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Undocumented Changes May 7Th Patch


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#1 Jman5

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Posted 07 May 2013 - 10:29 AM

If you guys spot any undocumented changes, post them here.
  • Artillery/Airstrike now correctly represent remaining time on cooldown. Before it would jump at the end. (not sure if this was fixed last patch or this patch)
  • Killed enemies now persist on your targeting info for a few extra seconds.
  • Spaceship on River City upper spawn is taller. You can now walk your mech under its wings without getting stuck.
  • New damage decals added to injured mechs.
  • Load screen artwork changed.

Edited by Jman5, 08 May 2013 - 10:27 AM.


#2 Dishevel

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Posted 07 May 2013 - 10:45 AM

I for one am glad that in this patch they posted that they were aware that the HUD is crap.
Someday they may actually fix it.

#3 Snowseth

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Posted 07 May 2013 - 10:54 AM

Came to comment on the ~1s target persisting after a kill.

I'd say that's a bug a not an undocumented change.

#4 Dishevel

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Posted 07 May 2013 - 11:20 AM

View PostSnowseth, on 07 May 2013 - 10:54 AM, said:

Came to comment on the ~1s target persisting after a kill.

I'd say that's a bug a not an undocumented change.

I have noticed that.
Target stays active for at least a full second after it dies. Strange.

#5 Ashnod

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Posted 07 May 2013 - 11:23 AM

Seems like Artemis doesn't decrease the streak lock on time anymore.

#6 SjurWarEagle

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Posted 07 May 2013 - 12:51 PM

View PostSnowseth, on 07 May 2013 - 10:54 AM, said:

Came to comment on the ~1s target persisting after a kill.

I'd say that's a bug a not an undocumented change.


sadly it's intended:


http://mwomercs.com/...still-targeted/

View PostJax514, on 07 May 2013 - 11:48 AM, said:

Hey guys,

This is not an issue it is as design so people are able to see where they killed the enemy mechs.

Cheers


#7 Jelan

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Posted 07 May 2013 - 01:16 PM

What i would say is that it is basically another patch with no content and very little in the way of fixes....

I am still optimistic this can be pulled out of the fire but 9 patches to go and counting til live.

#8 Deathlike

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Posted 07 May 2013 - 01:19 PM

From the horse's mouth:
http://mwomercs.com/...ost__p__2329767


View PostAshnod, on 07 May 2013 - 11:23 AM, said:

Seems like Artemis doesn't decrease the streak lock on time anymore.


If that is true, they are truly working on the missile code (which is all slated to be better with missile HSR).

#9 SUBZERO8K

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Posted 07 May 2013 - 02:04 PM

Posted it in the other thread, but might as well put it here too.

- On River City the large dropship at the upper-area base has been moved slightly and resized to be bigger. Before my Atlas couldn't walk under the wings and now it can.

#10 TexAce

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Posted 07 May 2013 - 03:20 PM

@OP please sum up everything in your first post

what I found so far

- My Phract was covered with holes when I died, similar to the one Misery has all over it. Probably a new destroyed armor texture or damaged texture. Looked pretty cool.
- base lasers (the square) seems to be less opaque now in normal view

Edited by TexAss, 07 May 2013 - 03:21 PM.


#11 skullman86

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Posted 07 May 2013 - 03:57 PM

-More mech damage decals possibly? I know we have textures for exposed internals, but I just got killed in my hunchback and my body looked like it was riddled with bullet holes like the Misery...I've never seen anything like it before.

Also, dead targets remaining on screen is confusing me more than it is helping. I see cored out internals and my brain thinks they are still alive only to find out somebody (I don't know who because I was looking at the stupid mech info) has already killed the guy. I can understand why they would want people to be able see where a mech died, but the current implemented isn't very helpful IMO.

#12 aniviron

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Posted 07 May 2013 - 04:02 PM

I will chime in to confirm new damage decals (they look good, too!), higher River City dropship height, and the postmortem targeting.

#13 Rick Rawlings

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Posted 07 May 2013 - 04:05 PM

View Postskullman86, on 07 May 2013 - 03:57 PM, said:



Also, dead targets remaining on screen is confusing me more than it is helping. I see cored out internals and my brain thinks they are still alive only to find out somebody (I don't know who because I was looking at the stupid mech info) has already killed the guy. I can understand why they would want people to be able see where a mech died, but the current implemented isn't very helpful IMO.


Essentially this. It was an idea, but it doesn't seem to add anything useful.

#14 skullman86

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Posted 07 May 2013 - 04:05 PM

View Postaniviron, on 07 May 2013 - 04:02 PM, said:

I will chime in to confirm new damage decals (they look good, too!), higher River City dropship height, and the postmortem targeting.


Were the decals popping up due to specific weapon damage or was it pretty general? I ask because when I was last killed, I had a guy shooting a bunch of machine guns at me and I'm wondering if maybe the damage is weapon specific or if there is potential for it.

#15 Wildstreak

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Posted 07 May 2013 - 04:29 PM

View PostSUBZERO8K, on 07 May 2013 - 02:04 PM, said:

Posted it in the other thread, but might as well put it here too.

- On River City the large dropship at the upper-area base has been moved slightly and resized to be bigger. Before my Atlas couldn't walk under the wings and now it can.

BOUT DARN TIME!
I got tired of getting stuck under that thing even in a Hunchback.

#16 Deathlike

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Posted 07 May 2013 - 04:36 PM

The dropship was a trap!

#17 aniviron

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Posted 07 May 2013 - 04:59 PM

View Postskullman86, on 07 May 2013 - 04:05 PM, said:


Were the decals popping up due to specific weapon damage or was it pretty general? I ask because when I was last killed, I had a guy shooting a bunch of machine guns at me and I'm wondering if maybe the damage is weapon specific or if there is potential for it.


Haven't tested thoroughly, but it appears to be general. Lasers cause the same effect as ACs right now, etc.

#18 Deathlike

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Posted 07 May 2013 - 06:34 PM

The only noticable change was that the background screen for the map being loaded is all different from what we're used to. They are higher quality textures and are from the game technically.

A few patches ago, they removed the strange "loading lines".. but I don't remember when exactly that was (probably when they added the hints for newbies).

#19 Wispsy

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Posted 07 May 2013 - 07:47 PM

View PostAshnod, on 07 May 2013 - 11:23 AM, said:

Seems like Artemis doesn't decrease the streak lock on time anymore.


true? if true best change ever for light mechs that are not raven? please tell me this is true

#20 xengk

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Posted 07 May 2013 - 09:32 PM

I think all the loading screen have been changed too.





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