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Feedback v1.2.197

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#21 Krzysztof z Bagien

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Posted 05 March 2013 - 03:21 PM

I was awarded 2 savior kills though I only killed one enemy in a match (one savior kill appeared when I scored an assist).

Edit: the same goes for defensive kills - they are also awarded upon assists.

Edited by Krzysztof z Bagien, 05 March 2013 - 03:31 PM.


#22 nTropic Device

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Posted 05 March 2013 - 05:03 PM

"The Noise"

The new one...remove it...

You know exactly which noise I mean.

#23 kuangmk11

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Posted 05 March 2013 - 05:18 PM

Hate the "capture beams" if they have to be there put them a couple feet off the ground not right in my face. Even then they would be too bright and big.

#24 nTropic Device

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Posted 05 March 2013 - 05:30 PM

View Postkuangmk11, on 05 March 2013 - 05:18 PM, said:

Hate the "capture beams" if they have to be there put them a couple feet off the ground not right in my face. Even then they would be too bright and big.


Also what he said, if they have to be kept, please put them near ground level. Tho I prefer the old cap zones by far, but do like the color coding. Could we get the new colors with the old style?

#25 Homeless Bill

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Posted 05 March 2013 - 05:57 PM

The laser recharge sound. It's so bad.

The high pitch. The way it makes me think I'm watching a Marvin Martian episode of Looney Tunes.

Please. Please, for the love of God, get that sound out of this game. It's bad enough that it's worth a hotfix.

Edited by Homeless Bill, 06 March 2013 - 12:05 AM.


#26 C12AZyED

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Posted 05 March 2013 - 10:07 PM

While you didn't seem to mention it in the patch notes, it looks as though there has been a slight visual pass and I think it looks fantastic. The colours are lot more vibrant, the textures look sharper, and the game has a much more appealing contrast level. I think you've done an excellent job with this patch. Cant wait for DX 11 ! ;)

#27 MightyMeatShield

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Posted 05 March 2013 - 11:19 PM

Missile tubes and firing missiles of greater quantity than the tubes:

I was under the understanding that a mech will only fire the number of missiles out of the tubes in volleys if a missile rack is greater than the number of tubes on the model. For example a Jenner with an LRM 10 will fire two volleys of four and one volley of two. This makes sense. However if a Jenner equips say two SRM-4s and fire them both simultaneously, you visually see only 4 missiles fire even though both SRM-4s fire and are on cooldown and do damage. Shouldn't the four tubes on the Jenner effectively force both SRM-4s to chain fire since there is physically no possible way to fire eight missiles out of four tubes?

#28 JuiceKeeper

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Posted 06 March 2013 - 01:06 AM

personaly i dont like that new laser recharge sound. Isnt there one allready in background going from mech it self ? that one is really nice would be much better if that one would be more louder then it was and this new one wouldnt be there at all

Edited by JuiceKeeper, 06 March 2013 - 01:06 AM.


#29 OpCentar

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Posted 06 March 2013 - 01:18 AM

My first, and unfortunately last battle of the evening, got me called an aimbot user when I took an Atlas arm off... from 600m on Caustic with my PPC 'Phract (:

Seems like the HSR is doing it's job rather well.

Also, liking the new stats.

#30 Iacov

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Posted 06 March 2013 - 03:16 AM

i like the new cockpit items!

they are a lot better then the last additions (year of the snake and faction holograms)
i bought a dog tag right away for my favourite mech - the price tag of 250 seemed very attractive to me
500mc on the other hand (that's what the other new cockpit items cost) is too much in my opinion to make them an attractive buy

#31 Teralitha

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Posted 06 March 2013 - 04:28 AM

It appears that the state rewind isnt having any affect when trying to hit fast mechs. Might have made it worse... at least it seems to me... They still seem to have a lag shield that shrugs off damage. I mean... how much armor does a light mech have in any given hitbox? If I hit one with an AC20 it should do more than just turn light yellow.....

This should be a red flag that something is amiss

Edited by Teralitha, 06 March 2013 - 04:29 AM.


#32 Seelenlos

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Posted 06 March 2013 - 04:39 AM

View PostC12AZyED, on 05 March 2013 - 10:07 PM, said:

While you didn't seem to mention it in the patch notes, it looks as though there has been a slight visual pass and I think it looks fantastic. The colours are lot more vibrant, the textures look sharper, and the game has a much more appealing contrast level. I think you've done an excellent job with this patch. Cant wait for DX 11 ! :)


Hi, and there has been some cleanings in some crates on Alpine Map. Very very nice !

For some Visualizations, you should change the Weapons in Categories in The Mech-Bay,so that the M/L/B are really separated from each other.

And an Ammo Counter near the stats in (x), so anybody see at a glance the Ammo counts....6x 6-SRM (0) for example in ShortCat :)

And a little correction for Pulse-Lasers:
I've read they are also unter the netcode harasses as they do not make full damage in one position as it is in BT.
Thats the reason I do not take them anymore.

#33 MrBarbie

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Posted 06 March 2013 - 05:26 AM

I must say I am very excited to try out the changes implemented with this patch. Even if it doesn't turn out to fully resolve the issues it is nice knowing that the developers are looking into some of my main issues with the game.

Love the testing grounds idea as it allows me to try something outside of a proper game leaving me to concentrate on playing the game. If it also allows you to try a mech before purchase then PERFECT!

Probably the biggest problem I have with the current game is that the game is basically catered for North Americans with the one server in Canada. As someone who lives in Australia with an average ping of 300-350ms it was a massive pain using ballistic weapons (probably why I prefer lasers). Sure you can learn to cope with it but in the heat of the moment that need for intervention could mean a lot of diffference and with slower weapons at long ranges it becomes almost impossible to anticipate the enemy location.
Therefore I am very excited that a solution is being looked into for us hing ping players.

#34 Hekalite

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Posted 06 March 2013 - 05:44 AM

The new savior and defender bonuses are awesome! I scored my highest xp total in a single match on a loss this morning with these bonuses. It is a great addition to the system of rewards.

#35 Grouchy

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Posted 06 March 2013 - 07:37 AM

The capture grid did not work on Frozen City night. Stepped into epsilon and saw the markers turn red but no capture message or indication in the top bar. Other players in the match said the markers turned yellow but there were no enemy mechs nearby.

#36 jay35

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Posted 06 March 2013 - 07:52 AM

The addition of recharge sounds for the ML and LL are unwelcome and annoying. =\

Now there's a constant stream of noise bombarding the user, instead of a brief respite of peace and quiet while they recharge.

#37 Deathlike

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Posted 06 March 2013 - 08:55 AM

Might as well link threads:
ELO/MM tweaking request/update:
http://mwomercs.com/...ost__p__2010992

Mechlab suggestions, particularly adding ammo loadout info:
http://mwomercs.com/...ost__p__2009047

Suggestions on upgrading the command map:
http://mwomercs.com/...ost__p__2006637

MM upgrade suggestion to at least make teams even (8v8, to prevent 8v7 or 8v6 or other imbalances), requires in-game vote:
http://mwomercs.com/...ost__p__1963811

The one last suggestion is that there needs to be an indicator for the targeting system that shows the target has DCed from the game (for whatever the reason). Trying to explain to others that the guy has DCed and wasting their shots on the DCed player in itself is facepalm worthy.

Edit: One other thing, it would be great to remove "duplicate" messages in game. Maybe it's just me, but I see two copies of "X killed Y" or the same "X: Message" in chat. It doesn't affect me too much, but that would be great if that was fixed.

Edited by Deathlike, 06 March 2013 - 09:05 AM.


#38 Ceesa

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Posted 06 March 2013 - 09:07 AM

During match start, PLEASE sort each team by mech class. It's really difficult to to figure out how many assaults, heavies, etc is on your team when only the symbols are used and they aren't in any order. Grouping or highlighting them would be really helpful.

#39 Shlkt

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Posted 06 March 2013 - 10:55 AM

Laser recharge noise is tolerable but I don't like it. Something more subtle (and I don't just mean the volume) would be appreciated, or just remove it entirely.

#40 Hellen Wheels

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Posted 06 March 2013 - 11:48 AM

What's up with the mini-map going wonky after a while sometimes? Sometimes it will be blank, sometimes the < vector thing is skewed to a weird angle. It used to flash diff colors but hasn't done that in a long time. Powering off / on doesn't clear it when it happens. Otherwise, having a blast. Oh, also, switching mouse while logged in = BSOD Thanks for a great game.





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