Launch Patch September 17th - Impressions?

Thread in 'MechWarrior Online' started by Blagg Zear, Sep 17, 2013.

  1. Blagg Zear

    Blagg Zear Star Lord

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  2. Blagg Zear

    Blagg Zear Star Lord

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  3. Aylek

    Aylek Administrator Staff Member

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    Sorry, I had to.
     
  4. Sassafras

    Sassafras MechSpecs Addict

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    So, not much of anything really. Big buff to the flamer though, expect to see alot more of those running around :rolleyes:.
     
  5. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    BEST LAUNCH SURPRISE I COULD ASK FOR!!!

    Funny... no fix to server issues dropping players before the match begins or starting matches with 1-2 players never even assigned to the team. Nor rubber banding issues. Nor UI update. Bummer. It's just another Tuesday.

    Oh well, still one of my current favorite games! Still a blast to kill some robots. Just a lackluster "release."
     
  6. Lan

    Lan Mech Wrangler

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    Impression?

    Sad panda. I'm guessing they are holding some goodies for the launch event, otherwise I don't know wtf their marketing guys are doing.

    As a patch, it's a ok one considering the weapon and bug fixes.

    I guess I'm missing the "YEAH BABY, LAUNCH TIME!!" treats.
     
  7. slescens

    slescens New Member

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    Most important fix in patch:

    Fixed key hold repeat issue for Backspace in chat windows.


    This has annoyed me to no end. When what I type has been OBE, and I have to hit backspace over and over again before I can 'enter' out of the chat window... THANK YOU!
     
  8. Michael

    Michael Grand Poobah

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    Anyone notice the UAC5 and the AC5 now have the same Cool Down timer?

    Yes folks, you can add that word ULTRA for 1 more ton and a 20% Jam rate!!!!!
     
  9. Blagg Zear

    Blagg Zear Star Lord

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    yepp as expected, now UACs are better balanced against the other weapons :rofl:
     
  10. Severity

    Severity Junior Member

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    I am curious how that UAC5 balancing will work out and the AC2 heat issue is a nice fix, but the rest of the patch is looking quite underwhelming.
     
  11. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Nerf bat? Nerf CANNON! That Double-Tap may help as a last ditch finisher, but, I'll stick with my STD AC/5.
     
  12. Trakas

    Trakas New Member

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    So uac5's should operate exactly like ac/5's unless you double fire them and only then the jam mechanic is applied.
     
  13. Severity

    Severity Junior Member

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    Not to mention that you get that fancy Ultra with less ammo per ton than a regular!
     
  14. DeiPax

    DeiPax Junior Member

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    Not to mention less ammo per ton ...

    I noticed right away, so, after this change, why would anyone be rolling around with UAC5? Ever? Am I missing something?
     
  15. Severity

    Severity Junior Member

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    You could double tap to increase DPS at the risk of causing a jam, and therefore inhibiting your DPS.
     
  16. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Still good for long range to pop out and get a quick 10 points out of each Autocannon, I guess... meh.
     
  17. Blagg Zear

    Blagg Zear Star Lord

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    How would it be, if Flamers don't produce any Heat BUT boost Heat Dissipation? :cool:
     
  18. Trakas

    Trakas New Member

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    Basically, you wont chain fire any more to try to avoid the jam. You'd just double click each firing cycle to double the dps and hps. Then factor in the jam mechanic.

    It does give the player control over the jaming as you will now decide if you want to risk it. Although, the default(non-macro) chain fire cycles in the game will have to be turned off if you want to maintain that control.

    Having said that, if you dont double fire, it better not jam. Which we have to test and see if that's true.

    This is basically what Sean Lang has been asking for, control over exposure to the jamming mechanic
     
  19. Blagg Zear

    Blagg Zear Star Lord

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    I would say: Be prepared to read some awesome Press-Reviews the next days!!! :rofl:

     
  20. enileph

    enileph Star Lord

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    AC/2
    Heat scale multiplier reduced from 1.0 to 0.6.

    THIS!
     
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