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Public Test - Clans - New Issues


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#181 Elkfire

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Posted 12 June 2014 - 08:12 PM

Summary: Failure to save a loadout resulted in loss of omni-pods (and gain of extras of a different variant)
Description: I was switching to the "Weapon Groups" screen and got a "failure to save" error message. When I went back to the loadout modification screen, only ammunition was equipped from the previously saved loadout that I had stripped, and I had lost two Stormcrow - C side torso omnipods and both SRC - Prime arm omnipods, but -- oddly -- gained an extra SCR - D right torso pod and right arm pod. Also lost several weapons that were equipped. Apparently most of the omnipods/weapons in the configuration I tried to save were lost.
Location: Mechlab
Reproduction Rate: Unsure
Steps to Reproduce: Attempt to save loadout when prompted after attempting to switch to the weapon group screen.

Edit: Seems to have been fixed by logging out without saving, then logging back in? Weapons and pods for the loadout I was attempting to save were in place upon logging back in.

Edited by Elkfire, 12 June 2014 - 08:17 PM.


#182 manadrain

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Posted 12 June 2014 - 08:14 PM

I had a couple of issues when clicking to spectate in two consecutive games.

Summary: Client crashesx2, second time with "pure function call " or some such in a dialogue labeled "cry engine error"
Description: Game exited to windows when pressing spectate button in two consecutive matches
Location: death screen
Reproduction Rate: two consecutive games
Steps to Reproduce: press the "click to spectate button"

Edited by manadrain, 12 June 2014 - 08:16 PM.


#183 Rayne Vickers

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Posted 12 June 2014 - 08:18 PM

Haing a lot of errors trying to save and change loadouts, losing some cash and items, having to go find them in weird places, or getting weird "replacement" weapons or items. Am guessing the same server/machine that does the redemption of items also saves and loads loadouts, and it's getting slammed.

#184 Cev Lost

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Posted 12 June 2014 - 08:19 PM

Summary: Mechs refusing to save (Kitfox) Other mechs load outs mia
Description: About an hour or so ago I started having trouble saving load outs on the next me i was trying out Kitfox I started with primary and tried to load omni pods and equip them out everything worked fine till I went to save then it would say saving and then an error occurred while saving. Figuring this to be a possible individual pod issue I swapped to another kit fox and tried doing things one step at a time saving in between (huge pain) the end result was I got to save bits and pieces but when I went to paint the mech it gave me the error again. I tried to relog in and that showed me that I had double mounted everything on the first kitfox and still had everything on the second. Thinking the issue resolved I started to play. I got killed and exited the match I selected a nova that I had used and was fitted out before and it had the warning that there were no weapons loaded in the mech (Not true I had not stripped that mech)
Location: Mech Lab
Reproduction Rate: Nearly every single save
Steps to Reproduce: Click save button?

#185 Rayne Vickers

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Posted 12 June 2014 - 08:27 PM

View PostCev Lost, on 12 June 2014 - 08:19 PM, said:

Summary: Mechs refusing to save (Kitfox) Other mechs load outs mia
Description: About an hour or so ago I started having trouble saving load outs on the next me i was trying out Kitfox I started with primary and tried to load omni pods and equip them out everything worked fine till I went to save then it would say saving and then an error occurred while saving. Figuring this to be a possible individual pod issue I swapped to another kit fox and tried doing things one step at a time saving in between (huge pain) the end result was I got to save bits and pieces but when I went to paint the mech it gave me the error again. I tried to relog in and that showed me that I had double mounted everything on the first kitfox and still had everything on the second. Thinking the issue resolved I started to play. I got killed and exited the match I selected a nova that I had used and was fitted out before and it had the warning that there were no weapons loaded in the mech (Not true I had not stripped that mech)
Location: Mech Lab
Reproduction Rate: Nearly every single save
Steps to Reproduce: Click save button?


Yup, my problems are also with the KitFox, was putting the C arm pod (which I just discovered) onto the Prime varient, and tweaking it, can't alter the armor at all now, it errors even with just one point of armor change on a torso. Think it's getting worse by the minute.

#186 Shabahh Kerensky

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Posted 12 June 2014 - 08:29 PM

Not sure if something was stated, but I only have 1 of the Adder variants the Adr-A, not both.

Well I finally did get the other.

Edited by Shabahh, 12 June 2014 - 09:55 PM.


#187 Methuselah Honeysuckle

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Posted 12 June 2014 - 08:57 PM

Summary: Client Crash
Description: When exiting a match before it finishes, the mech bay loads and a window pops up saying "Pure Function Call." The client crashes after clicking Okay.
Location: Match
Reproduction Rate: Always
Steps to Reproduce: Quit match before it finishes

#188 smokefield

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Posted 12 June 2014 - 09:27 PM

tested yesterday and i have noticed some things, may be bugs :
- cuac2 - you need to continuously tap the mouse but to fire - is it on purpose or a bug ?
- clan lrm are OP - except ecm and solid cover you do not have any other means to counter them. I have runed dual ams summoner with ams module and is useless against the clrms.
- the normal zoom is too weak. weaker than the IS one and pretty useless atm.
-the omnipods - a lot of them are too similar to offer a different alternative (at least that was my impression...this needs to be checked more after release.)
WE REALLY NEED A WAY TO FILTER MECHS BETTER !
MAKE IT A TREE LIKE MENU :
OWNED - split into CLAN and IS
PURCHASABLE - split into CLAN and IS

#189 ChapeL

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Posted 12 June 2014 - 09:30 PM

Trouble saving loadouts, taking a long time to connect to the client, the save weapon groups ( or enter the weapon group UI), frequent Pure Function Call crashes. I assume most of these issues are related to the PTR server struggling under the load.

However I got a game freeze tonight ( The type where alt+tab out and back in fixes the issue ) for the first time in a long while. Peraps the client still needs tome tooling before next tuesday. :)

#190 GreyGriffin

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Posted 12 June 2014 - 10:05 PM

Anyone else have really, really spotty hit registration with the UAC 20?

#191 Speerit Ward

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Posted 12 June 2014 - 10:06 PM

Seriously good work guys. THIS is what we have been wanting to see from you. The clan weapons are FANTASTIC. Powerful as all hell, but with enough various quirks to balance. (Heat, burst fire, etc),
And great job on mech design. I can only speak for the Wolf mechs, but they have great chassis designs with no glaring weaknesses.


You really really impressed me, and I have been talking a lot of **** lately, im not gonna lie....
Please keep it up.

#192 mad kat

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Posted 12 June 2014 - 10:12 PM

The IS mechs weapons sometimes dont seem to be registering hits on the clan mechs. Either that or their armour is so thick that the munitions are bouncing off!

Little concerned by the mass of 'easy mode' clan assualts.

One last thing clan mechs are supposed to run hot but i didnt see many of them overheating. Either the IS mechs need their heat capacity bumping up significantly or the clan heat sinks need to take a hit. (I'd love to be able to take my awesome 8q with 3 erppc's or a 9m out amd give the clan mechs a good hiding but in comparison to canon the innershpere heat capacity is plaim broken).

This is hows its been in all mechwarrior games to date the clans extra firpower was negated in hot climates by the extra heat they produce.

One other thing i noticed was the best way to take down a clan mech was to play it at its own game.....i.e. A long way away therefore autocannons, lrm's and ppc's will be the name of the game to give any IS mech a fighting chance. Brawls in IS vs Clan 8/10 times went in the clans favour despite using some of my best potent brawlers that for the most part chew through IS mechs with relative ease and because the clan mechs are not getting as hot as they should.

Edited by mad kat, 12 June 2014 - 10:36 PM.


#193 Kmieciu

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Posted 12 June 2014 - 10:14 PM

I don't know if anyone noticed, but the Inner Sphere Machine Gun has been ninja-nerfed. On production it has 0.1 damage while on PTS it had 0.08 damage. That's a 20% decrease.

Edited by Kmieciu, 12 June 2014 - 10:14 PM.


#194 n r g

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Posted 12 June 2014 - 10:15 PM

View PostPyrrho, on 12 June 2014 - 02:01 PM, said:


It won't. Pack must have been purchased yesterday to be available on the PTS.


it ended up working :)

#195 wolf74

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Posted 12 June 2014 - 10:20 PM

Did not get to play in test to due to work. But I did see a bug for the CU/AC 10 video (See NGNG Video Timber Wolf preview, 2nd fight 1:10m in )

Every time the player Fired the CU/AC10 a Round of Ammo for Each shell Fired. It should be 1 Round of Ammo Per 10 damage of Shells fire which I believe is a 2 round at 5 damage each.


If Speerit (6 post down from here) is correct about ammo being 60 round per ton, (Looked in the code each round is 2.5 damage) which would be 15 full damage burst than which would be the correct amount of ammo for the +50% ammo count MWO is running.

Edited by wolf74, 13 June 2014 - 06:33 AM.


#196 Deathlike

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Posted 12 June 2014 - 10:39 PM

Summary:
Clan LRMs don't show missile icon over target (not sure if it applies to Clan Streaks as well).

Description:
When Clan LRMs fire over a target, the missile icon does not appear over the target.

Location:
While in a match.

Reproduction Rate:
100%

Steps to Reproduce:
Fire Clan LRMs over any target. See missile icon not appear over target.

Edited by Deathlike, 12 June 2014 - 10:39 PM.


#197 uglydisease

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Posted 12 June 2014 - 11:02 PM

Had some issues with the omnipods disappearing from my dire wolf after I saved it. Wasn't reproducible however as I came back to it a couple hours later and all my omnipods were back in place.

#198 Skiddlywibble

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Posted 12 June 2014 - 11:26 PM

Summary:
Incorrect prompts while rebinding keys.

Description:
When rebinding a key which is already bound, the warning popup tells the user that the new function is already bound to the key, not the one which it is actually mapped to it. This may also interfere with rebinding the key.

Location:
Settings menu (can't remember if accessed from hangar or game, unfortunately).

Reproduction rate:
No idea. It was late when the event started here and I didn't think to try and reproduce the bug there and then.

Steps to reproduce:
Try rebinding a key which is already used. Maybe see if there is a difference between default bindings and player selected ones, or if where settings is accessed (in-game or hangar) makes a difference.

Edited by Skiddlywibble, 12 June 2014 - 11:26 PM.


#199 mad kat

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Posted 12 June 2014 - 11:53 PM

View PostSkiddlywibble, on 12 June 2014 - 11:26 PM, said:

Summary:
Incorrect prompts while rebinding keys.

Description:
When rebinding a key which is already bound, the warning popup tells the user that the new function is already bound to the key, not the one which it is actually mapped to it. This may also interfere with rebinding the key.

Location:
Settings menu (can't remember if accessed from hangar or game, unfortunately).

Reproduction rate:
No idea. It was late when the event started here and I didn't think to try and reproduce the bug there and then.

Steps to reproduce:
Try rebinding a key which is already used. Maybe see if there is a difference between default bindings and player selected ones, or if where settings is accessed (in-game or hangar) makes a difference.


I get this too.

#200 Flashforce

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Posted 13 June 2014 - 01:13 AM

Possible Bug
Using a CPLT-A1 with LRM15s and SSRMs,
Lock-on time was 2-3x longer than on live servers.
No ECM was present or just not shown effecting target.
Not sure on reproduction rate.





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