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Falconeer
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Reply #35 on: July 30, 2013, 02:54:25 PM

The new map is beautiful, but pointless in 8 vs 8. Another point in its favour is that sniping is really not that good there.

Samprimary
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Posts: 4229


Reply #36 on: July 31, 2013, 10:28:36 AM

The heat nerf to PPC's is more important to the game than everything else in that patch combined, and yet they didn't get it into that patch as promised.

Might be about time to shelf this game.
Lantyssa
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Reply #37 on: July 31, 2013, 05:08:31 PM

Lava demands collision so I can punt lights in to it.
Tor Mechannoc.

Hahahaha!  I'm really good at this!
Falconeer
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Reply #38 on: August 06, 2013, 10:39:07 AM

PATCH NOTES AUGUST 6th, 2013

Quote
Hey everyone, it's patch day, so servers will be down, as always, at 10am PDT. Servers will return by 1pm PDT. This patch is serious business, 12v12 incoming!

Patchnotes:

Greetings MechWarrior!
I just wrote you folks a week ago but I can’t get enough of you! And you can’t get enough of me right? Anyway I am here to say; ”This patch is Legen ... wait for it … dary.”

BAM! 12 vs. 12!
POW! First Victory of the Day!
KAPLOW! New Hero Mech! GOLDENBOY!

Not to mention:

PEW! New Trial Mechs!
PEW! New Gameplay Tuning!
PEW! New Champion Mech! (available for purchase Mid-August)

Read on for the details. NOTHING WILL BE THE SAME AFTER THIS!
So patch up your game and get ready to drop. I’ll see you on the battlefield!
Matt Newman

Content

New Hero Mech
"Golden Boy" KTO-GB


Tonnage: 55
Engine: 220 XL

Top Speed: 64.8 kph
Max Engine Rating: 290
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6 x2, Medium Pulse Laser
Center Torso: SRM 4 x2
Right Torso: SRM 6
Right Arm: Medium Pulse Laser x2
Hardpoints:

Left Arm: 1 Energy, 2 Missile
Left Torso: 1 AMS
Center Torso: 2 Missile
Right Torso: 1 Missile
Right Arm: 2 Energy

Heat Sinks: 14 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
30% C-Bill Bonus

New Trial Champion Mech
Catapult CPLT-A1©


Tonnage: 65
Engine: 280 Standard

Top Speed: 69.8 kph
Max Engine Rating: 315
Torso Movement:

120 degrees to each side.
16 degrees up and down.
Arm Movement:

0 degrees to each side.
35 degrees up and down.
Armor: 394 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: LRM 15, Streak SRM 2 x2
Right Torso: Beagle Active Probe
Right Arm: LRM 15, Streak SRM 2 x2
Hardpoints:

Left Arm: 3 Missile
Right Torso: 1 AMS
Right Arm: 3 Missile

Heat Sinks: 10 Double

Jump Jets: 0 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Large

New Trial Mechs

Raven RVN-2X
Cicada CDA-3C
Catapult CPLT-A1©
Victor VTR-9K

Gameplay

15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.

This is only applied to the critical damage done. Base weapon damage is not taken into account.
Critical damage is not applied through armor.
Armor must be reduced to 0% before any crit damage is applied to internals.
Large Pulse Laser duration reduced to 0.6 (down from 0.75)
Medium Pulse Laser duration reduced to 0.6 (down from 0.75)
ER Large Laser base heat reduced to 8.5 (down from 9.5)
PPC base heat increased to 9.0 (up from 8.0)
ERPPC base heat increased to 12.0 (up from 11.0)
SRM6 and 4 have a shared Max Alpha of 3. (SRM4s used to have a 4 threshold)

12v12 gameplay is now in.

The 8-man queue is now replaced by a 12-man queue.
Players can launch in groups of 1,2,3,4,12. Numbers between 4-12 will be addressed when we get tonnage limits into the game.
CB rewards have been adjusted to compensate for the additional 4 players on the battlefield.
Assault mode base captures now take longer.
Conquest point captures now take longer.
Players should be aware that capping in Conquest mode takes longer now, and that it is often wise to pre-plan your routes to account for that.

Performance

Created low and medium spec optimized versions of weapon effects.
Removed ground level vegetation and debris in Forest Colony and Forest Colony Snow for low spec.

Bug Fixes

Added missing LOD's to Quickdraw Battlemech.
Added missing LOD's to Highlander Battlemech.

General

First Victory of the Day

The first time of each day you win a match for each 'Mech variant (owned or trial), you will earn double the XP rewards at the end of the match
If one of your Mechs is eligible for the first victory bonus, it will be marked with an "XP x2" icon in its Mech Bay
Once you earn a first victory bonus with a 'Mech, you can't earn the bonus again for that 'Mech until the eligibility resets at 12:00 AM UTC

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


- 12 vs 12 is here
- New Hero 'mech
- Pulse lasers buff (shorter beam duration)
- ER Large Laser buff (less heat generated)
- PPC and ER PPC nerf (more heat generated))
- Less CapWarrior Online (capping bases takes more time)


Falconeer
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Reply #39 on: August 20, 2013, 11:43:19 AM

PATCH NOTES AUGUST 20th, 2013.

Third Person view is officially in.

Quote
Hello MechWarriors!

This is a reminder that - 1) Today is a patch day, and 2) That means servers will be coming down at 10am PDT!

I'll update this with the patchnotes once they're all completed. Oh, and if you post 'were patchnotes' or other hilarious posts about the patchnotes, I will remove them.

That said, hope you guys enjoy it, and we'll see you on the battlefield!

Cheers,
The MechWarrior Online Team

UPDATE

Greetings MechWarriors,

Wow another patch notes intro! I hope I never stop writing these and I hope you never stop reading.

Lots happening in the the world of MWO so first a little recap

The Launch Event was announced if you can make it we hope to see you there.
Phoenix Variants were revealed and the Loyalty program is unlocking bonus content adding more and more value.
Sarah's Jenner donation drive is over and It raised a lot of money for a good cause. Thank you from the bottom of our hearts for making this such a success.

On to the Patch content

3rd Person is here! We hope you enjoy it!
The Kintaro is available for C-bills now and we have also released a slew of patterns for the Kintaro.
The Catapult Champion CPLT-A1©, with its 10% XP bonus, is available for MC now.

See you on the Battlefield,

Matt Newman
Content

New Mechs
Kintaro KTO-20


Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

115 degrees to each side.
25 degrees up and down.
Arm Movement:

45 degrees to each side.
30 degrees up and down.
Armor: 358 (Ferro-Fibrous)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6
Center Torso: Large Laser
Right Torso: SRM 6, LRM 5
Right Arm: Medium Laser x2
Hardpoints:

Left Arm: 1 Missile
Left Torso: 1 AMS
Center Torso: 2 Energy
Right Torso: 2 Missile
Right Arm: 2 Energy

Heat Sinks: 10 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Kintaro KTO-18



Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

100 degrees to each side.
20 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 352 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6, LRM 5, Medium Laser
Center Torso: SRM 6
Right Torso: SRM 6
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy, 2 Missile
Left Torso: 1 AMS
Center Torso: 1 Missile
Right Torso: 2 Missile
Right Arm: 1 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Kintaro KTO-19


Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

100 degrees to each side.
20 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 358 (Ferro-Fibrous)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6, LRM 5, Medium Laser
Center Torso: Narc
Right Torso: SRM 6
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy, 2 Missile
Left Torso: 1 AMS
Center Torso: 1 Missile
Right Torso: 1 Missile
Right Arm: 2 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Catapult CPLT-A1©


Tonnage: 65
Engine: 280 Standard

Top Speed: 69.8 kph
Max Engine Rating: 315
Torso Movement:

120 degrees to each side.
16 degrees up and down.
Arm Movement:

0 degrees to each side.
35 degrees up and down.
Armor: 394 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: LRM 15, Streak SRM 2 x2
Right Torso: Beagle Active Probe
Right Arm: LRM 15, Streak SRM 2 x2
Hardpoints:

Left Arm: 3 Missile
Right Torso: 1 AMS
Right Arm: 3 Missile

Heat Sinks: 10 Double

Jump Jets: 0 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Large
10% XP bonus

Cockpit Items

Highlander Statue.

New Skin

Virus skin.

Gameplay

Reducing spread on LBX-10 from 2.25 down to 1.3
Reducing the crit probability of Machine Guns. (0.11, 0.06, 0.02 > 0.06, 0.03, 0.01)
Crit damage multiplier on Machine Guns reduced from 12.5 to 9.0
Ultra AC/5 has a 15% chance of jamming, down from 25%
Streak SRM-2 damage has been increased from 1.5 to 2.5
AC2 cooldown was increased to 0.52s (up from 0.50) to fix a timing issue.
Reduced the amount of Conquest Resource reward for the losing team.
Increased heat amount on lava in Terra Therma.

Lava heat increased by 20%.
Lava damage amount per second doubled.
Slightly increased ambient heat in center volcano area.


Third Person View:

In the options menu is a "Start In Third Person" option to determine which view you start each match in

By default, this option is toggled on (to start games in third person view)
When you are in third person view, Arm Lock is turned on and cannot be turned off
When you are in third person view, the lance and minimap HUD elements are not available
When you are in third person view, there is a camera drone hovering behind you that other players can see
By default, you can press F4 to toggle between third and first person view

This key can be rebound in the options menu
You cannot switch views while your Mech is shut down


Medium Mech Tuning:

Blackjack:



Torso Pitch Angle increased to 30 degrees


Torso twist speed increased by 25%


Centurion:



Torso pitch angle increased to 25 degrees


Torso twist speed increased by 25%


Arm pitch angle increased to 35 degrees


Cicada:


Torso pitch angle increased to 30 degrees

Torso twist speed increased by 10%


Hunchback:


HBK-4H, -4J, -4P, -4SP:


Torso pitch angle increased to 20 degrees

Torso twist speed increased by 25%

Arm pitch angle increased to 35 degrees

Max engine size increased to 275

Torso pitch speed increased by 10%

Torso twist angle increased to 125 degrees


HBK-4G:


Torso pitch angle remains at 25 degrees

Torso twist speed increased by 25%

Arm pitch angle increased to 35 degrees

Max engine size increased to 275

Torso pitch speed increased by 10%

Torso twist angle increased to 125 degrees

Kintaro:


KTO-20:


Torso pitch angle increased to 35 degrees

Torso twist speed increased by 25%

KTO-18, -19, -GB:


Torso pitch angle increased to 30 degrees

Torso twist speed increased by 25%

Trebuchet:


Torso pitch angle increased to 35 degrees

Torso twist speed increased by 25%



Bug Fixes

Changed spawn location in Terra Therma for players spawning too close to the shipping containers. This was causing Mechs to have human scale movement collision capsules, making it very difficult to navigate the world.
Removed collision around the hole in center of Terra Therma's platform in Assault mode.
Fixed many "stuck bugs" in Terra Therma.
Fixed some collision issues in River City (Night) where certain sized Mechs were getting stuck between buildings.

General

Navigation marker posts in Terra Therma will now actually cast light (med+ spec) for slightly better path-finding. Pro-tip: If the marker post is on the right edge of the path, you are headed toward the center volcano.
Terra Therma - Damage and heat sustained whilst in the Volcano has been increased and is subject to further tweaking.
Cockpit lights indicating the open/closed state of weapon bay doors are currently non-functional. Normal functionality will return in a future release.



We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team

- Third Person view is in.
- Buff to LBX-10
- Slight buff in the form of less jamming to UAC5.
- Buff to Streaks.
- Nerf to Machine Guns.
- Various angle/twisting/mobility buffs to all Medium 'mechs.
« Last Edit: August 20, 2013, 01:57:20 PM by Falconeer »

Falconeer
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Reply #40 on: August 20, 2013, 02:19:03 PM

Also spotted in the patch, what seems to be the framework for games that won't allow the use of 3rd person view. Hardcore mode.


Ironwood
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Reply #41 on: August 21, 2013, 04:45:43 AM

Everyone with streaks.

EVERYONE.

 Ohhhhh, I see. swamp poop ACK!

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Merusk
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Reply #42 on: August 21, 2013, 04:49:01 AM

Are they auto-hitting center-torso again?  Because since only SRM2 received a damage buff I can't see why that'd happen.

The past cannot be changed. The future is yet within your power.
Ironwood
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Reply #43 on: August 21, 2013, 05:11:08 AM

Something's going on with them.  4 Catapults and 2 Stalkers in the enemy team and they had nothing but streaks.  That kinda loadout usually means there's something exploitable happening.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #44 on: August 21, 2013, 08:20:14 AM

Everything with Streaks and UAC5  swamp poop
But no at least they are not hitting CT much. I don't think they are that devastating except for Lights.

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Reply #45 on: August 21, 2013, 09:09:32 AM

Not convinced.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
satael
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Reply #46 on: August 21, 2013, 09:28:05 AM

Somehow I got headshotted (cockpit destroeyd) with a PPC (no other locations beyond yellow armor) in a fully armored atlas while I was moving from 500m+  ACK!
Falconeer
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Reply #47 on: August 21, 2013, 11:16:59 AM

Uhm, well if I remember correctly it takes 27 damage to a 100% healthy cockpit to destroy it, regardless of the 'mech or the amount of armour. 1PPC cannot oneshot you, but the overabundant 2PPc+Gauss combination can totally do it, and while it is highly unlikely I would say it can happen out of sheer chance. As tiny as the eye is on the Atlas, it is still there and with pinpoint weapons all hitting in the same spot one could have done that to you without even trying.

Or they might be cheating.

Slayerik
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Reply #48 on: August 21, 2013, 08:58:35 PM

I've done it before. Like twice ever.

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Zaljerem
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Reply #49 on: August 23, 2013, 09:46:12 AM

I've done it before. Like twice ever.

Ditto. It can and does happen.

Every problem has a better solution when you start thinking about it differently than the normal way. - Steve Wozniak
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Falconeer
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Reply #50 on: September 03, 2013, 09:46:55 AM

PATCH NOTES, SEPTEMBER 3rd 2013

It is MAJOR.

- PPC and ERPPC HEAT increased.
- PPC does 0 damage under 90m
- PPC Projectiles slowed down.
- Gauss must be charged before shooting.
- Gauss Projectile speed raised.
- New 'mech, Orion, is here.
- Cooldown lowered on SRM2 and SRM4
- First tutorial (movement) is in.
- Improved HSR (netcode) for better hit registration.
- Advanced Zoom module improved (fixed).

What do you say? Does this sound like the old closed-beta MechWarrior to you? Everything Long range has been nerfed beyond any wildest expectation.


Quote

It's patchday! And that means - servers come down at 10am PDT, and will be back up by 1pm PDT! I'll update this as soon as the servers are back. So without (orion) further time wasting, here's some patchnotes to tide you over!

Cheers,
Garth


UPDATE

Greetings MechWarriors!

Can you believe it's September already? (ORION) Wow time flies when you are working hard (ORION!) on features! Much love to those who know patience and understanding (ORION). This patch is (ORION!) dedicated to you.

Speaking of patience (ORION), this month the Orion makes its début in the game! The “Protector” Orion Hero ‘Mech is sure to be an instant classic with a paint job that is simply gorgeous. The Orion Standard variants will be available for MC on the 10th and for C-bills on the 17th.

We have 4 new Trial ‘Mechs! One of which is our new champion, a Centurion CN9-A ©, with a great load out for all players to try out. Don’t forget this New Champion ‘Mech comes with a 10% XP boost and will be on sale Sept 17th!

We have our first tutorial covering the basics of movement to help out new players. We will be working on more tutorials in the future as well. (ORION!)

Gameplay! Look at all those changes! (ORION) A nice variety of changes, some of which are small, and some are really big. Hello better Advanced Zoom!

Host state rewind has had some improvements, and as a Ballistic fan I couldn’t be happier! Now I can bull’s-eye womp rats in Canyon Network. (ORION!)

We have so many more great things on the horizon!

Until then, I will see you on the Battlefield! (And maybe at the Launch Event too!)

Matt Newman (with some edits from Garth)

Content

New In-Game Tutorial

Click the button for the Game Modes menu (in the upper right corner of the main menu) and choose TUTORIALS.
You will be loaded into a tutorial that will walk you through the basic movement controls.
You will automatically use a Cataphract CTF-3D for the duration of the tutorial.
When the tutorial is complete you can continue to practice in the tutorial level or press ESC and quit out to the main menu.

New Hero Mech


"Protector" ON1-P

Tonnage: 75
Engine: 300 Standard

Top Speed: 64.8 kph
Max Engine Rating: 360
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 448 (Ferro-Fibrous)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: Medium Laser
Left Torso: PPC, SRM 4 w/ Artemis IV FCS
Right Torso: Gauss Rifle
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy
Left Torso: 1 Energy, 2 Missile, 1 AMS
Right Torso: 2 Ballistic
Right Arm: 1 Energy
Heat Sinks: 10 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Large
30% C-Bill Bonus

New Trial Champion Mech


Centurion CN9-A©

Tonnage: 50
Engine: 275 Standard
Top Speed: 89.1 kph
Max Engine Rating: 275
Torso Movement:

100 degrees to each side.
25 degrees up and down.
Arm Movement:

35 degrees to each side.
35 degrees up and down.
Armor: 322 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Torso: SRM 4 w/ Artemis IV FCS x3
Center Torso: Medium Pulse Laser x2
Hardpoints:

Left Torso: 3 Missile
Center Torso: 2 Energy
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Heat Sinks: 11 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Medium

New Trial Mechs

Raven RVN-3L
Centurion CN9-A©
Quickdraw QKD-4G
Stalker STK-5M

Gameplay

SRM2 and SRM4 cooldown times reduced to 2.5s and 3.25s respectively.
PPC damage under 90m has been reduced to 0.
Gauss Fire Delay:

The Gauss Rifle requires a 0.75 second charge before it will fire.
Once charged, the shooter has 1.25 seconds to fire the round.
If not fired during the 1.25 second charge, the Gauss Rifle will instantly dissipate the charge and require another charge to fire.
Both the cooldown bar and the weapon group ready light will turn green when the Gauss is ready to fire.
PPC base heat increased to 10 (up from 9).
ERPPC base heat increased to 15 (up from 13).
PPC/ERPPC projectile speed slowed to 1500m/s down from 2000m/s.
Gauss projectile speed increased from 1200m/s up to 2000m/s, internal health increased to 5 (up from 3).
Reduced the size of the Kintaro's center torso hit boxes by increasing the coverage of the side torso and leg hit boxes.
Reduce lava damage/second by 30%.
Advanced Zoom Module's implementation slightly changed giving it increased picture fidelity. Instead of returning to the default FoV before overlaying the PIP, it now zooms in closer and then applies the PIP zoom.
Small changes to the third person camera position and angle to better show off the lower half of the 'Mech.

Known issue: The tops of the following 'Mechs partially obscure the player's view of where the crosshairs are aiming. A fix is currently being worked on.

Cataphract
JagerMech
Orion



Performance

Made various improvements to host state rewinding system and hit detection overall.

Bug Fixes

Fixed an issue where the 'Mech walk animation wouldn't adjust correctly to the Engine Rating.
Hanging cockpit items will now move when the 'Mech walks.
Fixed an issue where the Kintaro's lower center torso would clip through the upper center torso when twisting.
Weapon door light indicators in the cockpit are now working correctly.
Fixed a number of stuck bugs in River City, Frozen City, and Forest Colony.
Fixed some geometry clipping issues in Alpine Peaks.
Fixed bug where BlackJack's rear center torso would incorrectly apply damage to rear side torso.
Fixed bug where Kintaro ragdoll would react wildly upon death.
Fixed a hang that could happen to certain users during combat.
Fixed a desync bug for the UAC5 where the client would incorrectly fire a shot right before jamming, where the server wouldn't.

We thank you for your patience and we look forward to seeing you on the battlefield!


- The MechWarrior® Online™ Team

Merusk
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Reply #51 on: September 03, 2013, 09:52:27 AM

End result is going to be missiles. Lots and lots and lots of missiles.  Oh and more AC20s/ UACs on those with enough speed to close.

The past cannot be changed. The future is yet within your power.
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Reply #52 on: September 03, 2013, 09:59:14 AM

End result is that, after 12 months, they reverted a bunch of weapons to exactly what they were when everyone was loving the game, the brawling era of closed beta. I think they might have gone a bit too far with the ER-PPC (both heat and speed? Overkill), but I can only say I am very happy to read this. Let's see how it plays out, but it's hard to be unhappy about these changes. As for missiles, at least they have counters. And I agree, this will mark the rise of the U-AC5, but what can you do? Brawling is back, this seems to be a fact.

EDIT: A very strange "emo" video for the just released new 'mech, Orion.

Connected to the lore? Would be cool if they put two seconds into writing down that lore for the hero 'mechs and shared it with us.

« Last Edit: September 03, 2013, 10:11:50 AM by Falconeer »

satael
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Reply #53 on: September 03, 2013, 10:11:15 AM

In theory I really like most of the patch's content (but the practical effect might be something else)
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Reply #54 on: September 03, 2013, 10:39:01 AM

« Last Edit: September 03, 2013, 10:47:21 AM by Falconeer »

Merusk
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Reply #55 on: September 03, 2013, 10:52:49 AM

In theory I really like most of the patch's content (but the practical effect might be something else)

Yeah, this.  I have no problem with a rise of missiles and ACs because they have very effective counters or limitations.  1) Terrain and AMS 2) Limited by Ammo.   

Sure that 4x UAC can chew the hell out 3-4 mechs, but with 12 on a side he's going to be in serious trouble before the match is over.  (When it was 8v8 he'd taken out half the team by then.)  Plus misses more costly than a PPC miss due to that ammo being gone, so you're not going to just blow shit across the map and HOPE it hits.

Yes, 5x LRM20 can destroy you if that Stalker pegs you, but you were out in the open and didn't bring an AMS. You deserve it.  Plus they spread where ballistics are pinpoint.

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Reply #56 on: September 03, 2013, 01:28:15 PM

Pretty sure it's the effect of people panicking about the PPC nerf and trying new builds, but the first six matches after the patch have been surreal. Not a single PPC, pure brawling, longer matches. So so strange. In a good way, but I don't want to get my hopes too high. Anyway, so far, "miracle patch" for me.

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Reply #57 on: September 03, 2013, 01:46:21 PM

shit I may have to try again..damnit. My last effort was another CT cored fest so hoping it's a tad better. I think I like the Gauss changes too.

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Reply #58 on: September 03, 2013, 04:27:07 PM

About the Gauss and moving forward by Pauk Inouye.


Quote
Just a quick update for upcoming weapon checks and balancing.

First off, the Gauss Rifle. As mentioned in AtD45, I stated that the changes to the Gauss Rifle's firing mechanic were to help make it a role specific weapon. Testing has proven that while the mechanic takes a bit to get used to, it is very effective at defining the Gauss Rifle as a long range sniper weapon. The charge time is easy to get used to, due to its short (0.75 second) delay. While it is meant to be a long range weapon, the Gauss Rifle is still usable at short range. It just requires a much higher skill shot rather than a simple point and click.

This is the first of our upcoming changes that involve diversifying some of the weapon systems into more defined role types. These won't be big game changers, just small tweaks to bring some of the weapons in line with the rest. More info will be released as we put changes into the pipeline.

That being said, Flamers and a revisit of the UAC/5 are currently being looked at. I've also asked Dave to take a look at lights the same way mediums were addressed. Stay tuned for more information on that.

As per usual, feedback can go here: http://mwomercs.com/...rward-feedback/


- Paul

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Reply #59 on: September 04, 2013, 01:28:47 AM

Played last night.  Didn't really notice any change in the dynamic.  Not really sure why, but there you go.

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Reply #60 on: September 04, 2013, 01:40:50 AM

Seriously? Well, this makes me sound like a PGI shill then. I played for about five hours straight and I definitely noticed much less sniping, less PPCs, and much more brawling. And definitely less insta-gibs.

If anything, sniping builds are still viable, but they are Twin-Gauss based which means they are gonna make those 'mechs more fragile. Or are still twin-PPC based which makes them way less efficient when an enemy gets in brawling range (due to increased heat, hence way lower DPS). This doesn't only work on paper, but apparently, at least in my five hours, in a very different development of the fights.

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Reply #61 on: September 04, 2013, 01:49:07 AM

I think it's just the Numbers Game mate.  Don't think anyone thinks you're shilling.  I probably just kept getting grouped with those unable to manage change.

I really, really blew through them.  Since my Highlander hasn't changed at all, I was still rocking an average 800 damage and 3 kills per game. 

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Reply #62 on: September 04, 2013, 05:02:26 AM

I think it's just the Numbers Game mate.  Don't think anyone thinks you're shilling.  I probably just kept getting grouped with those unable to manage change.

I really, really blew through them.  Since my Highlander hasn't changed at all, I was still rocking an average 800 damage and 3 kills per game. 

Yeah, since you're not playing 5 hours a day your ELO is probably lower than Falcs.  Therefore you're getting lumped in with the masses who don't read forums.  I know the same will happen to me when I fire it up again.  I should do that tonight for giggles.

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Reply #63 on: September 04, 2013, 05:12:44 AM

Holy mother of LRMs Batman. Jeezus keep your AMS equiped boys and girls.

Was a little better last night. I'm pretty sure I just suck. I still dislike getting CT cored ALL THE FRICKEN TIME.

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Reply #64 on: September 04, 2013, 05:28:48 AM

The bew evil are the LRM5 boats.

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Reply #65 on: September 04, 2013, 06:01:05 AM

What, how?  I've found that not enough LRMs make it through AMS with only a 5-shot.  I tried that a bit ago with a light mech and a single AMS was enough to prevent them from doing anything at all.

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Reply #66 on: September 04, 2013, 09:13:26 AM

Seems that the influx of missiles is just so constant that it drives people crazy (and eventually some damage goes through). It is mostly like some sort of Crowd Control, because no matter hoe many missiles actually deliver damage, the shake is so constant that it literally forces mistakes (and panick) on targets. Granted, not sure how really efficient it is, but it is highly in style and if you or your friends happen to be under a LRM 5 barrage without ECM you can actually notive how frustrating it can be.

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Reply #67 on: September 04, 2013, 11:19:40 AM

Confirmed two Cats with nowt but LRM5.  Seems people are 'trying this oot'.

I suspect it won't come to much.

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Reply #68 on: September 05, 2013, 06:03:49 AM

Hm. Wanted to fire this up and now I have to download 21 patches Huh

And each patch seems to take about 10 seconds to download and about 5-10 minutes to "finalize" ?

Wtf.

"I've been done enough around here..."- Signe
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Reply #69 on: September 05, 2013, 06:14:25 AM

The "finalize patch" thing is a mystery that I think speaks volumes about the coding talent at PGI. This whole project to me is boiling down to this:

- They have someone, not sure who they are, who coded the core fighting part, sounds, lasers and they did a great job. That's why we all got hooked to the game a year ago.
- Then they have an amazing artist, Alex Iglesias, who drew the concept art for the 'mechs, and he's just insanely good at his job.

- THEN, there's everyone else, in all the other departments. And they pretty much all sucks.

Outside of the core fighting (which probably just owes a lot to the Crytek engine) and the 'mech designs, I'd say we are looking at a group of very un-talented developers, from designers to the coders to PRs and pretty much everyone. I hate to say this, but it's really hard to see it otherwise at this point. Hell, even their website and forums are a laggy mess.

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