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


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#81 NaerahQc

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Posted 20 November 2012 - 01:41 PM

They did not even changed the trial mechs....

#82 General Taskeen

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Posted 20 November 2012 - 01:42 PM

New sounds and such, as per usual not in the notes.

#83 Wired

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Posted 20 November 2012 - 01:50 PM

Dear PGI:

Please undo phase 1 so that those of us who enjoy playing with our friends, can do so until you get phase 2 together.

#84 POEDMOFO

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Posted 20 November 2012 - 02:02 PM

Fixes to the game stability.

#85 5th Fedcom Rat

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Posted 20 November 2012 - 02:10 PM

After finally balancing streak SRMs last patch, they went and buffed the most annoying weapon in the game again??! (facepalm)

Together with BAP allowing targeting of powered down mechs, they probably just revived the damn streak cat scourge.


,

Edited by 5th Fedcom Rat, 20 November 2012 - 02:11 PM.


#86 Kibble

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Posted 20 November 2012 - 02:14 PM

View Post5th Fedcom Rat, on 20 November 2012 - 02:10 PM, said:

After finally balancing streak SRMs last patch, they went and buffed the most annoying weapon in the game again??! (facepalm)

Together with BAP allowing targeting of powered down mechs, they probably just revived the damn streak cat scourge.


,


So your definition of balancing the SSRMs is to allow only one of the two missles to hit? huh are you a lurking PGI internal tester?

Edited by Kibble, 20 November 2012 - 02:15 PM.


#87 5th Fedcom Rat

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Posted 20 November 2012 - 02:20 PM

View PostKibble, on 20 November 2012 - 02:14 PM, said:


So your definition of balancing the SSRMs is to allow only one of the two missles to hit? huh are you a lurking PGI internal tester?


They were STILL too powerful even yesterday. Any weapon that requires no aiming on the part of the user and can even hit the target when you're jump jetting and facing in the opposite direction is borderline overpowered in a game like this which otherwise revolves around aiming proficiency. Once you make said weapon hit every. single. time. for massive damage, it is broken. Streaks are the only weapon in the game you cannot use maneuvering skill to avoid if you're a close range fighter. You just have to eat the damage and hope you kill the other guy before his cheap-*** missiles kill you. Every other weapon in the game you can dodge.

.

Edited by 5th Fedcom Rat, 20 November 2012 - 02:26 PM.


#88 wanderer

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Posted 20 November 2012 - 02:38 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.


Except they went from dealing as much damage as a single SRM to virtually nothing at all- and are utterly lousy for "crit seeking", since crits in MWO are simply weapon damage x1/x2/x3 to a specific component's item HP.

When a weapon does virtually zero damage, it also means it does next to nothing when it critical hits an item as well- and right now, MG's don't nearly come close to useful. They're junk.

#89 nimrodusmaximus

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Posted 20 November 2012 - 02:39 PM

View PostSayyid, on 20 November 2012 - 12:37 PM, said:

So I guess I will have time to play PS2 then.


d/l'ing PS2 as I read this. Heh, the fact that this patch (and its issues) was so predictable is pretty demoralizing.

#90 XvDraxvX

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Posted 20 November 2012 - 02:55 PM

View Post5th Fedcom Rat, on 20 November 2012 - 02:10 PM, said:

After finally balancing streak SRMs last patch, they went and buffed the most annoying weapon in the game again??! (facepalm)

Together with BAP allowing targeting of powered down mechs, they probably just revived the damn streak cat scourge.


,

View PostKibble, on 20 November 2012 - 02:14 PM, said:


So your definition of balancing the SSRMs is to allow only one of the two missles to hit? huh are you a lurking PGI internal tester?



....SO WAIT. LRM's are no Longer "The most Annoying weapons in the game"??????

WHAAAAATTTTTTTT!?!??!

So the only answer can be that we need to buff LRM's to counter the streak boats. This Whole time you were a LRM Fan "5th FedCom Rat" and didn't realize.

#91 Daimonos

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Posted 20 November 2012 - 02:55 PM

I'm liking the Cataphract! And BAP. Thanks for those.

#92 Bagheera

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Posted 20 November 2012 - 02:55 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?..


Pretty much this.

What's missing isn't what's missing from the notes - it's what's missing from the game.

#93 Kauhava

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Posted 20 November 2012 - 02:59 PM

All this wait for this? You've got to be kidding me.

#94 Daimonos

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Posted 20 November 2012 - 03:02 PM

  • There are new death animations. Mechs fall over in exciting ways.
  • Corpses stick around as more than glowing piles of rubble.
  • Medium laser sound seems to have been tweaked


#95 197mmCannon

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Posted 20 November 2012 - 03:17 PM

Think they changed the weight gain from ferro-fibrous

#96 Hatchet Jack

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Posted 20 November 2012 - 04:22 PM







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