Support though if they are of any help.
#350
Posted 08 November 2012 - 03:49 PM
Thontor, on 08 November 2012 - 03:29 PM, said:
1.7 before 2.0 .. upped to 2.0 when they changed it so LRM's lost lock when you lose target.. they used to track even if you lost target lock
2.0 was borderline OP.. not OP but close..
2.0 with Artemis IV would be OP.. even without the vertical dive we had before this hotfix.. simply because it made the missiles group up closer and focus damage better..
1.7 means Artemis IV is not OP, but close to OP with the focused grouping.. and regular LRMs are still useful, just not borderline OP like they were.
Exactly what my appraisal of the situation was.
#351
Posted 08 November 2012 - 03:57 PM
#352
Posted 08 November 2012 - 04:19 PM
Edit : I have motion blur off in the options.
Edited by TheUnderking, 08 November 2012 - 04:19 PM.
#353
Posted 08 November 2012 - 04:26 PM
TheUnderking, on 08 November 2012 - 04:19 PM, said:
Edit : I have motion blur off in the options.
I had that problem a few patches back. I run a Nvidia card and I found if you turn the Anti-Aliasing to off it helps... if I leave it set to PostAA I get alot of motion blur. Not sure how or why it works but it works for me.
#354
Posted 08 November 2012 - 04:29 PM
#355
Posted 08 November 2012 - 04:36 PM
pre open i could hit 1200damage peak with 2lrm 15 or 6 lrm 5 using up 1800 reloads.
the other day i could hit 1100 without artemis with a quarter to half the ammo.
now i can't break 600 damage reliably when running dry, with artemis while putting my hide in the line of fire to have los wherever possible AND it costs more.
when centurions can charge in the open 800 meters with two lrm boats raining with los the whole way in, and is still intact somethings busted.
no recriminations, just observations. i think its a good step for collecting statistical data for balance purposes, it just kind of hurts the virtual wallet quite hard right now in the balance swing to only have fire support mechs and trials available.
i'm wagering my observations are being reflected by their data in general and await the next balancing bump, while fearing forthcoming ecm.
#356
Posted 08 November 2012 - 04:40 PM
#357
Posted 08 November 2012 - 04:59 PM
steelblueskies, on 08 November 2012 - 04:36 PM, said:
pre open i could hit 1200damage peak with 2lrm 15 or 6 lrm 5 using up 1800 reloads.
the other day i could hit 1100 without artemis with a quarter to half the ammo.
now i can't break 600 damage reliably when running dry, with artemis while putting my hide in the line of fire to have los wherever possible AND it costs more.
when centurions can charge in the open 800 meters with two lrm boats raining with los the whole way in, and is still intact somethings busted.
no recriminations, just observations. i think its a good step for collecting statistical data for balance purposes, it just kind of hurts the virtual wallet quite hard right now in the balance swing to only have fire support mechs and trials available.
i'm wagering my observations are being reflected by their data in general and await the next balancing bump, while fearing forthcoming ecm.
Going to have to agree with this assessment. I've played a number of games in my Cat A1 with 2x lrm 15 with 1500 rounds of ammo and 2 srm4s with 100 rounds of ammo. I've depleted my lrm ammo every game with good locks and supposedly done only 100-250 points of damage. Something is broken.
#358
Posted 08 November 2012 - 05:08 PM
#359
Posted 08 November 2012 - 05:11 PM
Not to a smart boater. A Narced or TAGed mech goes down significantly faster.
#360
Posted 08 November 2012 - 05:17 PM
SpiralRazor, on 07 November 2012 - 05:48 PM, said:
This is what led to the Flamer nonsense >.<
It was a massive nerf. Previous to the artemis patch i ran around 800-1000 damage in a group that supported missiles. now its 300-500 max. makes missiles as effective as large pulse lasers that cant fire close in........ i would rather they removed artemis and put the missile pathing back the way it was before the artemis patch. Now missile mechs are worthless as i score as much or more in my non missile mechs.
iHover, on 07 November 2012 - 06:12 PM, said:
For the LRM boat captins already moaning about Artemis. He didnt say that it wasnt going to do anything they are just going to mod the spread some. I know , it will be hard not being the single most overpowering force on the field but you will get use to it.
They modded the spread and reduced the damage to about half of what it was........
RedrumnCoke, on 08 November 2012 - 03:02 PM, said:
Quick afterthought: I'd be completely OK with LRM damage being raised back up to what it was. It was really only the ridiculous arcing which negated smart use of terrain that bothered me.
yes im glad they fixed that.
Edited by Justin Xang Allard, 08 November 2012 - 05:19 PM.
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