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Public Test For Launch Module April 24Th!


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#121 Rubidiy

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Posted 24 April 2014 - 01:41 PM

everything went seemingly ok. Dropped in premium private matches. Nothing to report about.

also dropped in standart random queue. Same hit detection issues i have, while playing in light mechs. :lol: Although I can tell, that enemy SRMs were registered on my Firestarter. :lol:

#122 Oggelboggel

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Posted 24 April 2014 - 01:44 PM

View PostJonathan Paine, on 24 April 2014 - 12:41 PM, said:

Suggested refinement for future versions:
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.

View PostCapperDeluxe, on 24 April 2014 - 01:30 PM, said:


Doesn't sound like a good idea to put that on the matchmaker, I don't think its unreasonable to expect people to be able to sort this out through conversation.


Doesn't pre-game communication only apply to private matches? I recon being able to ready multiple Mechs or, as previously suggested, showing the public queue times for different weight classes being marvelous ideas.

#123 Deathlike

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Posted 24 April 2014 - 01:50 PM

Some suggestions to improve your situation:

Solo - Try a different weight class.
Premade - Try a different combination (probably not 3 straight Assaults or 3 of a kind in general)

Mode - Select All, being picky will not get you a match.

#124 Accused

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Posted 24 April 2014 - 01:52 PM

I suggest trying to lower the amount of clicks to start a game before adding new clicks.

#125 Deathlike

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Posted 24 April 2014 - 01:53 PM

View PostAccused, on 24 April 2014 - 01:52 PM, said:

I suggest trying to lower the amount of clicks to start a game before adding new clicks.


Yes, now dropping into a match is a 3 step process.

1) Launch
2) Pick Public or Private Match
3) Pick Mode

Oh boy.

Also, the MWO Repair Tool (that I've linked in the first page) has a working manifest. Please use that if you're having trouble post-patch/install.

Edited by Deathlike, 24 April 2014 - 01:54 PM.


#126 Goose

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Posted 24 April 2014 - 01:59 PM

Searching non-stop in a Hunchback-J since last post; 'Lest I wasn't kicked.

No game to be had

#127 Gas Guzzler

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Posted 24 April 2014 - 02:01 PM

View PostOggelboggel, on 24 April 2014 - 01:44 PM, said:


Doesn't pre-game communication only apply to private matches? I recon being able to ready multiple Mechs or, as previously suggested, showing the public queue times for different weight classes being marvelous ideas.


Unfortunately, I think you are right. I was under the impression that the Launch Module would facilitate a pre-game lobby with chat and mech selection so everyone can play mechs that they want to play, but I guess that only applies to private matches. Disappointing. In any case, I wasn't able to participate because of my job by my question for the devs is:

Why can't we have pre-match lobbies for public games where we can communicate and see what mechs other people are bringing and select mechs accordingly?

#128 Goose

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Posted 24 April 2014 - 02:06 PM

Shouldn't have said anything:
Posted Image

#129 Sarsaparilla Kid

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Posted 24 April 2014 - 02:13 PM

50 minutes, no match in a medium...cancelled and trying something else...

#130 Fallengrace

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Posted 24 April 2014 - 02:16 PM

waiting 30min between each match is not worth my time for a free day of premium time in a 6 hour window.... sorry PGI

#131 Gas Guzzler

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Posted 24 April 2014 - 02:17 PM

All these long wait times are indicative of why we should be able to select mechs AFTER joining a match. Even if they won't be as bad when its not just a public test.

#132 Fang01

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Posted 24 April 2014 - 02:21 PM

does activating premium time in pts count in irl server? Just fiddled wth the private lobby and its friggin sweet

#133 xCico

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Posted 24 April 2014 - 02:27 PM

View PostKhajja nar Jatargk, on 24 April 2014 - 02:21 PM, said:

does activating premium time in pts count in irl server? Just fiddled wth the private lobby and its friggin sweet

Yes and yes. :lol:))

This is awesome what they did.


For guys here who keep saying about long searches, there wasnt enough players on test so that caused problem, it will solve itself in public matches which I cant wait :DDDDDDDDDDDDDDDDDDDDDDDDD

#134 Wayreth

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Posted 24 April 2014 - 02:31 PM

45 minutes and still Searching

Posted Image

#135 Bilbo

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Posted 24 April 2014 - 02:32 PM

I sure do hope the hit detection fixes aren't in this build

#136 Eglar

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Posted 24 April 2014 - 02:53 PM

Just as a sidenote:
The cryengine console is active on Public Test and can be activated with the "~" key.
There are many commands that have been deactivated but others do still work:
e.g.
r_displayinfo 1 (guess it does nothing because pgi rebound the function to f9)
or
r_HDRGrainAmount 0 (disables film grain)

Haven't tested all but here's a list of all default Cryengine Console Commands.

#137 Mister Blastman

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Posted 24 April 2014 - 03:00 PM

These test hours stink. Make them later, please? Getting on before 9 PM EST is HARD due to kids.

#138 KreepyKrawly

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Posted 24 April 2014 - 03:20 PM

Perhaps a class percentage on the select page, i.e. 25/25/25/25% type bar. showing selected mechs ready to launch? so at a glance you could see for instance that assaults are at 35% and Mediums are at 15%. so to get a quick drop, select a medium to play. (Help even up the queue)

#139 Bilbo

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Posted 24 April 2014 - 03:24 PM

View PostBilbo, on 24 April 2014 - 02:32 PM, said:

I sure do hope the hit detection fixes aren't in this build

On the plus side I haven't been hit with the connecting forever after exiting a match early even once.

#140 xWiredx

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Posted 24 April 2014 - 03:26 PM

Basic design questions:

What weight limit is there per team?
What is the weight limit for each weight class?
Does weight not used in one weight class carry over to others?
Does the matchmaker compensate for weight like it does for ELO when an exact match cannot be found? For example: with ELO, it was specified that if it can't find a match in your ELO level it will spread out the match parameters, so if it can't find an exact match for the weight of your mech when dropping solo, will it simply add +5 tons and re-search? Or is the weight limit strict/unexpandable?





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