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Jan. 15Th - Patch Day! Servers Will Be Down At 10Am Pst


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#21 Ryvucz

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Posted 15 January 2013 - 10:55 AM

Thanks for the update.

Nice to see this ECM variant light mech does not have missile hard points. '(^.^)'

#22 One Medic Army

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Posted 15 January 2013 - 10:56 AM

So the spider variants are:
ECM+3 energy+8jumps
4ballistics+1energy+6jumps
2energy+12jumps

Well, at least it's not another ECM light mech full of SSRM launchers...

Btw, next time you guys want to put in a light mech with >1 ballistic slot: Would you buff MGs to the point of being useful first?

Edited by One Medic Army, 15 January 2013 - 10:57 AM.


#23 Sprouticus

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Posted 15 January 2013 - 10:58 AM

Spider's lagging is not big deal since they will get streaked to death anyways.

#24 Xenosphobatic

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Posted 15 January 2013 - 11:00 AM

Exciting.

Edited by Xenosphobatic, 15 January 2013 - 11:01 AM.


#25 Sprouticus

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Posted 15 January 2013 - 11:01 AM

If a mech goes under an ECM bubble, is the loss of targeting immediate or does the target decay module help?

#26 Armorpiercer M82

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Posted 15 January 2013 - 11:01 AM

nice, no MM3 ?

#27 bug3at3r

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Posted 15 January 2013 - 11:03 AM

...that part about the spiders max speed, is that accurate?

I thought this thing was supposed to be faster then the current lights?

#28 Kell Draygo

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Posted 15 January 2013 - 11:03 AM

Garth, please hot fix an addition to the Alt-F4 change. Killing the disconnected Mech should also count as a kill for the player who killed it and the players who assisted in killing it. This needs to be changed for the Alt-F4 counter to be fully complete.

#29 IronSword

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Posted 15 January 2013 - 11:03 AM

View PostOne Medic Army, on 15 January 2013 - 10:56 AM, said:

Btw, next time you guys want to put in a light mech with >1 ballistic slot: Would you buff MGs to the point of being useful first?


That makes perfect sense.

#30 KitK

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Posted 15 January 2013 - 11:04 AM

Thanks for the read-while-we wait notes Garth. That was very thoughtful even if frequently requested. Much appreciated.

#31 IronSword

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Posted 15 January 2013 - 11:11 AM

View PostKitK, on 15 January 2013 - 11:04 AM, said:

Thanks for the read-while-we wait notes Garth. That was very thoughtful even if frequently requested. Much appreciated.

True that !! Thanks Garth !!

#32 BL00D RAVEN

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Posted 15 January 2013 - 11:21 AM

should i master the 12 jj spider or the ecm spider?

#33 Krazyjim

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Posted 15 January 2013 - 11:26 AM

View PostBL00D RAVEN, on 15 January 2013 - 11:21 AM, said:

should i master the 12 jj spider or the ecm spider?

Yes

#34 Mackman

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Posted 15 January 2013 - 11:28 AM

View PostGarth Erlam, on 15 January 2013 - 09:10 AM, said:

It should be noted that some people may notice warping with the Spider when they have high ping. We are rolling out new networking code over the next month to improve your gameplay performance.


Who is "they"? We may notice warping if the Spider has high ping, or if we have high ping? If it's dependent on the Spider's ping, then it's a field day for those who intentionally throttle their connection...

#35 headbasher

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Posted 15 January 2013 - 11:28 AM

I think it bodes ill that they brought up the spider warping /rubberbanding thing

#36 BL00D RAVEN

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Posted 15 January 2013 - 11:28 AM

View PostKrazyjim, on 15 January 2013 - 11:26 AM, said:

Yes

which?

#37 Kogane

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Posted 15 January 2013 - 11:30 AM

Pilot modules costing "XP"...? Did you guys mean 'GXP' instead?

#38 Caboose30

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Posted 15 January 2013 - 11:32 AM

View Postheadbasher, on 15 January 2013 - 11:28 AM, said:

I think it bodes ill that they brought up the spider warping /rubberbanding thing

No kidding. We were going to have a movement code fix last week. Then we were going to have it this week. Now we "should" have it before the end of the month. I understand things like new mechs and maps are important, as are new modules, but your player base would double easily if the lag issue was solved first.

Edited by JuiceCaboose, 15 January 2013 - 11:32 AM.


#39 KitK

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Posted 15 January 2013 - 11:32 AM

View Postbug3at3r, on 15 January 2013 - 11:03 AM, said:

...that part about the spiders max speed, is that accurate?

I thought this thing was supposed to be faster then the current lights?


Common misunderstanding.

Smaller mech does not equal faster mech. (see Urbanmech)

Bigger engine = faster mech. Small mechs get a better bang for their buck out of small increases in engine size, enabling them to generally move quite a bit faster than heavier mechs. But large mechs can do the same thing to a lesser degree. Thus, there are mechs in the medium weight class that can match light mech speeds by dedicating a massive portion of weight to their engine (see Cicada).

Among the Spider's peers the Locust, Mercury and Mongoose are all just as fast, and the Hermes and Hussar exceed the Spider, reaching 151.2 kph without augmentation from XL engines, endosteel or ferro fibrous armor. With all of the above the Spider has the potential to reach 194.4 kph.

Edited by KitK, 15 January 2013 - 11:34 AM.


#40 Garth Erlam

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Posted 15 January 2013 - 11:34 AM

Patch is live, everyone!





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