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April Update Patch Notes

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#61 magicnubs

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Posted April 22 2014 - 07:09 PM

TheFrostnessMonster, on April 22 2014 - 05:57 PM, said:

Don't really care much for the global skins change (I understand why others who have them are thrilled) I don't have any, so it doesn't really matter to me. But The raider was a little OP since last update, glad to see it brought down a step. Not so sure about that SMG nerf though...

Is this a nerf_ The reload time on the secondary was reduced by 25%, but the damage was reduced by only ~15% for the MIRV and ~6-7% for the KLA, which would result in increased DPS. I guess it would also increase heat though, if they didn't do anything to reduce heat generation.

Maybe it's a lateral move_ Am I missing something_

Either way, I personally never felt like the Raider was over-powered; I think a bunch of people started using it after the last increase in power and that most people playing against it just haven't adjusted to it yet. Although, I can only speak from my own limited experience. I would love to look at the raw match outcome data Adhesive has tucked away.

#62 magicnubs

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Posted April 22 2014 - 07:12 PM

MouseVA, on April 22 2014 - 07:06 PM, said:

Wow Nerf the Assualt, Nerf the Zerker,  Leave the Scout as is_ really_ I'm dying perfectly fine in the Assualt and Zerker just the way they were.. But you left the Scout alone, the one mech that needed the Nerfing the most, or at least that dam never ending flak cannon did.

Dont' care about camo, nor bobble heads.. and won't spend anything on that. Increase Mech costs_ LOL.. I must be missing the point.. geez.

And why the adjustment to Pilot levels_ don't understand that.. Getting to level 30 now is not as much of an accomplishment.. And not like it brings you benefits like it did before when tunning was around. Now it brings you the ability to spend more cause the items etc are just more expensive now they are unlocked.   Wait never mind i get it.. "spend more"..

And i can now see Siege being dominated by heavies.. Should be interesting.

I agree. Scouts, at least at my current level of play, seem bloody amazing. The mini-flak could probably use a rate-of-fire reduction.

#63 magicnubs

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Posted April 22 2014 - 07:15 PM

brackets, on April 22 2014 - 07:04 PM, said:

Posted Image[HWK]ZamboniChaos, on , said:
  • If several pilots connecting fail to join and their spots are cleared, auto balancer now becomes active immediately

This is good, but please also fix when the matchmaker distributes multiple connecting pilots to one team in the middle of a match and the auto balancer then attempts to redistribute the connected players already on that team.

They mentioned this under "Bugs Fixed".

[HWK]ZamboniChaos said:

Fixed a bug where pilots still connecting to a server triggered team switching


#64 Odinous

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Posted April 22 2014 - 07:20 PM

thank you devs for the great patch notes.my predator wants to say thanks too :ph34r:

Edited by Odinous, April 22 2014 - 07:20 PM.


#65 Pap

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Posted April 22 2014 - 07:21 PM

srsly it always put a smile on my face when all they wan to do is grab as much money as possible. while not attending to global main issues like: high ping, server mess (oceania and asia servers are useless..), TERRIBLE TERRIBLE team balancing algorithm that literally destroys team games like MA and SIEGE (sure if u play only dm/tdm it's not as big of a deal)
but hey lets add new fuzzy bunny for players to buy and fuzzy bunny the rest..
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#66 Aims

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Posted April 22 2014 - 07:34 PM

Thankyou for the patch. As excited as I am for global skins however, I would like to see something done for those who have spent a decent amount of money on doubles of skins previously. Sent you a message, Zamboni.

#67 Saturnine

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Posted April 22 2014 - 07:38 PM

View PostMykinius, on April 22 2014 - 06:59 PM, said:

ALSO: Next patch should include an avatar comprised of nine ringed planets.

"Weasles commonly lack facial hair. That's just science."

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digitalhughes: @s9 you stinkn' weasel!

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#68 TheFrostnessMonster

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Posted April 22 2014 - 07:44 PM

View Postmagicnubs, on April 22 2014 - 07:09 PM, said:

Is this a nerf_ The reload time on the secondary was reduced by 25%, but the damage was reduced by only ~15% for the MIRV and ~6-7% for the KLA, which would result in increased DPS. I guess it would also increase heat though, if they didn't do anything to reduce heat generation.

Maybe it's a lateral move_ Am I missing something_

Either way, I personally never felt like the Raider was over-powered; I think a bunch of people started using it after the last increase in power and that most people playing against it just haven't adjusted to it yet. Although, I can only speak from my own limited experience. I would love to look at the raw match outcome data Adhesive has tucked away.

That is true; with the apparent new generation of Raiders running around, and not having been exposed to them very often, It is kind of hard to adjust when there are mechs flying around everywhere at the speed of sound, throwing EMP charges before their every step. I've also seen more Sharpshooter scrub-lords running around as well. :unsure:

#69 Weezl3

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Posted April 22 2014 - 07:49 PM

View PostSaturnine, on April 22 2014 - 07:38 PM, said:

View PostMykinius, on April 22 2014 - 06:59 PM, said:

ALSO: Next patch should include an avatar comprised of nine ringed planets.

"Weasles commonly lack facial hair. That's just science."

You can't hold my facial hair over my head forever s9. I blame you.

#70 Abanomex

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Posted April 22 2014 - 07:53 PM

when is the update going live

#71 Bazookagofer

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Posted April 22 2014 - 08:16 PM

No selling mechs yet... well better luck next time...

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#72 Axanael

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Posted April 22 2014 - 08:18 PM

Stingz, on April 22 2014 - 06:49 PM, said:

Posted ImageAxanael, on , said:

And the dawn of the Heavy metagame begins.

Kinda sad about zerker and SMC nerf, which along with the back hit reduction for turrets and armor increase will make assassinating heavies so much harder ;;.

If they reduced or removed the spin up time on Vulcan it would give mechs a close-range only alternative to SMC.

Hot, loud, and innaccurate for high DPS. Used Vulcan all the time pre-Steam due to how fast it tore up C-Class.

I just have more of an issue with the back hit on turret damage being reduced to the point of 20%. If it were 35 or even 30% that would be fine with the damage reduction of the SMC, a 6% damage nerf on one of the most common first primary weapons, along with this massive heavy buff, as backdamage was comparatively reduced 60% from prior, just leaves a bad taste in my mouth considering the newer players' tendencies to hulk down in turret mode when they first play heavies, which they will be more inclined to do because assassins were punished with this patch.

Naturally, since I play A class a lot I have my own pre-existing biases, but I seriously think the SMC nerf was unnecessary due to the reason of making the Vulcan and Assault Rifle more prevalent. The thing is the Assault Rifle outperformed the SMC when used properly, which as stated in the weapon description, at medium range. It went great on the Brusier, in alignment with the Hellfire Rockets. Meanwhile, nerfing the SMC will not make the Vulcan any more prevalent, due to the nature of it being most commonly present as a Prestige weapon, and especially now with the slower mech level gaining.

Also, as many people mentioned, nerfs are handed out to the SMC and the Zerker, but not to the Scout. The scout is listed under defensive but that mini-flak is just, at least in my opinion, too damaging due to the rate of fire and the low heat gain.

tl;dr

In my honest opinion the reduction to back damage was a good thing, and a little extra armor and movement speed was great considering the pace of the game now, but reducing back damage bonus to only 20% was going a little too far.

As Stingz mentioned if the Vulcan spin-up was removed then the SMC nerf would be fine, but the justifications for the nerf are, in my observations, flawed.

Scout mini-flak cannon cheese still runs rampant.

Other than that I am quite happy about these patches.

#73 Draigun

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Posted April 22 2014 - 08:28 PM

Quote

Fixed a bug where alt-tabbing on full screen resulted in frame rate drop

I didn't know this was technically a bug; I thought it had to deal with my GTX 460. In any case, an amazing and much needed bug fix, as it was quite irritating.

Also, for those that don't get the justification for XP progression reductions on pilot level and mech level, I believe the devs made this decision due to an observable slow pilot progression overall. The purpose is to shorten the gap of players between progression and gameplay, and to generally increase the playerbase strength. Having a faster pilot progression system allows for a lot of diversity in the game than ever before, in my opinion.

I generally do not play C class, but it doesn't take a C class enthusiast to recognize that the decrease of damage from behind when in turret mode is a favorable change. I felt that damage against said C class mech from behind was too high, and defeated the purpose of a Heavy class in a short amount of time.

Lastly, +1 to the reduced setup time for EOC Pred traps, and of course, the damage increase to scale this change. Even though the damage output has actually been reduced slightly, damage efficiency has increased—which is more important to a Pred than damage output—especially with the new movement changes.

Edited by Draigun, April 22 2014 - 08:33 PM.

Posted Image

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#74 SectionZ

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Posted April 22 2014 - 08:42 PM

I don't know what to think about the Turret Mode Buff.  NOT because it will make them "Too hard to kill".   But because the majority of the people I see spending any length of time in turret mode are the sort who just hang back from the AA all match, never setting foot on it if there is the slightest personal risk, screaming at their team's Infiltrators and Technicians to take the AA from all two of us hiding behind the AA cover (well, aside from last Eco) where they can't even splash damage us with grenades or TOWs.

So I'm not afraid of unkillable C classes ON the AA, so much as I an increase in "But I might get shot at! MY KDR MUST NOT SUFFER!" turret mode C classes spending all of their time OFF the AA because it is safer than ever to hang back and scream at their team to save them if somebody tries to flank behind enemy lines.

Our sharpshooters are helping capture the AA while the Brawler hangs back and try to snipe, I have entered Bizzaro Hawken.

#75 6ixxer

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Posted April 22 2014 - 08:43 PM

yay for blank reticule option!

now 3D wont be so fuzzy bunny.

#76 DaPheel

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Posted April 22 2014 - 08:58 PM

I'm loving all of the info in here. As a Grenadier it's good news. Turret mode just got a little more viable.

The A class are struggling a bit at the moment. I'm glad to not be the only c class on the carousel, but the A's are in lower numbers. Perhaps a small buff to infiltrator scout and tech.

Bezerker is fine, in fact take another 200 of its health, darn annoying point-d wasps. That's what they are, wasps. Nobody likes wasps, they just buzz around you like an annoying cloud of stinginess.

FYI if you release a G2 zerker, that would not be a nice thing to do to me.....
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#77 comic_sans

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Posted April 22 2014 - 08:58 PM

Did anyone notice the light blue color is overlaid over the entire mech unlike every other paintjob_

Also I hope this includes my snowflake camo, christmastime was problematic this year and I feel some surplus cheer is in order.  In may.

Also holy (implicit) A class nerf, I'm not entirely sure how I'm supposed to kill a turreted vanguard.

Edited by comic_sans, April 22 2014 - 09:04 PM.


#78 Beefsweat

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Posted April 22 2014 - 09:04 PM

Wow, a full-on 3/4-angle lion emblem and not even a glistening, sizzling steak emblem_ Nice nepotism, HWK team. ;)
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#79 Mykinius

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Posted April 22 2014 - 09:05 PM

Why is there so much scout hate_

I still have yet to hear any good reasons as to why it's supposedly overpowered. It always seems to be anecdotal evidence of being beaten by better players (or beating low-skill players, just as any mech can do) rather than anything broken at play.

Mini-flak is widely regarded as a poor choice by all of the experienced players I know due to its high heat rate, low accuracy, and incompatibility with cover play. For it to do its ideal, maximum damage, the scout has to be out of cover AND adjacent to the opponent, an undesirable situation given its measly 320 hp.

#80 Spitnale

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Posted April 22 2014 - 09:10 PM

Time to buy a couple C class mechs and get ready for the big switch...





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