Author Topic: December 13th patch notes  (Read 449 times)

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Offline Aeryo

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Re: December 13th patch notes
« Reply #1 on: 10. December 2016, 11:06:14 »
Das Update bringt wirklich massive Änderungen für CW- bin schon gespannt wie das in der Praxis funktioniert.
Where lightning strikes once, a ninja strikes twice.
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Offline Hatake "Storyteller" Matsumura

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Re: December 13th patch notes
« Reply #2 on: 10. December 2016, 13:04:53 »
Ui, noch drei Tage bis Weihnachten!

Bis dahin meinen neuen Grasshopper spielen.
Laser-Boot, hätte nicht gedacht, dass mir das so viel Spaß macht!
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Offline Hachirou "Phidias86" Girisha

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Re: December 13th patch notes
« Reply #3 on: 10. December 2016, 14:18:48 »
Laser-Boot, hätte nicht gedacht, dass mir das so viel Spaß macht!
Jaja, im Alter steckt man den Rückstoß der AKs und den Rauch der Raketen nicht mehr so gut weg...  :floet: :mrgreen:
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Offline Shin'ichi "K4t0o" Takeda

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Re: December 13th patch notes
« Reply #4 on: 11. December 2016, 13:13:05 »
Ich bin erstmal total begeistert von den ganzen Veränderungen und hoffe, dass dann mal richtig was im FP los ist.
Und ja, ich kann mich da Story nur anschließen..das ist wirklich Weihnachten! <3
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Offline Hoshi "Terry" Toranaga

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Re: December 13th patch notes
« Reply #5 on: 11. December 2016, 19:38:27 »
Wow da bin ich sprachlos, die haben tatsächlich was auf die Reihe gebracht. Sehr cool.
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Offline Hachirou "Phidias86" Girisha

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Re: December 13th patch notes
« Reply #6 on: 14. December 2016, 01:38:00 »
Okay, first and unfiltered impression: God have mercy with us all! All the changes encourage communication and coordination. We will surely die! :mrgreen:

Escort mode highly relies on deathballing and or hardcore-sniping. Inbetweens didnt seem to work out at all. The turrets are nearly irrelevant, but the sensortowers give the defending team quite an edge. Not substancially, but in 4 of 5 matches the attacking team announced itself/pinned itself to one or two of these sensortowers and got wiped out right there via solid pushes or one by one. Keep your flexibility, or its over very fast. And the main thing is: KILL THE FUCKING ATLAS! Its faster than one would think. Focus fire seems to be mandatory. I think it packs some noteworthy structure-boosts, because I had more troubles taking down one of its side torsos than usual :( (but all in all it seems like an interesting new mode with quite some potential for experimentation)

And some words about the new faction play: The dropzones in the new standard-games got some covering buildings to "secure" the drop of the rest of your 4 mechs. Nice idea, but this works only partially. Spawnkilling-tactics may become a thing in the future, especially in the "skirmish"-phase. Capture works quite well, but the Clan side got an solid edge via their higher general speed. More I couldn't percieve in the short timeframe.
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Offline Hatake "Storyteller" Matsumura

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Re: December 13th patch notes
« Reply #7 on: 14. December 2016, 09:47:18 »
I didn't have the chance to play the new escort game mode, but I played two faction matches:

Both were with mixed teams on either side and the first one took place on River City as skirmish.
Our team had some kind of droplead and the close ranged IS mechs had a huge advantage, fighting in the lower city on the east side of the map and so we won this round.
Has been an enjoyable match for both sides.

Second was Domination on Grim Plexus. This time noone was willing to coordinate (me neither) and though it was a sniper/pick-a-poke duel which favors the clan mechs.
We lost one mech after another and after the clanners gained a substantional advantage, they pushed us out of the circle and won the match.

I think those to rounds show roughly what we have to expect in the present and near future:

A well coordinate IS team who uses the terrain (if possible) to its advantage, can surely win the match.
If its just a bunch of PUGs on both sides, an undecided IS team on one side and/or the terrain is very open, the IS will most likely loose - if not the individual IS skill is significant higher than the skill of the clanners.

Anyway, this way it's in my opinion much more fun, because matches are faster, shorter and on the regular MWO maps neither side has a clear advantage like on the invasion maps as the defenders have it. But the game itself is a mix of group que (smaller and more open maps) and invasion (respawn/four waves).

So early it's hard to deceide if its good or not or what has to be tweaked in the futere.
I propose we wait a little longer, gain more experience and see how it turns out in the upcoming weeks.

Cheers
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Offline Gimpling

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    Re: December 13th patch notes
    « Reply #8 on: 14. December 2016, 17:44:17 »
    Be aware that FW tonnage for IS was changed
    http://mwomercs.com/news/2016/12/1681-faction-play-tonnage-change:

    Inner Sphere Invasion DropDeck tonnage limit has been increased from 250 tonnes to 265 tonnes until further notice.
    Inner Sphere Scouting DropDeck tonnage limit remains at 55 tonnes.


    Clan Invasion DropDeck tonnage limit remains at 250 tonnes.
    Clan Scouting DropDeck tonnage limit remains at 55 tonnes.

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    Offline Onai "Oni" Tekimata

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    Re: December 13th patch notes
    « Reply #9 on: 14. December 2016, 17:55:41 »
    AND (as if we had not worried about that  :fies:)
    We have a hot ifx incomming
    https://mwomercs.com/forums/topic/241461-hot-fix-scheduled-for-14-dec-2016/

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    Offline Mah Kraah

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    Re: December 13th patch notes
    « Reply #10 on: 14. December 2016, 18:50:16 »
    my observation:
    if you dont play totaly bonkers you wont go through 4 mechs, the time limit is too short.
    bevore changes i had a homogenous dropdeck of 4 heavys( 2x 65t 2x60t).
    intend was to not drop in fighting power in the later segment of the battle.
    in skirmish, assault and dominationmode this is a  disadvantage.
    creating a new dropdeck with 2 assaults first and than  light filler mecht that you dont use/need anyway
    atlas mauler cicada locust for example.(with the new droptonnage you can even bring a strong 55ton mech as 3rd, woverine, shaddowhawk or griffin for example)
    usualy the first 2 mechs are enough for the existing timelimit and if you die unusual fast you still have a fallback cicada(or a strong 55ton after the changes).
    this way you concentrate much more fire and tanking power in the first 2 mechs that are actualy beeing used.
    2 waves of 12 daka maulers are realy hard to beat  and can already end the match as a win

    conclusion:
    rethink your dropdecks, maximize fighting power in the first 2 mechs at the cost of the 3rd and 4th.
    it is unnecesary weakening the team if you save tonnage to have strong 3rd and 4th mechs that you might not use at all because of the short timers

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    Offline Shin'ichi "K4t0o" Takeda

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    Re: December 13th patch notes
    « Reply #11 on: 27. December 2016, 07:54:30 »
    I dropped a lot during the past days and Faction Play has become pretty awesome to me. The new game modes and maps generate fun quite different playstyles. On top, the FRR Kurita HUB is just brilliant to find other players to set up a FP Group. They are overall friendly nice people and it is most of the time easy to win matches with them. I rethinked my dropdecks and these are its details:
    - taking fast mechs helps a lot (70kph+)
    - taking good and clear builds (e.g.: metamechs.com)
    - playing a lot helps a lot
    - playing the same mechs again and again is even better
    -----------------------------------------
    Ich habe die letzten Tage viel Faction Play gespielt und bin begeistert. Die neuen Gamemodi und -maps bieten massig Abwechslung. Außerdem ist es mit der neuen Tonnage wesentlich ausgeglichener auch wenn manche schon sagen, dass etwas weniger auch okay wäre. Nichtsdestotrotz siegen die Clans aktuell mehr. Das liegt mMn aber vorallem an den aktiven und guten Spielern der entsprechenden Seiten. Heute morgen um halb 6 waren 80 Spieler auf dem FRR Kurita HUB unterwegs und ich kann wirklich nur jedem empfehlen, sich dort blicken zu lassen und zuvor sich auf unserem TS einzuloggen und den entsprechenden Channel zu betreten. So sehen die anderen Piloten von uns, dass wir quasi "nebenan" im anderem HUB droppen. Ich habe meine Dropdecks komplett überarbeitet und bin von "so schwer" wie möglich zu "so schnell" wie möglich gewechselt. Ich versuche nach Möglichkeit schneller als 70kmh zu fahren und nutze klare Builds zB von metamechs.com, die ich ggfs. abwandle. Außerdem hilft viel spielen meistens auch viel. Spielt man dann auch noch seine präferierten FP Mechs, wird man auch automatisch besser.

    Haus Kurita ist zur Zeit auf dem letzten Platz, was aber nicht nur an der Claninvasion liegt, sondern auch an den relativ wenig aktiven Spielern. Ich hoffe, dass einige von uns die Tage wieder ins TS schauen und wir die Fahne auf einen rostigen Planet stecken können. Zitat.

    Also, see you on the battlefield...<3

    Kato

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