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Feedback v1.2.197

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#1 Kyle Polulak

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Posted 05 March 2013 - 11:41 AM

All posts containing either multiple issues, non-specific feedback, or general impressions to new features will be merged into this thread for simplified reference and overview.

Please attempt to make your titles clear, your threads specific, and to refrain from duplicating discussions already in progress.

#2 Tykelau

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Posted 05 March 2013 - 11:42 AM

ty for this, though I am very concerned about how the consumables in the next patch work out.

#3 MasterGoa

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Posted 05 March 2013 - 11:47 AM

Quick question:
When you guys mentionned performance passes in maps, is this the drawcall reduction
spoken here?

If not, what usually is incvolved with performance passes?

Thanks.

#4 EitherWay

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Posted 05 March 2013 - 11:50 AM

Artemis Tuning

- When you fire a volley of Artemis guided missiles (from an Artemis equipped missile launcher, with line of sight to the target), they travel through the air in a distinct formation.

Anyone else besides me excited for this?

#5 Ceesa

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Posted 05 March 2013 - 11:52 AM

Thanks for this patch guys, looks like a lot of good hard work. Thank you for everything you're doing to improve the game!

#6 WM CyberWolf

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Posted 05 March 2013 - 12:01 PM

FOREST COLONY
Please fix the screen darkening effect on Forest Colony, its the only map that has this issue to the point it makes that map almost unplayable.

I know its a known issue but when will it be fixed?




http://mwomercs.com/...-is-too-strong/

#7 Featherwood

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Posted 05 March 2013 - 12:02 PM

Keep up good work! My greatest concern so far is broken ECM/S-SRM/RVN-3L triada, still no fix for it?!

#8 Phlyk

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Posted 05 March 2013 - 12:04 PM

Seems like a solid set of patch notes! As a UK player with a 120+ ping I'm particularly excited to try out the state rewinding.

#9 Krzysztof z Bagien

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Posted 05 March 2013 - 12:07 PM

When using customised FOV hardpoint/weapon locations on a mech in mechbay are displaced. I suggest forcing default FOV in mechlab.
Posted Image

Edited by Krzysztof z Bagien, 05 March 2013 - 02:58 PM.


#10 That Guy

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Posted 05 March 2013 - 12:13 PM

lasers seem to cycle very fast now. before the cooldown bar would fill and deplete as the laser discharged, then the weapon cooldown began. now it seems the weapon cooldown starts as soon as the laser begins to fire (rather than after it had discharged)

because of this lasers ROF has dramatically increased

#11 ChapeL

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Posted 05 March 2013 - 12:26 PM

Very nice work on this latest patch. The testing ground is going to be a gift from God to new players. I would like to report a graphical glitch on Forest colony temperate however. Blue boxes have made their apparition on the edges of the map and on the slopes of the surrounding mountains.

Question: Is the current sound FX for lasers recycling in its final iteration ? I find it to be fairly over the top for something that recycles so quickly. As a result it sounds as if there is a constant siren going "bweeeEEEEEP" "bweeeEEEEP" "bweeeEEEEP" inside my cockpit. Please consider rolling back to how it was last patch or implement an option to have something less intrusive.

é_è <--- sad puppy eyes

#12 Reaper One Nine

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Posted 05 March 2013 - 12:28 PM

One game in and the lights that designate the bases/resource collection locations... playing in a Cicada it sure would be nice to see them much closer to the ground, they have a tendency to draw the eye and also get confused with offensive and defensive lasers....

#13 That Guy

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Posted 05 March 2013 - 12:31 PM

i would like the laser recharge sounds to be much quieter, both for standard and pulse.

#14 Al Kusanagi

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Posted 05 March 2013 - 12:42 PM

I didn't see anywhere else to post this, but it looks like speed tweak is broken. I'm literaly getting a .1 speed increase over what it says in the mech bay.

#15 Wintersdark

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Posted 05 March 2013 - 01:04 PM

Netcode/state rewind appears to be working very well. I'm at least practically always hitting lights now. Did pretty well before, but this is an improvement.

MEDIUM LASER 3 78 73 93.59% 00:11:15 219

93.59% works for me.

Edited by Wintersdark, 05 March 2013 - 01:05 PM.


#16 Seelenlos

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Posted 05 March 2013 - 01:43 PM

First:
Very Nice. Thanks :D
if any, critics will follows.

Good work

#17 Krzysztof z Bagien

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Posted 05 March 2013 - 01:52 PM

It seems that Twist X works differently now, like it should I guess.

#18 Seelenlos

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Posted 05 March 2013 - 01:55 PM

A little Suggestion or the Mech Bay:
Can you please implement the option to change the Mechs-Position in the Mech-Bay?
I would like to change the position of my newest ot latest Mechs.

#19 Sable Dove

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Posted 05 March 2013 - 02:14 PM

Anyone else get the feeling that HSR is nothing but a lie? Why develop a whole new system to negate the effects of latency, then only apply it to weapons that the new system would simply render indistinguishable from hitscan weapons?

It feels like they couldn't get the system to actually work, so they just made the lasers, flamers, and MGs hitscan, and called it HSR.

Otherwise, another patch, and again absolutely no effort to balance the most obviously broken setups. Looks like I'm not going to be progressing for another two weeks, since I refuse to pay real money for new mechbays in a game that the devs don't want to bother fixing.

#20 Xenon Codex

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Posted 05 March 2013 - 02:24 PM

Mechbay:

- When adding or removing Artemis upgrade, already equipped ammo is removed from the mech when the configuration is saved. This bug caused me to launch into a match without any ammo. Then next match I accidentally added SRM ammo instead of LRM ammo, which leads me to my next suggestions....

- On the main Mechbay screen with a mech selected, add total ammo quantity next to weapon quantity in the upper-right pane. If ammo count is zero, highlight the weapon text in a red or orange color.
- When saving a new mech configuration and there's no ammo for a weapon, pop-up a warning box similar to when saving a mech without an engine.

Thanks!





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