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#561 Nick Makiaveli

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Posted 16 December 2013 - 04:32 PM

View PostKoniving, on 16 December 2013 - 04:11 PM, said:


You're experiencing an old bug. There's exactly one person on on every team (2 total), on every match that disappears from the minimap unless he or she is seen by another allied player. Sometimes they are in your lance. Sometimes they are in another lance. It's never been explained, but you can find similar things in many of my older videos if you watch the minimaps, and in older videos it is semi-frequently commented on. It takes someone looking at that player to make them reappear on the minimap, and they disappear if no one is looking at them.

And yes, I'm serious. You'll even hear an enemy detected blip when the ally is spotted by another ally.

While that happens every single match (keep your eyes open, it literally always happens), extremely rare is the bad side effect of it: Disappearing minimap ally occasionally cannot capture bases or sometimes (and this part is supposedly fixed as of early 2013) results in capturing for the enemy team.



Well that explains a lot. I've heard the enemy sighted ding when there was NO enemies anywhere around and was thinking it was my system acting wonky....

I had heard about (and saw once) the cap for the enemy bug but didn't know it was related.

Damn son, you really do know everything don't you?

#562 Koniving

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Posted 16 December 2013 - 04:51 PM

View PostNick Makiaveli, on 16 December 2013 - 04:32 PM, said:

Damn son, you really do know everything don't you?


To quote a character from a mind-bending anime: "I don't know everything. I just know what I know."

#563 Lochiel

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Posted 16 December 2013 - 05:00 PM

What obscure bit of triva, trick, bug, or datum are you surprised doesn't come up more often?

#564 Alaskan Nobody

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Posted 16 December 2013 - 05:06 PM

View PostC Lochiel, on 16 December 2013 - 05:00 PM, said:

What obscure bit of triva, trick, bug, or datum are you surprised doesn't come up more often?

I wonder that as well...

View PostKoniving, on 16 December 2013 - 04:51 PM, said:

To quote a character from a mind-bending anime: "I don't know everything. I just know what I know."


I also wonder what game that is from..... hint hint (I love a good mindbender ;))

#565 The Governator

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Posted 16 December 2013 - 07:05 PM

View PostLauLiao, on 16 December 2013 - 03:49 PM, said:


If you don't play the game, then why would you want to follow the forums?

I like to see if I can help with strategies and mech builds, I also would not mind (if possible) helping the moderators and or devs with the forums. I really like mechwarrior and battletech, so watching this game progress and evolve is cool. Plus, being around fellow mech pilots that I can help so they better themselves or their team is neat, and I would enjoy nothing more than to do so.

all I have to do is familiarize myself with the new add ons and go from there

#566 luxebo

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Posted 17 December 2013 - 10:49 AM

Couple quick questions before the patch, how would the Saber Reinforcements (Griffin and Wolverine) be in Casual and/or Competitive games? Also, how would HPG Manifold and Skirmish mode work? Lastly, with the hardpoints speculated of the Clan mechs, how do you think they will fare, especially with all these nerfs to Clanners?

#567 LauLiao

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Posted 17 December 2013 - 10:59 AM

View Postluxebo, on 17 December 2013 - 10:49 AM, said:

Couple quick questions before the patch, how would the Saber Reinforcements (Griffin and Wolverine) be in Casual and/or Competitive games?

Some of the variants look ok, others... meh

Quote

Also, how would HPG Manifold and Skirmish mode work?

HPG manifold is just a map, so it'll work like any other map. Skirmish is Assault without the base, or Team Death Match. Last team standing wins, if time runs out, most kills wins.

Quote

Lastly, with the hardpoints speculated of the Clan mechs, how do you think they will fare, especially with all these nerfs to Clanners?


You should look carefully at the bottom of this thread: http://mwomercs.com/...gn-perspective/ Clan Omnis will have customizable hardpoints, so we are essentially looking at a whole new beast and we'll have to come up with a new way of evaluating these mechs.

#568 luxebo

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Posted 17 December 2013 - 01:12 PM

View PostLauLiao, on 17 December 2013 - 10:59 AM, said:

Some of the variants look ok, others... meh

HPG manifold is just a map, so it'll work like any other map. Skirmish is Assault without the base, or Team Death Match. Last team standing wins, if time runs out, most kills wins.

You should look carefully at the bottom of this thread: http://mwomercs.com/...gn-perspective/ Clan Omnis will have customizable hardpoints, so we are essentially looking at a whole new beast and we'll have to come up with a new way of evaluating these mechs.


I guess I'll have to wait and see as my cilent patches. I hope Smurfy starts updating as well to see the map layout of HPG Manifold and the skirmish spawns. Clan's are going to be different, but I saw a post here with possible hardpoints, speed, etc for each chassis, judging from sarna.net. I'll see if I can find it somewhere.

#569 Kaosity

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Posted 17 December 2013 - 02:22 PM

Question regarding undocumented key bindings (at least I can't find them).

I know that RightShift-F11 will make the HUD disappear. Is there a key binding to make the cockpit also disappear to enhance the filming/capture of games in progress?

#570 Lochiel

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Posted 17 December 2013 - 03:08 PM

2 quick questions

1) Is the trick to firing the UAC5 simply wait for cooldown, or risk a flat chance of jamming; or is it more complicated? (IE, if I wait for half cooldown is the chance of jamming less than if I fire as fast as I can mash?)

2) Every time I'm spectating someone who is using the Adv Zoom it looks... horrible. The PictureInPicture (Pip) is too small to give context for what you are aiming at, while covering up that context from the normal view. As it is, even if I'm sniping I can't see how Adv. Zoom would provide an advantage. What am I missing? Is the fact I'm spectating just make it look bad?

#571 Redshift2k5

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Posted 17 December 2013 - 03:52 PM

View PostWhenReaperComes, on 17 December 2013 - 02:22 PM, said:

Question regarding undocumented key bindings (at least I can't find them).

I know that RightShift-F11 will make the HUD disappear. Is there a key binding to make the cockpit also disappear to enhance the filming/capture of games in progress?


Removing the entire cockpit render sounds extremely explotaitive. As far as I know, outside of dev tools the best you can do is to run certain mechs with a large central glass, use 3x zoom, and I imagine lowering the FoV.

Many players play with a wider FoV for more cockpit, so I presume a lower FoV will give you less obscuring cockpit. I think the Commando offers the least obstructive cockpit view.

View PostC Lochiel, on 17 December 2013 - 03:08 PM, said:

2 quick questions

1) Is the trick to firing the UAC5 simply wait for cooldown, or risk a flat chance of jamming; or is it more complicated? (IE, if I wait for half cooldown is the chance of jamming less than if I fire as fast as I can mash?)

2) Every time I'm spectating someone who is using the Adv Zoom it looks... horrible. The PictureInPicture (Pip) is too small to give context for what you are aiming at, while covering up that context from the normal view. As it is, even if I'm sniping I can't see how Adv. Zoom would provide an advantage. What am I missing? Is the fact I'm spectating just make it look bad?


There is no trick, firing the UAC5 at any point during the cooldown will trigger the double shot with the same rate of jam. The UAC5 used to have different base weapon stats than the AC5 so it was advantageous to run UAC5s and fire them single fire without double tapping at all. That is no longer the case, and now the only advantage of the UAC5 is it's ability to double-fire during it's cooldown.

Depending on your game settings the render view for advanced zoom may look more or less clear. The actual level of zoom and the way the pip is placed does not change, however. It takes some getting used to and is basically a matter of preference whether one prefers full view zoom or pip zoom.

#572 Nick Makiaveli

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Posted 17 December 2013 - 03:58 PM

View PostC Lochiel, on 17 December 2013 - 03:08 PM, said:

2 quick questions

1) Is the trick to firing the UAC5 simply wait for cooldown, or risk a flat chance of jamming; or is it more complicated? (IE, if I wait for half cooldown is the chance of jamming less than if I fire as fast as I can mash?)

2) Every time I'm spectating someone who is using the Adv Zoom it looks... horrible. The PictureInPicture (Pip) is too small to give context for what you are aiming at, while covering up that context from the normal view. As it is, even if I'm sniping I can't see how Adv. Zoom would provide an advantage. What am I missing? Is the fact I'm spectating just make it look bad?


1. As far as I know (ie unless and until Koniving says otherwise) it's a flat rate if you fire early.

2. It is designed to not be a I Win!! button, but still be useful. It does help you aim once you zoom in. Now I've found it to most useful at very long ranges, medium to short range it's less useful to down right worse than normal aiming.

#573 Redshift2k5

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Posted 17 December 2013 - 04:07 PM

View PostNick Makiaveli, on 17 December 2013 - 03:58 PM, said:


1. As far as I know (ie unless and until Koniving says otherwise) it's a flat rate if you fire early.



;)

#574 Koniving

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Posted 17 December 2013 - 04:34 PM

View PostC Lochiel, on 16 December 2013 - 05:00 PM, said:

What obscure bit of triva, trick, bug, or datum are you surprised doesn't come up more often?


Trick: Enemies using their arms to block AC rounds. I haven't seen it much since host state rewind was implemented. In closed beta, Atlas pilots became pros at literally 'punching' and 'swatting' AC 20 rounds out of the air to protect their head and chest.

View PostC Lochiel, on 17 December 2013 - 03:08 PM, said:

2 quick questions

1) Is the trick to firing the UAC5 simply wait for cooldown, or risk a flat chance of jamming; or is it more complicated? (IE, if I wait for half cooldown is the chance of jamming less than if I fire as fast as I can mash?)

2) Every time I'm spectating someone who is using the Adv Zoom it looks... horrible. The PictureInPicture (Pip) is too small to give context for what you are aiming at, while covering up that context from the normal view. As it is, even if I'm sniping I can't see how Adv. Zoom would provide an advantage. What am I missing? Is the fact I'm spectating just make it look bad?


1) Depends. Honestly if your engagement lasts less than 6 seconds just mash or hold at your leisure. If it's longer than 6 seconds you would have been better off with an AC/5. Either way, once it jams STOP trying to shoot it. The 'jam' chance takes effect even if you can't shoot the gun, and could jam it again while it's jammed. To test this for yourself hold down fire so that it jams on the testing grounds. Do not let go. Count how long it takes to unjam, if it ever unjams. Now do the same thing by tapping until it jams, do not tap while jammed. Count how long it takes. Note that holding down can take between 3 and 12 seconds. Note that not touching it requires no longer than 4 seconds, ever.

2) Consider this. Note that my settings are probably higher than yours. I use the advanced zoom multiple times here.


View PostShar Wolf, on 16 December 2013 - 05:06 PM, said:

I also wonder what game that is from..... hint hint (I love a good mindbender ;))


Then peer here, and when you watch, begin with Bak, then Niso, then the other... or watch in any order as your mind's gonna warp anyway. Be sure you can pause frequently, rapidly, and at a split second's notice. You won't believe how much 'flash' text appears giving thoughts and conversations not portrayed in video and audio. If for some reason you don't see subtitles or text in flashes other than Japanese, find another source to watch from that's fully translated. Also be warned, it is extremely violent on occasion.

This is a good non-spoiling sample, but contrary to the impression it may give there's a lot more mental jackery than there is fighting. Even that vid will screw with your head if you really watch it. I want to use that music to some mech combat I personally animate at some point.

(Addendum to "1", in other words it's generally a flat rate. If you wait until the weapon cools down completely [1.5 seconds] you will never, ever jam).

#575 Nick Makiaveli

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Posted 17 December 2013 - 07:52 PM

View PostRedshift2k5, on 17 December 2013 - 04:07 PM, said:

[/size]

:rolleyes:


Ok to be honest, you ninja'ed me ( I was at work and didn't watch new posts while I was typing it up) so when I wrote that I hadn't seen your response.

#576 Fut

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Posted 18 December 2013 - 11:05 AM

Short Question:
Is the Battlemap supposed to work in the Training Grounds?

#577 Redshift2k5

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Posted 18 December 2013 - 11:18 AM

View PostFut, on 18 December 2013 - 11:05 AM, said:

Short Question:
Is the Battlemap supposed to work in the Training Grounds?


no, sorry. Your pilot lab skills also don't work in the training ground.

Edited by Redshift2k5, 18 December 2013 - 11:24 AM.


#578 Fut

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Posted 18 December 2013 - 12:31 PM

View PostRedshift2k5, on 18 December 2013 - 11:18 AM, said:


no, sorry. Your pilot lab skills also don't work in the training ground.


Thanks!
That's been bugging me for quite some time now. Thought my game was bugged or something.
Seems fairly stupid to disable the map in the Training Grounds, makes it a bit more difficult to learn the maps.

Anywho... Thanks again for the quick response.

#579 Redshift2k5

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Posted 18 December 2013 - 01:41 PM

View PostFut, on 18 December 2013 - 12:31 PM, said:


Thanks!
That's been bugging me for quite some time now. Thought my game was bugged or something.
Seems fairly stupid to disable the map in the Training Grounds, makes it a bit more difficult to learn the maps.

Anywho... Thanks again for the quick response.


try this http://mwo.smurfy-ne...peaks&m=assault

lots of features don't work in testing grounds because the game is server authoritative but the testing ground is not. why this affects the battlegrid, i'm not quite sure.

#580 Koniving

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Posted 18 December 2013 - 02:36 PM

View PostRedshift2k5, on 18 December 2013 - 01:41 PM, said:

lots of features don't work in testing grounds because the game is server authoritative but the testing ground is not. why this affects the battlegrid, i'm not quite sure.


Positional data is fed via the battlegrid on every mech. Server authoritative what is given to players can be controlled, and given only when the server deems it appropriate. Client authoritative, however, it has to always be fed the info on player positions to be able to reliably place them and then the client decides when they show and don't; which can then lead to functionality of aimbot. It could also be tweaked if client-controlled to display regardless of whether the players are detected or not.

It's also why the F9 thing got shut down temporarily, it indirectly fed positional data of all players even if it wasn't displayed.

(Edit: Sometimes when I read what I write, I wonder if English was a second language to me.)

Edited by Koniving, 18 December 2013 - 05:26 PM.






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