[Feedback] Patchnotes for Feb 16, 2016

Discussion in 'Feedback on Sales, Patches, Promotions' started by Durandal, Feb 13, 2016.

  1. Durandal

    Durandal Legendary Member

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    Full notes in the Spoiler area (Part 1, was too long so had to split it up):

    Tuesday, February 16th 2016 from 10AM – 1PM PST
    Patch Number: 1.4.53
    Patch Size: ~300 MB

    Greetings MechWarriors,

    The resurgence of Classic Inner Sphere 'Mechs continues. Like the Marauder and Warhammer before it, the Rifleman is now once again stomping onto the battlefields across the Inner Sphere. The Archer is now in production to complete this lance of Classic Inner Sphere Heavies.
    Never to be outdone, the Clans have begun production on the first of their Classic Totem 'Mechs. The 100-ton Kodiak Assault 'Mech approaches.

    Four brand new 'grey block' test maps are being released in this patch, intended purely with future competitive gameplay in mind. We'll be actively seeking your feedback on the layout and sight lines in these maps from a competitive standpoint. To that end we'll soon be establishing a dedicated sub-forum to compile feedback and centralize discussion not just regarding these new test maps, but toward competitive gameplay in MWO as a whole. We intend to iterate on these maps with every patch.

    This patch additionally features an array of gameplay-related fixes and changes, including Quirk adjustments for both Inner and Clan 'Mechs, improvements to MASC, Clan Targeting Computers, and Flamers, and a number of general 'quality of life' improvements, such as a fix for the random assignment of leadership, a fix for an issue with the Capture Accelerator Module, a fix for extra fall damage being received when Leg Structure Quirks were present, and more.

    This patch also includes a number of fixes and changes for maps, 'Mechs, and miscellaneous, including an array of Jump Jet animation fixes, the addition of breakable objects to the Crimson Strait and Canyon Network Quick Play Maps and breakable trees in the Sulfurous Rift Faction Play Map, a retrofit of the Stalker weapon visuals, collision improvements to Caustic Valley, and much more.

    Read on for all the details, and we'll see you on the battlefield!

    - The MechWarrior Team

    Change Log

    New 'Mech

    [​IMG]

    Rifleman (Heavy)

    A truly ancient BattleMech design, the Rifleman debuted before the Star League in 2505. Several variants attempted to redress some of the original’s design flaws. The RFL-3N in particular received widespread acceptance, and was heavily produced for the Star League Defense Force.

    Release date for MC: May 3rd 2016
    Release date for C-Bills: June 7th 2016

    Loadout details and discussion of this 'Mech can be found in a dedicated post here.

    New Test Maps for Private Lobbies

    Four brand new 'test' maps have been added for selection in the Private Lobby. These maps are currently in what is referred to as a 'grey block' state. This means there is no art or aesthetic theme in these levels aside from the basic geometry and terrain surfaces they are comprised of; the maps are solely intended to test fundamental gameplay. These maps can only be played in the Skirmish game mode, and will only appear in the Map Selection dropdown when the Skirmish game mode is selected..

    Each of the four maps are designed for limited player counts. Attempting to launch a Private Match with an amount of players that exceeds the maximum possible player count of the chosen map will result in a launch error. Each map is labeled in the Map Selection dropdown according to their intended player counts.

    • 1v1
    • 2v2
    • 4v4 Test A
    • 4v4 Test B

    There is no 3v3 map.

    Launching a Private Match on any of these maps requires that the 'Full Teams' Premium Option is set to 'No', as these maps are designed solely for reduced player counts. 'Full Teams' is still considered a 'Class 2' Premium option, and requires at least two of the participants have Active Premium Time running.

    As of this patch, Map Selection is no longer a Premium Option and can be accessed regardless of whether or not a player in the Lobby has Active Premium Time.
    The 'Random' option for both Game Mode and Map Selection has also been removed in this patch.

    To clarify, these are the updated rules for accessing Premium Options in Private Lobbies as of this patch:

    Standard Options (no Premium Time requirements)

    • Game Mode
    • Map
    • Region

    Class 1 Premium Options (requires that at least one player in the Lobby have Active Premium Time)

    • Tonnage Rules
    • Match Time (Min)
    • Time of Day (for eligible maps only)
    • View Mode

    Class 2 Premium Options (requires that at least two players in the Lobby have Active Premium Time)

    • Full Teams

    New Badges and Titles

    Rifleman Standard Pack (and Collector Pack)

    [​IMG]

    "The Sureshot"

    Rifleman Collector Pack

    [​IMG]

    "The Bullneck"


    New Cockpit Items

    Along with their complementary delivery to eligible Rifleman Pack owners, the following Cockpit Items are also now available for purchase in-game:

    • Phoenix 'Alexandrite' Purple (Hanging Item): 750 MC
    • Phoenix 'Legend Killer' Purple (Standing Item): 500 MC
    • Phoenix 'Legend Killer' Purple (Warhorn): 750 MC
    • Solaris Medal (Early Adopter Hanging Item): 750 MC

    'Mechs Now Available for MC

    Orion IIC

    • ON1-IIC: 3,080 MC
    • ON1-IIC-A: 3,140 MC
    • ON1-IIC-B: 4,510 MC
    • ON1-IIC-C: 4,515 MC

    'Mechs Now Available for C-Bills

    Jenner IIC

    • JR7-IIC: 6,916,093 C-Bills
    • JR7-IIC-2: 6,918,153 C-Bills
    • JR7-IIC-3: 6,660,093 C-Bills
    • JR7-IIC-A: 6,524,093 C-Bills

    Audio Fixes and Changes

    • Added a sound effect when opening and closing the BattleGrid.
    • Improved the DropShip internal rumble sound effect.
    • Added a sound effect when a Laser Turret hits a 'Mech.
    • Fixed an issue where Clan Medium Pulse Lasers wouldn't play a sound effect on HPG Manifold.
    • Added a sound effect when toggling Advanced Zoom.

    Gameplay Fixes and Changes

    • Fixed an issue where the amount of fall damage taken would scale with the amount of Leg Structure Quirks present on a 'Mech.
    • Fixed an issue where the Capture Accelerator Module would not boost Capture Rate if the player has also unlocked the UAV Upgrade.
    • Fixed an issue where shooting a target at exactly Max Range would do full damage.
    • Fixed an issue where players could be assigned Company or Lance Command without requesting it.
    • Fixed an issue where bonuses received from NARC Quirks were being calculated after the bonuses received from an equipped Enhanced NARC Module. NARC Quirks are now calculated from the base 'Mech stats; bonuses from the Enhanced NARC Module are now calculated based on the Quirked stats.
    • Fixed an issue where Seismic Sensor would only pick up weapons fire from an enemy 'Mech if they were not in line of sight.
    • Fixed an issue where equipping the Artillery Accuracy Module could cause Consumables in Slot 1 to not function.
    • Fixed an issue where using Advanced Zoom in 3PV would make the weapon reticle appear off-target.
    • Fixed an issue where using Advanced Zoom in 3PV would cause the 'Mech head to obstruct the Advanced Zoom window.
    • Fixed an issue where the current FOV setting would effect the default Zoom value displayed on the HUD.
    • Fixed an issue in the Public Group Queue where groups of 4 would sometimes be incorrectly split up across multiple lances.
    • Fixed an issue where 'Mechs could still open and close their weapon doors when overheated or shutdown.
    • Fixed an issue where Weapon Groups could appear visually shuffled in a match when 10 or more weapons have been equipped.
    • Fixed an issue where the "Hit and Run" match reward could be provided without fulfilling its conditions.
    • Fixed an issue where damage received from Airstrikes and Artillery Strikes was not listed in the Destroyed screen.
    • Fixed an issue where hitting a 'Mech with weapons fire could cause environmental damage particles to appear behind it.

    Clan Targeting Computer

    All Clan Targeting Computers are receiving adjustments to the majority of their values, listed below.
    The Advanced Zoom, Sensor Range, and Targeting Time Boosts received from TC's are all unchanged from their previous values, and are not listed below.

    • Targeting Computer MK I

    • Zoom Level 1 Boost increased to 10% (from 6.75)• Zoom Level 2 Boost increased to 14% (from 9)• Beam Range Boost increased to 4% (from 2.25)• Projectile Speed Boost increased to 5% (from 4.5)• Critical Chance 1 Boost increased to 5% (from 4.32)• Critical Chance 2 Boost increased to 2.75% (from 2.42)• Critical Chance 3 Boost increased to 0.55% (from 0.52)


    • Targeting Computer MK II

    • Zoom Level 1 Boost increased to 15% (from 9.75)• Zoom Level 2 Boost increased to 20% (from 13)• Beam Range Boost increased to 5% (from 3.25)• Projectile Speed Boost increased to 10% (from 6.5)• Critical Chance 1 Boost increased to 5.5% (from 4.91)• Critical Chance 2 Boost increased to 3% (from 2.75)• Critical Chance 3 Boost increased to 0.625% (from 0.59)


    • Targeting Computer MK III

    • Zoom Level 1 Boost increased to 20% (from 12.75)• Zoom Level 2 Boost increased to 27% (from 17)• Beam Range Boost increased to 6% (from 4.25)• Projectile Speed Boost increased to 15% (from 8.5)• Critical Chance 1 Boost increased to 6% (from 5.51)• Critical Chance 2 Boost increased to 3.25% (from 3.08)• Critical Chance 3 Boost increased to 0.7% (from 0.6)


    • Targeting Computer MK IV

    • Zoom Level 1 Boost increased to 25% (from 15.75)• Zoom Level 2 Boost increased to 33% (from 21)• Beam Range Boost increased to 7% (from 5.25)• Projectile Speed Boost increased to 20% (from 10.5)• Critical Chance 1 Boost increased to 6.5% (from 6.10)• Critical Chance 2 Boost increased to 3.5% (from 3.42)• Critical Chance 3 Boost increased to 0.775% (from 0.73)


    • Targeting Computer MK V

    • Zoom Level 1 Boost increased to 30% (from 18)• Zoom Level 2 Boost increased to 37.5% (from 24)• Beam Range Boost increased to 8% (from 6)• Projectile Speed Boost increased to 25% (from 12)• Critical Chance 1 Boost increased to 7% (from 6.5)• Critical Chance 2 Boost increased to 4% (from 3.37)• Critical Chance 3 Boost increased to 0.85% (from 0.79)


    • Targeting Computer MK VI

    • Zoom Level 1 Boost increased to 35% (from 20.25)• Zoom Level 2 Boost increased to 42% (from 27)• Beam Range Boost increased to 9% (from 6.75)• Projectile Speed Boost increased to 30% (from 13.5)• Critical Chance 1 Boost increased to 7.5% (from 6.99)• Critical Chance 2 Boost increased to 4.25% (from 3.92)• Critical Chance 3 Boost increased to 0.925% (from 0.84)


    • Targeting Computer MK VII

    • Zoom Level 1 Boost increased to 40% (from 22.5)• Zoom Level 2 Boost increased to 47% (from 30)• Beam Range Boost increased to 10% (from 7.5)• Projectile Speed Boost increased to 35% (from 15)• Critical Chance 1 Boost increased to 8% (from 7.44)• Critical Chance 2 Boost increased to 4.5% (from 4.17)• Critical Chance 3 Boost increased to 1% (from 0.89)
     
  2. Durandal

    Durandal Legendary Member

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    Part 2 of the notes:

    Flamers

    • The following values have been adjusted for Flamers:

    • Amount of Damage per second has been decreased from 0.7 to 0.1.• Amount of Heat per second applied to an enemy 'Mech has been increased from 0 to 4.5.• Duration of time before Heat starts to effect your own 'Mech (not the enemy) has been shortened from 6.25 to 4.75 seconds.

    • Flamer visuals have been adjusted to minimize the blinding effect caused by their use.
    MASC (Myomer Accelerator Signal Circuitry)

    All MASC items are receiving increases to their speed boosts, turn rates, accel/decel rates, and re-charge rate.

    The rate at which MASC is burned is not changing, and will remain at a burn-rate of 10% per second. The damage received from exceeding the recommended operational guidelines are also unchanged.

    The re-charge rate is being increased from 2% per second to 4% per second for all MASC items (Clan and IS alike).

    The various changes to speed boost, turn rates, and accel/decel rates for each MASC item are listed below.

    • Inner Sphere MASC MK I

    • Speed boost increased to 20% (from 10%).• Turn rate increased to 50% (from 25%).• Acceleration increased to 200% (from 175%).• Deceleration increased to 190% (from 150%).




    • Inner Sphere MASC MK II

    • Speed boost increased to 23% (from 10%).• Turn rate increased to 45% (from 25%).• Acceleration rate increased to 190% (from 175%).• Deceleration rate increased to 180% (from 150%).




    • Inner Sphere MASC MK III

    • Speed boost increased to 26% (from 12%).• Turn rate increased to 40% (from 25%).• Acceleration increased to 185% (from 175%).• Deceleration increased to 175% (from 150%).




    • Inner Sphere MASC MK IV

    • Speed boost increased to 29% (from 17%).• Turn rate increased to 35% (from 25%).• Acceleration increased to 180% (from 175%).• Deceleration increased to 170% (from 150%).




    • Inner Sphere MASC MK V

    • Speed boost increased to 32% (from 20%).• Turn rate increased to 30% (from 25%).• Acceleration remains at 175% (no change).• Deceleration increased to 165% (from 150%).


    • Clan MASC MK I

    • Speed boost increased to 20% (from 10%).• Turn rate increased to 40% (from 25%).• Acceleration increased to 200% (from 175%).• Deceleration increased to 190% (from 150%).


    • Clan MASC MK II

    • Speed boost increased to 23% (from 10%).• Turn rate increased to 35% (from 25%).• Acceleration increased to 190% (from 175%).• Deceleration increased to 180% (from 150%).


    • Clan MASC MK III

    • Speed boost increased to 28% (from 16%).• Turn rate increased to 30% (from 25%).• Acceleration increased to 185% (from 175%).• Deceleration increased to 175% (from 150%).


    • Clan MASC MK IV

    • Speed boost increased to 30% (from 19%).• Turn rate remains at 25% (no change).• Acceleration increased to 180% (from 175%).• Deceleration increased to 170% (from 150%).


    Quirks

    These are the broad changes you'll see in this Quirk pass:

    • All remaining negative/detrimental Weapon Quirks on Clan 'Mechs have been removed. A small amount of negative Armor and Turn Quirks remain for certain variants.
    • All Inner Sphere Energy Range Quirks are now set at 10% (if present).

    • This 10% standardization applies specifically to 'Energy Range' Quirks. Weapon-specific Range Quirks are not effected by this change.

    These are the more specific changes not covered by the two broad changes listed above:
    Clan

    The number of changes to Clan Quirks in this patch and the per-OmniPod Quirk system are better served in a dedicated document.
    You can find a PDF of all Clan Quirk changes here, along with an Excel document here.

    Inner Sphere

    • All Blackjack variants now posses the following Structure Quirks (reduced from original values):

    • Additional Structure CT +14 (down from +28).• Additional Structure L/R Torso +11 (down from +22).• Additional Structure L/R Arm +12 (down from +24).• Additional Structure L/R Leg +11 (down from +22).


    • Blackjack BJ-1: AC/2 Cooldown Quirk increased to +20% (from 10%).
    • BJ-1DC: Accel/Decel Quirks both increased to +60% (from 25% and 35% respectively)
    • BJ-1DC: Torso Yaw Speed Quirk increased to +45% (from 25%).
    • BJ-3: PPC Velocity Quirk increased to +50% (from 40%).
    • BJ-A: Now has a +20% Machine Gun Rate of Fire Quirk.
    • Highlander HGN-732B: Ballistic Velocity Quirk increased to +15% (from 10%).
    • HGN-732B: Now has a +10% Energy Cooldown Quirk.
    • HGN-733P: Ballistic and Gauss Cooldown Quirks have been removed.
    • HGN-HM: Ballistic Velocity Quirk increased to +20% (from 10%).
    • Jenner JR7-O: Accel/Decel Quirks have been increased to +35% (from 10%).
    • JR7-O: Turn Rate Quirk has been increased to +25% (from 10%).
    • Quickdraw QKD-4G: Energy Range and Laser Duration Quirks have been removed
    • QKD-4G: Missile Cooldown Quirk increased to +15% (from 10%).
    • QKD-4G: Energy Cooldown Quirk increased to +20% (from 15%).
    • QKD-4G: Accel/Decel Quirks increased to +30% (from 15%).
    • QKD-4G: Turn Rate Quirk increased to +25% (from 10%).
    • QKD-4H: Laser Duration Quirk decreased to -10% (from -20%).
    • QKD-4H: Missile Cooldown Quirk decreased to +5% (from 20%).
    • QKD-4H: Missile Velocity Quirk increased to +15% (from 10%).
    • QKD-4H: Missile Heat Gen Quirk increased to -10% (from -5%).
    • Locust LCT-1V, LCT-3V, and LCT-PB: Now have +20% Machine Gun Rate of Fire Quirks.
    • Panther PNT-10K: ERPPC Quirk has been changed to a PPC Quirk, so the benefit now applies to both ERPPCs and standard PPCs.
    • PNT-10K: PPC Velocity Quirk has been increased to +50% (from the original 40% ERPPC Quirk).
    • Spider SDR-5K: Now has a +20% Machine Gun Rate of Fire Quirk.

    Map Fixes and Changes

    • Canyon Network: Trees and certain rock formations are now breakable.
    • Crimson Strait: Trees and streetlights are now breakable.
    • Caustic Valley: Smoothed out the terrain in some problematic areas.
    • Caustic Valley: Removed collisions from the smaller pebbles/rocks.
    • Viridian Bog: The ultra-large trees now have weapon collision again
    • Polar Highlands: Fixed an issue where the snow could appear to flicker on distant rock formations.
    • Sulfurous Rift: Trees are now breakable.
    • Tourmaline Desert: Fixed an issue where a destroyed component could clip into the ground in E3 sector.
    • Vitric Forge: Fixed an issue with levitating rocks in D7 sector.

    'Mech Fixes and Changes

    • All affected 'Mechs: Fixed an issue where the Hardpoints displayed in the MechLab>Mech Stats paperdoll could be inaccurate.
    • All IIC 'Mechs: Fixed an issue where the IIC 'Mechs were not able to equip an XL Engine when there were still sufficient slots available.
    • Black Knight (all variants): Fixed a visual issue with the back legs when using the Phranken Pattern.
    • Cicada CDA-3F [L]: Added a sound effect when landing after using Jump Jets.
    • Catapult (all variants): Fixed an issue where weapon doors couldn't be manually closed after being opened.
    • Kit Fox (all variants): Fixed an issue where LA position would change state when moving.
    • KFX-D: Fixed an issue where the LT Quirks gave Structure bonuses to the RT.
    • Stalker (all variants): The appearance of weaponry on all Stalker models will now properly reflect the specific weapon equipped.• Summoner (all variants): Fixed an issue with Arm animations.
    • Warhammer (all variants except the WHM-6D): Fixed a visual issue with LT Missile hardpoint when using the Applejack Pattern.
    • Fixed an issue where the NARC Duration Quirk was not functional for all 'Mechs with a NARC Duration Quirk.
    • Fixed a visual issue with the Steiner Faction Pattern on the following 'Mechs:


    • Black Knight• Crab• Mauler


    • Fixed various Jump Jet animation issues with the following 'Mechs:

    • Arctic Cheetah• Blackjack• Dire Wolf• Firestarter• Grasshopper• Jenner• Kit Fox• Nova• Quickdraw• Raven• Shadow Cat• Summoner• Thunderbolt• Wolverine


    Other Fixes and Changes

    • Fixed an issue where the Master Volume option would not work while in a match.
    • Time of Day selection has been added as an option in Private Lobbies for maps that support it (Forest Colony, River City, Caustic Valley, and Polar Highlands). This is considered a 'Class 1' Premium option, and requires that at least one player in the Lobby has Active Premium Time.
    • Map Selection is no longer a Premium Option in Private Lobbies, and can be accessed regardless of whether or not a player in the Lobby has Active Premium Time.
    • The 'Random' option has been removed from the Map Selection and Game Mode dropdowns in Private Lobbies.
    • Accessing the Skill Tree for a 'Mech will now display the 3D model of that selected 'Mech. Your 'Current BattleMech' will not change, and you will return to it after exiting the Skill Tree.
    • Fixed an issue where Conquest resources could end at 751 instead of 750.
    • Fixed an issue inside the BattleGrid where players could highlight the "i" text inside the "Toggle Info Panel" keymap.
    • Changed the lower-case "i" inside the "Toggle Info Panel" keymap of the BattleGrid to an upper-case "I".
    • Fixed an issue where Spectators could highlight the "To Exit Current Match" and ESC keymap text.
    • Fixed an issue where the "Take Company/Lance Command" text could appear cut off inside the BattleGrid.
    • Fixed an issue where the name of the Grid Iron Limited Edition 'Mech would appear cut off inside the MechLab.
    • Fixed an issue where custom 'Mech names wouldn't appear inside the DropShip 'Mech Select screen in Faction Play.
    • Fixed an issue where the listed Weapons Groups would not be accurate when Spectating another player.
    • Settings>Keyboard and Settings>Controller keymap menu's have been organized by category (Chat, Mech, Miscellaneous, Movement, Spectator, Vision, Weapon).
    • Private Match Broadcaster controls are now fully mappable inside the Settings>Keyboard and Settings>Controller screens.
    • Fixed an issue where Xbox 360 controllers would always be invisibly mapped to certain actions, even if you assigned a button to a different action.
    • The pilot's throttle-hand now pushes forward when increasing throttle, and backwards when decreasing throttle.
    • The client will now automatically use DirectX 11 if your video card is compatible. This only applies to new players; players with an existing local profile will be unaffected.
    • Fixed an issue where players would receive a generic error when trying to login with an unverified e-mail address.
    • Standardized all instances of the term Warhorn inside the Cockpit screen.

    Miscellaneous Notes & Known Issues

    • The long-standing issue with Warhorn sounds not always triggering has finally been resolved, but the fix did not make it in time for this patch. The fix will be included in the March 15th patch.
    • The improvements to the Directional Arrow, originally set for this patch, have been pushed to March 15th.
    • Known Issue: Under certain conditions Flamer particles can render incorrectly when running the MSAA anti-aliasing method.

    Feedback to follow...
     
  3. Durandal

    Durandal Legendary Member

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    Feedback:

    -Rifleman launch. Yay? We'll see how it does.
    -Jenner IIC for CB, Orion IIC for MC. Expect lots of lights on Tuesday.
    -New 1v1/2v2/4v4 maps for private matches, prepping for CW Phase 3 presumably.
    -TC boosts actually look good. Still some diminishing returns, but the bonuses from using bigger TCs are a lot more worth it now. For IS players, do note, the Command Console remains shitty ;)
    -Flamer changes are.....interesting. They do even less damage now than they did before (and their damage before blew), but now they add a ton of heat that they didn't before. Could make Stunlock builds actually viable, depending on how well it works. Needs experimentation to see how useful they really are.
    -MASC changes are hit-and-miss a bit. I think the biggest problem is that the assault MASC for Clans didn't get any boost, and the biggest problem with the Executioner is that its turn radius and speed combined are utter shit, even with MASC. If the KDK runs into the same turning/twisting issues, the MASC change won't be a significant help to the Spirit Bear either. There is a speed increase though, which is nice for all.
    -Energy Range quirks: ALL energy range quirks will be set at 10% across the board. Some mechs this won't affect, but others like the LCT really needed those ridiculous quirks to really do anything. A lot of the outlier mechs like that will suffer, while a lot of the more generalist mechs in the Medium/Heavy bracket will be just fine.
    -BJ will no longer tank like a heavy. Still more durable, but they lost half their structure buffs. Aside from energy range, no other changes to the BJ-1X, but the other BJs all got (some occasionally dubious) buffs. LOL at the MG quirk for the Arrow and AC2 quirk for the BJ-1 though...
    -QKD quirks up and down, as are HGN quirks. I don't think any of them had really been a problem, but PGI apparently thought so.
    -Also LOL at the LCT and SDR-5K MG quirks...lackluster.
    -Nice, breakable stuff on more maps now. Useful in some areas where things were obscuring view.

    Some interesting changes there, but a lot of stuff that I wish PGI hadn't been so generalistic to like the range changes (again...you nerfed...a Locust...). Rifleman will likely have issues with its low-slung points, but we'll see how it performs in game soon enough. Quirks at least look passable though.
     
  4. Aramuside

    Aramuside Well-Known Member

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    Very badly thought out IS quirk side - Locusts, Commandos and Spiders badly hit in the lights with most others having 1 variant badly hit. Cicada... ouch that must hurt. Blackjacks hammered into the ground with the structure and energy changes. Hunchbacks took a minor hit across the board. Wolverines took a decent hit. Quickdraws hammered badly. Thunderbolts minor nerf except ironically their money maker the Top Dog that gets hammered. Minor hits to the Warhammer but three of the Black Knight variants got hit. Awesomes got badly hit. Just the BLR-1S badly hit. Oops for anyone piloting Highlanders and again ironically the money maker Heavy Metal is among the worst nerfed mechs (not that I've seen a single IS Highlander in a game over the last month anyway).

    All in all a laughable list of nerfs. Combined with Polar and Clan buffs via removal of negative quirks ... something tells me lots more clan laser boats on the 16th.

    Just shows that crying works very effectively in MWO.
     
  5. epikt

    epikt Benefactor

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    :rolleyes:
    Isn't the Oxide already supposed to be the most OP light mech on the field right now? Come on, nerf this monster a bit and give the other Jenners some love, will you.

    I thought the range nerf would have been compensated by other quirks, but no... way to kill 25% of IS mechs.
    I welcome the Panther changes though, but I must be the only Panther pilot out there.
     
  6. enileph

    enileph Space Pimp

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    Oxide? You mean Jenner IIC?

    The nerf/buff cycle of quirks are just part of the season, which would allow some mech to make a comeback, and some to be shelfed. There will always be a time they get buffed again. I don't mind it too much seeing that it is a way to spice up changes in the meta and regular mech lineup (obvuously PGI get to sell some other mech as well).

    MASC buff is good but not enough.

    TC buff is welcomd, so more LL vomit for clans now?

    Flamer is still a waste of time, they should try buff up some real effect instead.They need to allow flamers to actually OH enemy mech, then it would be useful, forcing them either to shutdown or go into OD mode.

    So, 4 vs 4 private match... there will be Solaris some day?
     
  7. Durandal

    Durandal Legendary Member

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    Nah, the Oxide outdoes the IIC version still. Mostly because the IS Jenners have more agility/defensive quirks behind them. The IIC Oxide will lose more often than it wins vs an IS Oxide, given equal skill. Assuming normal SRM builds, of course.

    The way I read those notes, I think that's what it's actually doing...forcibly building up heat. So a boating mech can actually stunlock with them if it chains them right.
     
  8. enileph

    enileph Space Pimp

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    Thing is, I think there is a cap for heat caused by flamers up to 90% max I think, so unless they remove them, you are still being dangerously close to enemy and 10% heat is of minimal problem to AC while you ahve to be burning your enemy facing them all the time.
     
  9. Aramuside

    Aramuside Well-Known Member

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    There is still a 90% ceiling according to twitter.
     
  10. Karl TenBrew

    Karl TenBrew Space Pimp

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    Flamer change is the change I care about most...is that weird? MASC buffs welcome but needed a bit of twist buff for assaults. TC Buffs? Ghost Walker build buff!

    A dedicated flamer build can build up heat massively fast to an enemy, so I think I'm actually ok with the 90% ceiling since using this iteration of mechanics could result in UNBEATABLE stun-lock builds if no ceiling was in place. I know they were shitty before and are now by definition even more niche, but just think about what transferring over 22.5 HPS to an enemy can do as a weapon system. That's a 5-flamer build 'viable' for most lights. Now imagine what 27, or even 31.5 or 36 HPS can do if we're allowed to overheat the enemy. You already know there'd be SO MUCH crying about groups of trolls dropping together just to insta-gib enemies with the new Flamers together. As amusing as cooking any enemy you can isolate sounds, there's a difference between 'viable' and 'unanswerable cheese'. Niche control, or assassin builds that have the free tonnage to add heat into their SPL damage? I can see it, but we'll see if it's actually viable yet.
     
  11. Aramuside

    Aramuside Well-Known Member

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    Not a fan of the reduction of the blinding affect though as a flamer in the face totally throws a lot of players.
     
  12. epikt

    epikt Benefactor

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    Yup.
    The only advantage for the IIC is the big alpha. And eventually jumpjets.
    The Oxide is smaller, tougher, has better heat management and sustained DPS, better hitboxes, less damage spread.
     
  13. Durandal

    Durandal Legendary Member

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    Even with the cap, 90% is a hell of a number to deal with if you have anything but Gauss mounted. One misstep and you're overheating, so if you're a laser build, you're basically stuck chain firing until the problem is dealt with. Meanwhile, if Flame Boy has teammates there, in theory you're neutered while they utterly wreck you.

    Of course, all this is just theorycrafting until we see how effective it is, but it could actually make Flamers a useful weapon if people coordinate them with teammates well enough.
     
  14. Shock

    Shock Benefactor

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    According to smurfy, the EXE mounts MASC IV and there is no MASC V for clans.
     
  15. Durandal

    Durandal Legendary Member

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    I am aware :p If you check the cMASV IV changes, it got no boosts to turn speed or torso twisting ability, which was my point. The EXE's biggest problems are low-slung arms, and an absolutely horrendous twist speed and X-Radius. So if the KDK has the same twisting problems, MASC won't help it any.
     
    Shock likes this.
  16. Aramuside

    Aramuside Well-Known Member

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    It is an interesting sucker game PGI are playing. A lot of the Hero mechs and better give away packages for the $100 MC packages this weekend are getting nerfed badly.

    GFN-1S (C)
    WVR-6K(C)
    Top Dog and TDR-5SS
    Ananasi

    Only give away packs that won't get nerfed on Tuesday are the Dragon and Jenner.
     
  17. enileph

    enileph Space Pimp

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    Well, (C) mech are meaningless to start with. The heros does get nerfed though.

    My guess is that next cycle of buff would give us energy buff in some other form (obviously not the useless shit they call info warfare).
     
  18. Aramuside

    Aramuside Well-Known Member

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    The C designation might be but point is those are all sold on the basis of being pre-set up in the packs and in fact the Griffin and Wolverine are nice mechs.
     
  19. Durandal

    Durandal Legendary Member

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    I've noticed a lot less mention of info warfare lately...I wonder if Paul realized how horribly his original vision for that bombed finally, and moved on. Kinda like how Ghost Damage thankfully never made it into the live game...
     
  20. Karl TenBrew

    Karl TenBrew Space Pimp

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    Wait, Ghost Damage? I do not remember this, and it sounds like something that can give me a good laugh. What was the idea there?
     

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