You know the drill. I read the notes, i rage, i post in GD and then i look back at this a few weeks after the patch
 Scapes, on February 08 2013 - 05:45 PM, said:
Scapes, on February 08 2013 - 05:45 PM, said:
Overview
Coming February 12, this patch introduces new weapon balance changes, adds some hotly-desired interface improvements, and squashes lots of frustrating bugs. Also, isn't there a holiday coming next week? Stay tuned! Will you be my valentines Scapes?im sorry hugs
Weapons
- Hellfire Missiles Look forward to trying these new bad boy out. But increasing the versatility of the hellfires should be enough of a buff. Don't mean to be negative but i can still see them being pretty sucky. or possibly OP
 - Adjusted to be slightly more effective at closer ranges.
 - Damage per projectile was increased slightly.
- Projectiles start homing to targets sooner.
- Homing strength was increased.
- Time to lose target lock-on was increased.
 
- Damage per projectile was increased slightly.
 
- Adjusted to be slightly more effective at closer ranges.
- Mini-Flak Cannon No comment i will wait and play this weapon i dislike very much so i can keep not liking it and not provide proper feedback. I went O_o when i read these. It will definitively distinguish the 2 flaks and that is a positive thing but WTH?
 - Adjusted for more sustained close-range damage rather than burst damage.
 - Increased rate of fire slightly.
- Reduced damage and heat generation per shot to compensate for the change in fire rate.
 
- Increased rate of fire slightly.
 
- Adjusted for more sustained close-range damage rather than burst damage.
- KE-Sabot
 - Updated art asset.
 
- Upgrades
 - Weapon upgrades were not always being applied for some weapons. The following should now perform as their tooltips imply.
 - EOC Repeater: Level 1
- Slug Rifle: Level 1
- Submachine Cannon: Level 1
- Hawkins-RPR: Level 2
- Assault Rifle: Level 3
- KE-Sabot: Level 3
- Rev-GL: Level 3
- Sabot Rifle: Level 3
- Seeker: Level 3
 
- EOC Repeater: Level 1
 
- Weapon upgrades were not always being applied for some weapons. The following should now perform as their tooltips imply.
- Game Mode Unlock I recommended this back in like march last year and slightly regret it now. SK mumble seems outraged at the idea tho but they can not provide me with concrete arguements. I personally see no issues here. But i think a proper introduction to siege and MA would be more apropriate as well as nub servers so they do not get placed in matches with vets.
 - New players start with Team Deathmatch unlocked. Additional game modes can be unlocked by playing matches of any combination of available game modes. New players can still join their friends on a mode they haven't unlocked yet.
 - Play three matches to unlock Missile Assault.
- Play five or more matches to unlock Siege.
- Play five or more matches to unlock Deathmatch.
- Note: Current players who have already fulfilled the requirements should be unaffected.
 
- Play three matches to unlock Missile Assault.
 
- New players start with Team Deathmatch unlocked. Additional game modes can be unlocked by playing matches of any combination of available game modes. New players can still join their friends on a mode they haven't unlocked yet.
- Maximum Turn Rate Ugh your nerfing my aim? why? I though this was supposed to aim to get a competitive crowd? Even MWO has faster aiming until the crosshairs reach torso turn rate. Why do the mech have arms couldnt they just have the guns fixed to their torso? It felt good before, it was fine, it worked great. Don't nerf a fonctional mechanic for no apparent reason. Educating the masses and letting them know in their tutorial that their is a turn rate cap and how it works could have been a simpler and better option to "fix" this issue.
 - The decreased maximum turn rate has been fixed.Hooray so we were right and it will be fixed. There used to be an unintended mechanism(quake had strafe jumping have your heard of this game?) with turning where moving the crosshairs from the center of the cockpit to the edge of the cockpit capped at a higher speed then the actual turn rate cap. This was considered an unnecessary inconsistency and was removed.
 - Basically, once your cockpit started actually turning with you, you were capped at the intended turn speed, but for a short time before that the reticle could move faster. The difference in speed was about 10% faster from the center point to the point where your mech starts to spin, then it would actually slow to the intended turn rate. This probably caused an impression of negative mouse acceleration since the reticle would slow down when you got to the edge of the cockpit. The removal of that change in speed means that players should expeience an even turn rate cap at all times. And slower aim
 
 
- The decreased maximum turn rate has been fixed.Hooray so we were right and it will be fixed. There used to be an unintended mechanism(quake had strafe jumping have your heard of this game?) with turning where moving the crosshairs from the center of the cockpit to the edge of the cockpit capped at a higher speed then the actual turn rate cap. This was considered an unnecessary inconsistency and was removed.
- Siege Mode Great, now we can camp more safely. Might help fix excessive spawn camping but it doesnt help the game mode.
 - Added turrets inside team bases to prevent players from camping inside an opponent's base.
 
- Reticle More accurate == always accurate. I would rather have the jumpy reticle.
 - Reticle improved to be more accurate. As a result, the optional setting for Accurate Reticle (Experimental) has been removed.
 
- Kills and Deaths
 - Improved kill and death messages in the mech HUD.
 
- Kill Cam (Alpha)
 - Upon death, your camera will now follow the player who killed you for a few seconds. Oh great i can now ghost my opponents and share it with my teammates to gain an unfair advantage. If you want to implement kill cam make it so it shows how i die. not how to warn my teammates.
- This has been implemented early in the development cycle, so it's still very much a work in progress.
 
- Upon death, your camera will now follow the player who killed you for a few seconds. Oh great i can now ghost my opponents and share it with my teammates to gain an unfair advantage. If you want to implement kill cam make it so it shows how i die. not how to warn my teammates.
- Menu Usability
 - Your mech list can now be reorganized using the arrow buttons or drag-and-drop on the YOUR MECHS tab.
- New ribbons denote NEW, POPULAR, and LIMITED items.
- You can now view the submenus in the EQUIPPED tab before they're unlocked. Individual items within the submenus show locked statuses.
- You can now use left and right arrow keys to navigate between MECH SHOP and YOUR MECHS tabs.
- HAWKEN Credit and Meteor Credit icons added to MECH SHOP tab.
- Removed ping column from "Ready Up" screen.
- Changed "Dash Recharge" to "Dodge Recharge" in the mech HUD.
- The DEALS button has been renamed to STORE in the Main Menu and Garage screens.
- Various updates to post-match earnings text for clarity.
- Language translations updated.
- Text in the Credits tab updated.
 
- Your mech list can now be reorganized using the arrow buttons or drag-and-drop on the YOUR MECHS tab.
- Continued visual and audio tweaks for training mission tutorial, maps, mechs, weapons, and items. I hope we actually have recognizeable audio when we are getting damaged. i look forward to this, anything else is just superfluous fluff that i enjoy but do not care much for.
- Added sound effects for mech animations in the Garage.
- Added cockpit reflection and lens flare visual effects.
- Added collision to a wall in the Origin map to prevent exploitation.
- Repaired the Repair Charge item to no longer occasionally cause the game to crash.
- Fixed mech features not functioning properly after unlocking an expired Test Drive mech.
- The Siege battleship timer will no longer appear with no battleship present.
- Cockpit grime and cracks will now display correctly as damage is taken.
- Fixed Friends List, Chat, and other windows changing sizes when resolution is changed.
- Fixed scoreboard text displaying incorrectly for and being overlapped by long callsigns.
- Fixed clipping issues on wall in the Bazaar map.
- Fixed mech preview not updating correctly when navigating mech lists using arrow keys.
- Heavy mechs will no longer clip through the environment in the Staging screen.
- Bold fonts now display correctly for Chinese, Japanese, and Korean localizations.
- Fixed KE Sabot and Hawkins-RPR off-centered visual alignment on mech and in first-person view.
- Ambient audio on the Bazaar map will now play correctly.
- Crushing Kill text will now displaying in the post-match earnings screen.
- The straw stack will no longer spin off the Bazaar map when shot.
- The health display will no longer move to the center of the screen while zoomed in after repairing.
- Fixed the blurred edges of health meters when zoomed in or in turret mode.
- Fixed a missing boundary box in the Prosk map.
- Jump pads will now work more reliably in the Uptown map.
- The RD-LZR repair drone will no longer play the incorrect animation and its red eye will no longer persist in previews.
- Fixed "Other Player Volume" adjustments not taking effect immediately.
- Fixed XP bonus indicators being left as bright blue orbs in-game.
Edited by h0B0, February 18 2013 - 09:14 AM.

 

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 . This is true, very grindy game when it comes to resource gain
. This is true, very grindy game when it comes to resource gain 
				
				
			 
				
				
			 
				
				
			










 
								




