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Beta Patch #3 Notes - The Whats Missing Here Thread.


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#61 HighGround

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Posted 20 November 2012 - 01:03 PM

Anyone know what's new and not listed yet?

#62 Sir Prometheus

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Posted 20 November 2012 - 01:04 PM

View PostHidirian, on 20 November 2012 - 01:00 PM, said:

Most importantly where is the stuff from Weapon-Balancing. Specifically~
  • Special effect when you are hit by a PPC that is similar to EMP.
  • Getting hit by an AC/20 is going to rock you hard.
  • MG's will be getting a damage boost.
  • Flamers will be getting the heat generation on enemy scaled in a way that makes more sense. You're not going to overheat a Mech but you should be raising their temps to the point that if they fire anything they will shut down/overheat.
It shouldn't take this long to implement these changes and I wonder why they are not there. I've been waiting for awhile now for the mg fix so I can actually use my Cicada - 3c, looks like I'll just not play (as I already have the mechs I want that are out and plenty of c-bills) and wait longer.




Machine gun's seem fine, actually. They aren't really supposed to do damage, they're for causing lots and lots of crits on damaged mechs. That's what they were used for int TT, too.

#63 HeadNotFound

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Posted 20 November 2012 - 01:07 PM

View Post3ffigy, on 20 November 2012 - 01:03 PM, said:

http://mwomercs.com/...79-matchmaking/

Phase 1: November 6th

Pre-made groups will be limited to a max of 4 players when playing in random public forums. This is a quick fix to ease the PUG vs PRE issues. We do not consider this a final, nor complete fix to matchmaking.

Phase 2: December 4th (Delayed due to testing)

Pre-Made groups will be able to match against other pre-made groups.
Min group size: 8 players - Updated
Max group size: 8 players
Class Matching: No
Phase 3: December TBD


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#64 DeFfEaT

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Posted 20 November 2012 - 01:07 PM

Oo Cataphract have Jump Jets: 4?LoL nice))))**** yea)

#65 Gristle

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Posted 20 November 2012 - 01:08 PM

View PostHidirian, on 20 November 2012 - 01:00 PM, said:

Most importantly where is the stuff from Weapon-Balancing. Specifically~
  • Special effect when you are hit by a PPC that is similar to EMP.
  • Getting hit by an AC/20 is going to rock you hard.
  • MG's will be getting a damage boost.
  • Flamers will be getting the heat generation on enemy scaled in a way that makes more sense. You're not going to overheat a Mech but you should be raising their temps to the point that if they fire anything they will shut down/overheat.
It shouldn't take this long to implement these changes and I wonder why they are not there. I've been waiting for awhile now for the mg fix so I can actually use my Cicada - 3c, looks like I'll just not play (as I already have the mechs I want that are out and plenty of c-bills) and wait longer.






Pual Inouye' said:

There are no set dates for this. This is just a FYI as to what is coming down the pipe.


#66 Blaank

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Posted 20 November 2012 - 01:12 PM

So flamers got no range boost and heat reduction to enemy mech and still overheat you mech super stupid fast (instantly bumped to 50% heat from 0%). Unless they changed something else, this is a flamer nerf.

#67 Hidirian

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Posted 20 November 2012 - 01:12 PM

View PostSir Prometheus, on 20 November 2012 - 01:04 PM, said:



Machine gun's seem fine, actually. They aren't really supposed to do damage, they're for causing lots and lots of crits on damaged mechs. That's what they were used for int TT, too.

Wrong and not even close, that response only tells me that you have no knowledge on the subject.

#68 Tickdoff Tank

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Posted 20 November 2012 - 01:14 PM

Cataphract 3D does have JJ in the game, the 1X does not. Must have been a typo in the patch notes.

#69 Kryptic57

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Posted 20 November 2012 - 01:14 PM

View PostSir Prometheus, on 20 November 2012 - 01:04 PM, said:



Machine gun's seem fine, actually. They aren't really supposed to do damage, they're for causing lots and lots of crits on damaged mechs. That's what they were used for int TT, too.


Throw on 4 or so MG's and drop. Tell us about your great experiences causing criticals.

#70 Hidirian

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Posted 20 November 2012 - 01:15 PM

@Gristle~ I understand that there is no set date but It would take 10-15mins at most to go though the database files and change a few values, It shouldn't take this long.

Edited by Hidirian, 20 November 2012 - 01:16 PM.


#71 Livewyr

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Posted 20 November 2012 - 01:16 PM

View PostVassago Rain, on 20 November 2012 - 12:36 PM, said:



PGI has said this is how it is, and they're never wrong. Check your gold, founder.


Y'know- haven't you felt just a little hypocritical making fun of founders for being founders (and thus whenever they say something it means nothing because they're a founder..) when you're a founder?

Been wondering about that for a while.. did you just happen to not notice that mech, the prem, and the MC along with your tag.. or are you just obtuse?

#72 Venaf

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Posted 20 November 2012 - 01:16 PM

Hey, just looked in the mech lab after patching; 3D has jump jets, all the x variants don't.

#73 18 Inches of Hard Steel

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Posted 20 November 2012 - 01:17 PM

View PostHeadNotFound, on 20 November 2012 - 12:31 PM, said:

"Jump Jets can no longer be activated when knocked down."
Why would this be listed here when we cant be knocked down?..


if i fly and die my jets stay lit always, now they do not

#74 Gristle

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Posted 20 November 2012 - 01:17 PM

360 Targeting - 15,000 GXP - 6,000,000 CB
Sensor Range - 5,000 GXP - 2,000,000 CB

#75 Black Templar

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Posted 20 November 2012 - 01:23 PM

new sound for medium lasers :(

#76 Chaldon

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Posted 20 November 2012 - 01:24 PM

Game is up

#77 Barushkukor

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Posted 20 November 2012 - 01:27 PM

View PostUSMC Iceman, on 20 November 2012 - 12:53 PM, said:

I see they don't have a fix for the never ending Wrr wrr wrr noise from hell in the Mech Lab. So until they get past this issue of moving this stupid, ear damaging noise to a on or off switch, just link it to the music sound bar... easy fix...

I don't see that they will be able to move to phase 2.0 or any phase with out looking like fools.

FIX THE DAM NOISE. :(



Really.....of all the things to get bent out of shape about you are angry that you can hear the engine on your mech while you are in the Mechbay..../facepalm...

Edited by Barushkukor, 20 November 2012 - 01:28 PM.


#78 Sprouticus

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Posted 20 November 2012 - 01:35 PM

I like all of these changes. Ill wait for the REAL patch notes (someone start a thread please) to see what they fixed and didnt.

#79 Gary Ginn

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Posted 20 November 2012 - 01:36 PM

View PostSigifrid, on 20 November 2012 - 12:35 PM, said:

* Coordinates now displayed with F9. Didn't F9 already bring up framerates? This patch suggests knockdowns but i cannot help but be a skeptic here.


F9 brings up both now. The coordinates are simply displayed underneath the frame rates.

#80 Bubba Wilkins

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Posted 20 November 2012 - 01:36 PM

View Posthashinshin, on 20 November 2012 - 12:34 PM, said:

DHS won't go to 2.0.

More important, where are our AC/20, Machine Gun, Flamer, LBX, PPC buffs? Where are our Gauss nerfs?


DHS are already 2.0 in your engine and 1.4 outside.
Bringing them all up to 2.0 would fix all those weapons (except machine gun) you just listed making them more viable and therefore a counter to the Gauss which is currently fine.

Edited by Bubba Wilkins, 20 November 2012 - 01:36 PM.






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