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Patch Notes - 1.3.416 - 04-Aug-2015


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#1 InnerSphereNews

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Posted 31 July 2015 - 06:51 PM

Upcoming Patch - Tuesday, August 4th @ 10AM – 1PM PDT
Patch Number: 1.3.416.0
Patch size: ~250 MB

Greetings MechWarriors,

You've seen it used before in promo videos, NGNG content, and in videos from select content creators, but starting with this patch a fully-revamped Spectator Tool is available for use in Private Matches by all pilots! Re-designed specifically with live-streaming and content-creation in mind, the new Spectator Tool will provide pilots with an array of spectating controls to make the most of their creations and tournaments.

Since the release of the new MechLab in June we've been working on further improvements to the MechWarrior Online menu and user interface systems. This patch sees the release of the latest phase of that work with the introduction of a completely revamped Select 'Mech screen.

Directly informed by player feedback, the new Select 'Mech screen has a strong focus toward improved filtering, organization, functionality, and aesthetic quality. One change in particular has long been a popular request, so we're excited to introduce dynamic 'Mech portraits as part of this release.
Further refinements to the user interface are set for future updates, but until then we hope you enjoy the improved Select 'Mech screen.

The Oceanic servers are here! The activation of these servers should have a significant impact on the playing experience for players in the Oceanic region, with reductions in server latency (ping) and a consequent impact in critical areas such as hit registration and player input responsiveness.
We've also introduced ping value indicators for each of the three servers in the Matchmaking Status pop-up window to help you make a more informed decision about which servers will provide you with an optimal or otherwise playable connection strength.

After two rounds of voting and well over 500 submissions, the loadout re-designs of the Inner Sphere Champion 'Mechs are now complete. Inner Sphere forces are also receiving a brand new Champion 'Mech based on the Enforcer chassis, while a first-of-its-kind Timber Wolf Champion 'Mech heralds the arrival of Clan Champions to the battlefield.

Resistance pilots will now be able to apply all standard patterns to their 'Mechs, with full pattern support now available for the Enforcer, Grasshopper, Panther, and Zeus 'Mechs. Pattern retro-fits for Wave 2 are also now complete, with the Gargoyle receiving full pattern support in this patch. Work on pattern support for the King Crab and UrbanMech is currently underway!

Rounding out the patch we have a complete rework of the crystalline collision meshes on Tourmaline Desert, an array of other map fixes, improvements to crosshair feedback behavior, a reversion of the July 21st collision changes, a multitude of crash fixes (thank you to everyone who has submitted crash reports using the new reporting tool), a fix for the MSAA/TXAA wireframe issue, a performance boost for the 64-bit client, and much more!

Read on for all the details of the August 4th patch, and we'll see you on the battlefield!

- The MechWarrior Team


Change Log

Updated Champion 'Mechs

After a round of Community submissions and votes, 24 Inner Sphere Champion 'Mechs have had their loadouts re-designed! All eight of the current Inner Sphere Trial 'Mechs are included in this loadout re-design pass. As the prices for Champion 'Mechs are derived as a percentage of the standard price for the non-Champion variants they are based on, the prices of the re-designed Champion 'Mechs have not been changed from their original values.

This patch also sees the release of the first Clan Champion 'Mech, based on the TBR-C!

The following Inner Sphere 'Mechs have undergone a loadout change to varying degrees:

Trial Champions

  • Banshee BNC-3M (C)
  • Griffin GRF-1S (C)
  • Quickdraw QKD-4G (C)
  • Raven RVN-3L (C)
  • Spider SDR-5K (C)
  • Thunderbolt TDR-9SE (C)
  • Trebuchet TBT-7M (C)
  • Victor VTR-9S (C)

Non-Trial Champions

  • Atlas AS7-RS (C)
  • Cataphract CTF-3D (C)
  • Catapult CPLT-A1 (C)
  • Centurion CN9-A (C)
  • Cicada CDA-2A (C)
  • Dragon DRG-5N (C)
  • Firestarter FS9-S (C)
  • Highlander HGN-733C (C)
  • Hunchback HBK-4P (C)
  • JagerMech JM6-A (C)
  • Jenner JR7-F (C)
  • Kintaro KTO-18 (C)
  • Orion ON1-K (C)
  • Shadow Hawk SHD-2H (C)
  • Stalker STK-3F (C)
  • Wolverine WVR-6K (C)

The following Champion 'Mechs have been added to the game:

New Champions

  • Enforcer ENF-4R (C)
    • MC price: 1,915
  • Timber Wolf TBR-C (C)
    • MC price: 7,590

Specific Loadout details for all the above Champion 'Mechs can be found in a dedicated post here.


Spectator Tool

This patch introduces the first set of player-oriented tools to be added to the current Spectator capabilities of MechWarrior Online. You've likely seen the the original spectator tool in-use before in videos from NGNG, through the creations of select members in the MWO community, and in our own promotional material. The original spectator tool was actually a provisional, developer-oriented system that was only made available to certain community members who met a series of strict prerequisites.
As of today's patch, anyone who uses the Private Match functionality of MWO will now have access to a brand new Spectator tool designed with streamers, content creators, and tournament administrators in mind.

Upon the creation of a Private Lobby you will notice the presence of two new 'spectator slots' in the Private Lobby settings area. These two slots can be occupied by anyone who has entered the Private Lobby; the creator of the Private Lobby simply needs to drag a player from the player list over to one of the available spectator slots. If a player is in a spectator slot, they will be placed directly into Spectator Mode when the match begins. These spectators can now essentially act as your referees, broadcasters, or camera person. Any players listed in the spectator slots will be seen by both teams. There are no hidden spectators.

Once in the match, the spectators will have a full set of new keyboard controls available to them. These controls will allow spectator's to perform the following actions:

  • Quickly selecting players on each team via the 1-0 number keys (or the - and = keys).
    • To select players on the opposite team, press Left Shift in combination with one of those above keys.
  • Toggle player names/'Mech Chassis information on and off.
  • Toggle dead player identifiers on and off.
  • Toggle Team Composition/Status overlays on and off.
  • Toggle outlines around 'Mechs so they're easier to see.
  • Toggle the mouse pointer on/off so individual 'Mechs can be selected.
  • Toggle the display of the Score and Timer header.
  • Toggle the display of detailed 'Mech information of the selected 'Mech.
  • Toggle to switch from spectator free cam to 1PV of a selected player.
  • Toggle the Battle Grid on and off.
  • Toggle 'Mech location indicators.
  • Move the camera quickly using digital inputs.
  • Crane the camera up and down.

For a more detailed write-up on camera functionality and keymaps, we've put together this PDF instruction manual for your use.

If you want to take full advantage of the spectator tool we highly recommend the use of a gamepad controller such as the MS 360 Controller for Windows. Using a gamepad instead of a keyboard and mouse will allow you to achieve nice, smooth camera movements. The keyboard and mouse work just fine if you don't have a gamepad available, but you won't be able to achieve the same level of analog control.

This is the first implementation of the player-accessible spectator tool, but the tool will be getting more features and tuning as time allows.

Spectators and Elevated Private Lobby Features

When using the Spectator Tool to spectate Private Matches, any Spectator's with Active Premium Time will count toward the Premium Time requirement for unlocking the elevated features of Private Lobbies:

  • 1 player (Spectator or otherwise) in the Lobby with Active Premium Time unlocks: Tonnage rules, Match Time, View Mode
  • 2 players (Spectators or otherwise, any combination) in the Lobby with Active Premium Time unlocks: Full Teams


New Select 'Mech Menu

Directly informed by feedback received during the new MechLab PTS session back in May, the new Select 'Mech screen releasing in this patch patch features an array of significant changes and improvements over its previous form. From dynamic 'Mech portraits that will reflect your current loadout and applied camo to a complete re-design of the 'Mech Stats window, the new Select 'Mech screen is designed to provide you with greater control and insight into the organization and details of your 'Mech collection.

'Mech Stats window

The 'Mech Stats window has been re-designed to provide you with faster and more detailed insight into the most vital aspects of your selected 'Mech.

    • An Interactive 'Mech 'paperdoll' will now allow you to highlight specific components to quickly view which weapons and equipment you have equipped and where they are located
    • Collapsible tabs are now in place to provide you with greater control over the display of whichever information you need most
      • Hardpoints
      • Modules/Consumables
      • Quirks
      • Performance graphs

Filtering and Sorting

The filtering and sorting options in the Select 'Mech screen have been greatly expanded, providing you with greater control over how your 'Mechs are displayed.

    • Display your 'Mechs by Class or Chassis, in Ascending or Descending order
    • Filter your displayed 'Mechs by Class, Clan/IS, and Owned/Trial
    • Buttons to Show All/Expand All/Collapse All currently filtered 'Mechs

Dynamic 'Mech Portraits

    • Any time you save the loadout or camo spec for a 'Mech its portrait will update to reflect your changes
    • Please note: 'Mechs which already have custom camo applied prior to this patch will not show their custom appearance until you save loadout/camo spec for that 'Mech after patch

There are some additional features and fixes for the new 'Mech Select screen that are tentatively scheduled to roll out on August 18th:

Filter persistence

  • In the current release your previously-selected filters in the Select 'Mech screen will not persist across client sessions, after returning from a match, or after returning from a Testing Grounds session.
Private Matches and Community Warfare
  • The new Select 'Mech screen is not yet available for Private Matches or Drop Deck management in Community Warfare.
Cockpit Items in the 'Mech Stats window
  • The new 'Mech Stats screen does not currently display which of your Cockpit Items you have equipped on your selected 'Mech.

Beyond August 18th we're planning to roll out further improvements for different aspects of the Select 'Mech screen, so keep an eye out for future updates!


Oceanic Servers

Oceanic regional servers are going live in this patch! The activation of these servers should have a significant impact on the playing experience for players in the Oceanic region, with reductions in server latency (ping) and a consequent impact in critical areas such as hit registration and player input responsiveness.

By default the Oceanic servers will not be selected upon your first login, but the server selection window will appear automatically upon your first login. Be sure to check the box if you want to join the Oceanic pool!

Connections to the Oceanic servers originating from the West Coast of North America should be strong enough for effective play, so we recommend that players in NA West region include the Oceanic region in their server selection window.

For other players outside the Oceanic region, we recommend that you run a match or two on the Oceanic servers to determine the quality of your connection in a live match.

As part of this final phase in our recent regional server expansions, we have also added ping indicators to the Server Selection window and Play Now statistics window.


The ping value and strength distributions are as follows:

Green status: 1-100 ping

Yellow status: 101-200 ping

Red status: 201+ ping


New Items

Camo Patterns

  • Gargoyle now has full Pattern functionality
  • Grasshopper now has full Pattern functionality
  • Panther now has full Pattern functionality
  • Zeus now has full Pattern functionality
  • Enforcer now has full Pattern functionality

Cockpit Glass

  • All 'Mechs have new Cockpit glass
    • Cockpit glass can still be toggled On/Off through the Settings > Game menu


Gameplay Fixes and Changes

  • Updated the crosshair feedback behavior
    • Crosshair no longer flashes yellow for one frame
    • Crosshair flashes will fade out much quicker
    • Multiple hits will appear as distinct flashes more consistently
  • The collision changes rolled out in the July 21st patch have been reverted
    • This reversion will remove the collision leg damage and obstruction issues introduced in the July 21st patch
  • Your current ping value will now be displayed through the in-match F9 statistics overlay
  • Modified the 'Mech SFX collision events
  • The Premium Time requirements for elevated Private Match features have been adjusted
    • 1 player (Spectator or otherwise) in the Lobby with Active Premium Time unlocks: Tonnage rules, Match Time, View Mode
    • 2 players (Spectators or otherwise, any combination) in the Lobby with Active Premium Time unlocks: Full Teams


Map Fixes and Changes

  • Canyon Network: Fixed a shadowing issue around a set of rocks in the stream in E5 sector
  • Canyon Network: Fixed a shadowing issue in the water in B5 sector
  • Canyon Network: Fixed a shadowing issue with submerged rocks in C5 sector
  • Caustic Valley: Fixed invisible geometry in D4 sector
  • River City: The planet has been removed from the skybox, pending a visual beautification pass
  • River City: Fixed an issue where jet streams were not attached to the jets
  • River City: Fixed a 'Mech obstruction issue in F5 sector
  • River City: Fixed a 'Mech obstruction issue where tall 'Mechs walking at slow speed would collide with overhead pipes
  • Tourmaline Desert: The collision meshes have been globally reworked
  • Viridian Bog: Fixed a 'Mech obstruction issue in D4 sector
  • Viridian Bog: Fixed a 'Mech obstruction issue in B5 sector
  • Vitric Forge: The gate ramp has been raised slightly above the ground in F5 sector
  • Vitric Forge: Invisible walls have been fixed around the cables coming from the Omega turret in E3/E4 sector
  • Vitric Forge: Starfield is no longer visible through the blue giant


'Mech Fixes and Changes

  • Arctic Cheetah
    • Fixed a minor UV/texture issue on both arms
  • Ebon Jaguar
    • Fixed an issue where the smoke effects from overheating would not appear
  • UrbanMech
    • The Secondary and Tertiary channels of the Kurita Pattern have been swapped to their proper locations. The Dragon detail is now mapped to the Tertiary channel.


Other Fixes and Changes

  • Ping indicators have been added to the Server Selection/Play Now pop-up windows
  • The Select 'Mech screen will now provide you with same options when accessed through the Home and MechLab menu's (loadout, camo spec, etc)
  • Fixed an issue where the Gamma and Brightness sliders were not functioning
  • Fixed the wireframe issue for users running MSAA/TXAA
  • Fixed an issue where Liao gate banners were missing textures on one side for all CW maps
  • Fixed an issue where the Plasma Ball Standing Cockpit Item would appear as a white square under Thermal Vision
  • Resolved several crashes users could experience in the front end
  • Resolved several crashes users could experience in a match
  • Resolved several crashes when users were loading into the front end or a match
  • Change to improve x64 bit client performance


'Mechs Now Available for Purchase In-Game

Loadout details for this 'Mech can be found in the June 16th Patch Notes.

Executioner

  • EXE-D
    • MC price: 7,005
  • EXE-B
    • MC price: 7,280
  • EXE-A
    • MC price: 7,170
  • EXE-PRIME
    • MC price: 7,070
  • C-Bill availability release date: September 1st


Known Issues in this patch

Select 'Mech

  • Through MechLab > Select 'Mech: Selecting a Trial 'Mech and then selecting any other 'Mech will prompt you with a 'Changes will be lost' message
  • Saving a camo spec or loadout change while inside the Select 'Mech screen may not update the portrait until you leave the Select 'Mech screen

Spectator Mode

  • Vision mode carries over to Spectate free-cam if the previously spectated player had engaged Thermal or Night Vision
  • Returning to free-cam after spectating a player may cause the spectator to hear a constant engine idle noise
  • Creating a Private Lobby, assigning yourself as a Spectator, and then switching back to being a regular player prevent you from being able to Launch the match

Community Warfare

  • 'Mech images inside the Scoreboard screen may appear enlarged if selected or highlighted repeatedly


#2 Tennex

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Posted 31 July 2015 - 07:00 PM

Any chance we can get engine to display on the pullout menu? Or does it already show on the doll

Edited by Tennex, 31 July 2015 - 07:05 PM.


#3 Night Thastus

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Posted 31 July 2015 - 07:03 PM

It really feels like PGI is starting to move in a good direction. While this patch isn't anything super-duper exciting (Like PVE or CW Beta 3) it's a nice patch that fixes bugs and makes the mechlab less of a pain in the ass. I'll gladly take it.

Also thank goodness that collision change is being rolled back. Ugh.

#4 Imperius

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Posted 31 July 2015 - 07:07 PM

I'm looking forward to the wireframe going bye bye! :)
Also cockpit glass change seems interesting.

Overall great patch keep it up!

Edited by Imperius, 01 August 2015 - 05:25 AM.


#5 Tennex

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Posted 31 July 2015 - 07:09 PM

  • Viridian Bog: Fixed a 'Mech obstruction issue in D4 sector
  • Viridian Bog: Fixed a 'Mech obstruction issue in B5 sector
YESSS

#6 Threndor

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Posted 31 July 2015 - 07:12 PM

Huge concerns with the spectator view changes coming!

What is to stop a team from using this for full info-gathering in matches (especially the competitive ones)? If players that die are then put in this mode, and they are still hooked up to VOIP (in-game comm) or even an 3rd party package, this is not good if you can instantly tell the rest of the team opponent disposition, etc..

#7 Jin Ma

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Posted 31 July 2015 - 07:14 PM

Why don't they just remove that premium time restriction on the Private lobbies already

Its pretty odd to be saying that you want to encourage the growth of ESports, when the game doesn't even support players getting together in a game without a premium account

"we want to support the growth of our ESports community, but only if they have a premium account"

Edited by Jin Ma, 01 August 2015 - 02:48 AM.


#8 Jaspbo1

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Posted 31 July 2015 - 07:35 PM

New Cockpit glass?

But does it take damage?

#9 Threat Doc

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Posted 31 July 2015 - 07:46 PM

eSports for this game should be based around...

Objective
Based
Warfare

#10 Levi Porphyrogenitus

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Posted 31 July 2015 - 07:48 PM

It's so very great how early we've been getting the patch notes lately, and this time is the best so far. Excellent work, PGI!

#11 Navid A1

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Posted 31 July 2015 - 07:57 PM

View PostInnerSphereNews, on 31 July 2015 - 06:51 PM, said:

New Items
Camo Patterns
  • Gargoyle now has full Pattern functionality
  • Grasshopper now has full Pattern functionality
  • Panther now has full Pattern functionality
  • Zeus now has full Pattern functionality
  • Enforcer now has full Pattern functionality


Clarification needed. Does that include (I) and (R.) mechs too?


View PostInnerSphereNews, on 31 July 2015 - 06:51 PM, said:

Connections to the Oceanic servers originating from the West Coast of North America should be strong enough for effective play, so we recommend that players in NA West region include the Oceanic region in their server selection window.

I highly doubt that.
Can you give me an example of what ping should i expect from Vancouver?
my current ping to N.A is a stable 76ms. And 180 to EU.



View PostLevi Porphyrogenitus, on 31 July 2015 - 07:48 PM, said:

It's so very great how early we've been getting the patch notes lately, and this time is the best so far. Excellent work, PGI!

Monday is BC day here, so its a day before patch in PGI's point of view. Same as before.

Edited by Navid A1, 01 August 2015 - 03:32 AM.


#12 Superscope

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Posted 31 July 2015 - 08:24 PM

Ahh... finally servers I can play on without getting 250+ ping :D

#13 Twilight Fenrir

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Posted 31 July 2015 - 08:27 PM

Quote

  • Tourmaline Desert: The collision meshes have been globally reworked
Not to be mean but... OMG FINALLY! XD


That map has been the WORST offender for invisible walls by FAR. Not helped by the fact that the tourmaline crystals have a shorter draw distance, so from long range there is no wall visible.

Thank you! Thank you thank you thank you!

Also... you mentioned specifically Vitric got the update to the Omega hitbox around the cables.... Was this applied to all CW maps? Because that's been a problem on all CW maps...

Edited by Twilight Fenrir, 31 July 2015 - 08:28 PM.


#14 Mcgral18

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Posted 31 July 2015 - 08:55 PM

F9 ping is a nice touch.

#15 Elizander

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Posted 31 July 2015 - 09:10 PM

View PostSuperscope, on 31 July 2015 - 08:24 PM, said:

Ahh... finally servers I can play on without getting 250+ ping :D


300-400+ for me on average. I just hope I can play on that server during my peak hours when the ping to the NA/EU servers are worse than usual. :lol:

#16 Airic Gryphon

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Posted 31 July 2015 - 09:59 PM

View PostInnerSphereNews, on 31 July 2015 - 06:51 PM, said:


Pattern retro-fits for Wave 2 are also now complete, with the Gargoyle receiving full pattern support in this patch.



I'm slightly confused by this (probably because I'm reading patch notes at 2am), but does this mean we'll be able to change the camo on all the wave 2 (I) variants?

#17 Frytrixa

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Posted 31 July 2015 - 10:03 PM

View PostThe Mechwarrior Team, on 31 July 2015 - 09:59 PM, said:

Resistance pilots will now be able to apply all standard patterns to their 'Mechs, with full pattern support now available for the Enforcer, Grasshopper, Panther, and Zeus 'Mechs. Pattern retro-fits for Wave 2 are also now complete, with the Gargoyle receiving full pattern support in this patch. Work on pattern support for the King Crab and UrbanMech is currently underway!


I love you so much!!!

...Going to buy a huuuge MC package to equip all the Mechs with fine new Camo ;)

Edited by Frytrixa, 31 July 2015 - 10:15 PM.


#18 Sereglach

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Posted 31 July 2015 - 10:10 PM

I'm delighted that these patch notes are coming when they are. Thank you, as always, for making these available for early review. It's greatly appreciated and I hope it continues to always happen. This patch looks like an utterly amazing pile of bug fixes and improved functionality. Each patch like this keeps PGI moving in a good direction.

1. The fact that Tourmanline gets a complete collision pass is something I think any player who's ever been on that map has wanted for quite a while.

2. I will agree that clarification on the Resistance mechs getting full pattern functionality inspires a bit of curiosity over the ® variants. Are the special variants included in this pattern pass? Otherwise it's still a nice improvement. Now to have the Hot Rod pattern go on sale.

3. Just the descriptions of the new mech select screen (on top of the preview snippets from the MWO Instagram thread) already have me exceptionally excited to get my hands on this. I also appreciate the fact that we're already being given a heads up on new functionality and tweaks set to come in the future. Thank you.

Now, as I've stated in my last patch . . . my continued list of hopes for future patches:

-Of course my primary hopes/prayers/dreams are that y'all get around to completing that Flamer Reengineering, that you were doing the visual overhaul for first, in February, and then all word stopped. Maybe this will be coming with the huge balancing overhaul? Please?

-I hope to God you go back and redo some of the recent weapons visualizations (my poor, poor Commando . . .). There has been LOTS of feedback from the community on these, and it isn't pretty. Maybe start knocking them out in bits and pieces? Or maybe start concepting overhauls for all the early-gen mechs to use the kind and quality of weapon visualizations that new mechs have?

-Looking forward to the big balancing overhaul that is slated to come down the line. I hope we start to get some info on that, soon.

-Also looking forward to seeing some more CW iterations in future patches. I'm sure it's a boatload of work to get things ready for each phase, but it's also been about 6 months since the last major iteration. I'm sure UI assets and some design/engineering assets had to be diverted for the mechlab and mech select screens, but since those are concluded (or mostly concluded, in the case of mech select) maybe we'll see news and updates on other CW items, soon?

-Decal System was mostly done (according to Town Halls), but was put on hold for UI work on CW and Mechlab/mech-select. Maybe assets could be diverted to get this finished off, soon? I'm sure it would do a great deal to help monetization efforts by allowing more detailed customization features for mechs.

-Lastly, what ever happened to the original Resistance titles/badges? We were told we were getting them, and then it never happened. Please don't make Tina a liar. You'd think it'd be such a little and easy thing to get done. In fact the big petition thread that was started over it already had versions that were ready for implementation in game, that had fixes to make them unique and identifiable.

As a closing note, please don't take these desires as bickering or complaints. They're merely notes for hopes/dreams/wishes to be included in future patches. Y'all at PGI have been doing great work, especially recently, and I hope it continues. However, think of the items listed above as key notes for huge morale boosters (especially my Flamer request . . . I really want to be able to go out there and incinerate things properly). Thank you all at PGI, sincerely, for the work that y'all do.


#19 GZBLASTERMASTER

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Posted 31 July 2015 - 10:29 PM

Honestly, you guys have come a long way. I'll admit, I felt played a little over a year ago, definitely had my gripes, but after I read about the Euro and Oceanic servers popping up...really, I'm impressed. PIng wasn't a thing that bothered my playing style so much personally(or a lot of these other post CW release gripes, if a person sucks as a pilot, nerfing weps that keep blowing them to bits is *not* the answer...) in the first place, but adding central server clusters and tying them together is something I personally haven't seen taken seriously since Quake. I look forward to see where we're at only a year from now, only mech combat game I see in the rearview mirror with potential is HGA. I'm playing both though.

#20 Naoru

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Posted 31 July 2015 - 11:27 PM

Saw the geometry changes and was like "OMG **** YES!"





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