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Patch Notes Are Up:


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#41 Aylek

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Posted 19 February 2013 - 11:00 AM

View PostOni Ralas, on 19 February 2013 - 10:46 AM, said:

If you'll excuse me gents, I need a moment to myself.


-PPC and AC20 user


+1 ;)

Also, as I am currently leveling my Dragons I am looking forward for some heavy LB 10-X testing.

Also, can't wait to play on the big map. Will there also be a 15 minute timer or will it be longer?

Overall a very nice patch.

Edited by Aylek, 19 February 2013 - 11:02 AM.


#42 Amonchakad

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Posted 19 February 2013 - 11:01 AM

View PostSholes, on 19 February 2013 - 10:50 AM, said:

I don't understand the consequences of this change:

Basic `Mech Efficiencies are now correctly doubled when Elite status is obtained. (NOTE: Elite status requires you to have all 4 Elite talents purchased for that variant).

Before:
-Unlock 8 Basic Efficiencies for 1 variant -> variant is Elite
-3 Elite variants of one Mech -> all Basic Efficiencies are 2x & Elite efficiences unlock
-Unlock 4 Elite Efficencies for a variant -> variant is Master
-Unlock 3 Masters of a class -> Master Efficiency unlocks

Now:

-Unlock 8 Basic Efficiencies for 1 variant -> variant is Elite
-3 Elite variants of one Mech -> Elite efficiences unlock
-Unlock 4 Elite Efficencies for a variant -> variant is Master & all Basic Efficiencies are 2x
-Unlock 3 Masters of a class -> Master Efficiency unlocks

Is this correct?


From what I gathered from the patch notes, the doubling of basic efficencies upon Eliting 3 varians was bugged and never happened, now it should. It's basically a bug fix.

Also, the elite efficiency increasing weapon cooldowns instead of decreasing it for all this time is just hilarious.

#43 Goose

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Posted 19 February 2013 - 11:01 AM

View PostSholes, on 19 February 2013 - 10:50 AM, said:

I don't understand the consequences of this change:

Basic `Mech Efficiencies are now correctly doubled when Elite status is obtained. (NOTE: Elite status requires you to have all 4 Elite talents purchased for that variant).

Before:[snip]

Is this correct?

The way I remember it, if you had all the basics in three chassis, you'd go double-basic right then and there, without having bought any of the 12 elites.

Now, if I'm reading it correctly, you have to get the four elites before you go double-basic in any given chassis.

That's not nothing …

#44 Shismar

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Posted 19 February 2013 - 11:03 AM

So this is why I lost the AC20 so fast on my Hunchy ... Missed the change and happy to hear it has been beefed up.

Other than that, some stuff that sounds nice but will have to stand up to expectations such as the matchmaker. Appreciate new map and mech, we really need that content.

#45 wirikidor

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Posted 19 February 2013 - 11:03 AM

Fall Damage Tuning:
- Fixed excessive fall damage while moving across bumpy surfaces and falling from short heights.


I'm actually really happy about that. It seemed like my spider was taking leg damage for just walking.

#46 shintakie

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Posted 19 February 2013 - 11:03 AM

View PostKommisar, on 19 February 2013 - 10:56 AM, said:


The take away here is that, now, pure brawler builds run a much higher risk. That SRM-Cat or AC/20-Cat is going to have a bad day if he hits too many Alpine drops.

I think this will work out well in balancing some of the loadouts. Now, really specialized builds are high-risk / high-reward. Not just high-reward.

I'll have a better read on it later today.


Eh, its still not likely to make a huge dent. 1 of the 5 maps now is bad for close range brawlers. The other 4 still are ridiculously in favor of them. Since there's no penalty for losin there's little reason to worry about a 1 in 5 chance of failure. There is reason to be excited about a 4 in 5 chance of excellin.

It'd be more high risk/high reward if those numbers were flipped.

#47 stjobe

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Posted 19 February 2013 - 11:04 AM

Looks mostly good, but I'm wary of the MG changes - I still think they'd be better off with a straight damage buff than this crit buff malarkey, but I'll test it out before complaining any more.

Also, the AC/20 is now the sturdiest item in the whole game, a full 3 points above an engine, six times a Gauss, and almost double most other weapons? I think I understand what they're trying to do, but I wonder if it's the right way to go about it.

#48 Shismar

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Posted 19 February 2013 - 11:05 AM

View PostAmonchakad, on 19 February 2013 - 11:01 AM, said:

Also, the elite efficiency increasing weapon cooldowns instead of decreasing it for all this time is just hilarious.

Very much shows how meaningful an effect it is ... or not?

(happy it got fixed and thanks for inclusion in the patch notes, PGI)

#49 Liquidx

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Posted 19 February 2013 - 11:08 AM

View PostViper69, on 19 February 2013 - 10:39 AM, said:

Why not up the damage pre crit of the lbX i am still baffled.


Because traditionally the LBX is supposed to be a finishing weapon - this change makes it much closer to that. Strip the armor off with lasers, finish with LBX.

View PostSholes, on 19 February 2013 - 10:50 AM, said:

I don't understand the consequences of this change:

Basic `Mech Efficiencies are now correctly doubled when Elite status is obtained. (NOTE: Elite status requires you to have all 4 Elite talents purchased for that variant).

Before:
-Unlock 8 Basic Efficiencies for 1 variant -> variant is Elite
-3 Elite variants of one Mech -> all Basic Efficiencies are 2x & Elite efficiences unlock
-Unlock 4 Elite Efficencies for a variant -> variant is Master
-Unlock 3 Masters of a class -> Master Efficiency unlocks

Now:

-Unlock 8 Basic Efficiencies for 1 variant -> variant is Elite
-3 Elite variants of one Mech -> Elite efficiences unlock
-Unlock 4 Elite Efficencies for a variant -> variant is Master & all Basic Efficiencies are 2x
-Unlock 3 Masters of a class -> Master Efficiency unlocks

Is this correct?


I think this means that before, you unlocked 3 variants basic tier and it doubled... Now, you have to unlock 3 variants elite for basic to double.

edit: meaning - you have to complete the elite tier on 3 variants to get the basic tier to double.

Meaning, you have to play the mechs more for the bonus.

Edited by Liquidx, 19 February 2013 - 11:11 AM.


#50 MaddMaxx

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Posted 19 February 2013 - 11:08 AM

Quote

"What is Alpine Peaks you ask? It’s a huge map. H U G E. Bring your scouts, stick together, and load up some long range weapons because you’re going to have to change up your tactics for this snow-capped map."

This is hard to do when you don't know what map you are playing on.

River City Night, or Alpine Peaks?


Not sure about anyone else, but we have been doing this:

Quote

Bring your scouts, stick together, and load up some long range weapons


as a matter of course and good management. Not seeing how a Bigger Map will really change that mindset much.

P.S. Kudos to Kommisar. I think he figured it out. Good luck getting across those open areas with those 250 min range min/max boats now... ;)

Edited by MaddMaxx, 19 February 2013 - 11:12 AM.


#51 Kommisar

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Posted 19 February 2013 - 11:09 AM

View Postshintakie, on 19 February 2013 - 11:03 AM, said:


Eh, its still not likely to make a huge dent. 1 of the 5 maps now is bad for close range brawlers. The other 4 still are ridiculously in favor of them. Since there's no penalty for losin there's little reason to worry about a 1 in 5 chance of failure. There is reason to be excited about a 4 in 5 chance of excellin.

It'd be more high risk/high reward if those numbers were flipped.


I totally agree. I should have stated that this MOVES us to that goal. And my read from the devs is that this is their cure for balancing the trouble-maker mechs like the SRM-Cat. Next month we get the desert map which is also big. No word on the map after that (that I have heard); but my money is on another big map with 12 man coming.

So, those odds will keep going up.

#52 Viper69

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Posted 19 February 2013 - 11:10 AM

View PostBilbo, on 19 February 2013 - 10:50 AM, said:

Because increasing the damage would make it too powerful at close range where the spread is minimal.

Why was it done to srms then? Srm at point blank range like the lbx have little to no spread.

#53 Raidflex

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Posted 19 February 2013 - 11:11 AM

I see there is no fixes for the random crashing, that myself and others have been experiencing since the Feb 5th patch. I do however have to say that they did fix many issues that I was hoping they would. Especially the matching making based on skill and class, lets just hope it works well and does not cause too long of wait times. And now I can run in my Jenner without getting my legs damaged by a pebble!

#54 Iphariel

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Posted 19 February 2013 - 11:11 AM

View Poststjobe, on 19 February 2013 - 11:04 AM, said:

Also, the AC/20 is now the sturdiest item in the whole game, a full 3 points above an engine, six times a Gauss, and almost double most other weapons? I think I understand what they're trying to do, but I wonder if it's the right way to go about it.


it is a great buff for the ac20 as a brawler weapon.. 90% of the games i lose my ac20 although i twist my torso to protect it..

#55 shintakie

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Posted 19 February 2013 - 11:12 AM

View Poststjobe, on 19 February 2013 - 11:04 AM, said:

Looks mostly good, but I'm wary of the MG changes - I still think they'd be better off with a straight damage buff than this crit buff malarkey, but I'll test it out before complaining any more.

Also, the AC/20 is now the sturdiest item in the whole game, a full 3 points above an engine, six times a Gauss, and almost double most other weapons? I think I understand what they're trying to do, but I wonder if it's the right way to go about it.


Definitely needs to be tested out. As we've said multiple times in multiple threads about this subject, why bother takin a MG that is effective for the last 15-20% of a fight when you can take a weapon thats useful for 100% of the fight? Maybe I'm wrong and this is exactly what the MG needs, but I'm doubtful at best.

Unrelated note.

Buff to Flamer!

Quote

- The low damage mulitplier is due to the fact that the Flamer already has it's head increase ability.




Flamers activate big head mode! WOOO!!!!

Edited by shintakie, 19 February 2013 - 11:13 AM.


#56 Spheroid

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Posted 19 February 2013 - 11:12 AM

View PostThontor, on 19 February 2013 - 11:05 AM, said:


the weapons are in the same locations as in the TRO.


No, that is correct if we were talking about the 5N, but MLAS #4 was clearly moved to the left torso. Obviously adding another box mount with a hand was not possible on this mech model. They could have mabye used a Hunchback underarm energy hardpoint but that probably would have looked strange.

Edited by Spheroid, 19 February 2013 - 11:15 AM.


#57 Mr Mantis

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Posted 19 February 2013 - 11:13 AM

Whoohoo, i cannot wait to go a scouting on that alpine place, hopefully it is as big as i think it is. just another map is a breath of fresh air.

#58 New Breed

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Posted 19 February 2013 - 11:15 AM

Really happy with the ac 20 health buff

#59 Bilbo

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Posted 19 February 2013 - 11:16 AM

View PostViper69, on 19 February 2013 - 11:10 AM, said:

Why was it done to srms then? Srm at point blank range like the lbx have little to no spread.

They have half the projectiles.

#60 VonRunnegen

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Posted 19 February 2013 - 11:16 AM

I wonder with the match making - its not clear if they take the players available and put the onto as balanced teams as possible, or if they bracket the players and wait for a full drop of similar standard players on each team.
e.g. first way you could have scrubs with great players, but the other team likely would have too. If the variance between the teams 'total skill' is too big then wait for more players to improve it. The second way would be more susceptible to long waits, but perhaps give closer games? *shrug*

Also love the large map addition, great to help balance the one-trick type builds.





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