Jump to content

Public Test - Clans - New Issues


229 replies to this topic

#201 SemperDie

    Member

  • PipPip
  • The Ardent
  • The Ardent
  • 40 posts

Posted 13 June 2014 - 01:15 AM

I noticed that the Prime variants of the clan mechs do not show up under the Invetory/Battlemechs menu.
The new clan modules also don't display under the Inventory/Module menu.

#202 Christof Romulus

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 898 posts
  • LocationAS7-D(F), GRF-1N(P)

Posted 13 June 2014 - 02:23 AM

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.


It goes further than that:

When attempting to rebind any key from the default, if you scroll that change off the screen (mousewheel or otherwise) down or up after you rebind that key, when you scroll back to see that change, it will DISPLAY the previous key setting, but actually be re-bound to the key you selected.

Example:
Change Zoom from Z to Lshift.
Scroll up or down until Zoom is no longer displayed.
Scroll up or down until Zoom is once again displayed.
You will see Zoom be set to the Z key.

Attempt to change Zoom from the Z key to Lshift.
You will be prompted by the UI that the Lshift key is already set for the Zoom function.

#203 Christof Romulus

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 898 posts
  • LocationAS7-D(F), GRF-1N(P)

Posted 13 June 2014 - 02:48 AM

Summary: Clan ERPPC Splash Damage critical hit damage.
Description: I believe that the crit damage from the ERPPC's splash deals a full 10 damage, and not 2.5
Location: Any map.
Reproduction Rate: The rate of the % chance to critical hit.
Steps to Reproduce: Do a test drop. Strip the armor off of only one part of a mech, preferably one that only has one component in it (I did this on the Centurion's Right Arm on Forest Colony). Fire PPC shots at the Right Torso of the Centurion. Observe the paper doll of the Centurion.

I could be wrong, but I really do think the splash is critting for the full 10.

#204 noise gate

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 53 posts
  • LocationG2

Posted 13 June 2014 - 03:23 AM

There's a small Z-fighting on the dire wolf model on its right hand.
Posted Image

#205 Speerit Ward

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 226 posts
  • Facebook: Link
  • LocationUtah

Posted 13 June 2014 - 05:17 AM

View Postwolf74, on 12 June 2014 - 10:20 PM, said:

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.


LOL what? The ammo for the Cuack10 is 60 per ton. If it spent 1 round per full burst, that would be a bit broken.

#206 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 13 June 2014 - 05:22 AM

Summary:
crash when quitting match
Description:
when I quit a match which is still in progress the client crashes with error "Pure function call"
Location:
in match
Reproduction Rate:
100% out of 2 attempts to quit a match, in 2 diferent (clan) mechs on 2 diferent maps
Steps to Reproduce:
quit a match, watch the client crash

#207 Mr. Bitterness

    Member

  • Pip
  • Warrior - Point 4
  • Warrior - Point 4
  • 10 posts

Posted 13 June 2014 - 06:25 AM

View PostRogue Jedi, on 13 June 2014 - 05:22 AM, said:

Summary:
crash when quitting match
Description:
when I quit a match which is still in progress the client crashes with error "Pure function call"
Location:
in match
Reproduction Rate:
100% out of 2 attempts to quit a match, in 2 diferent (clan) mechs on 2 diferent maps
Steps to Reproduce:
quit a match, watch the client crash



This happened to me I would say 80% of the time. Very occasionally I would get the normal "Connecting" message and be sent back to the mechlab but not often.

I ran into an error where if I was in the mechlab altering a clan mech and tried to save the mech without full tonnage the saving process errored and the mech did not save but reverted to its previous build.

#208 Pyrrho

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 854 posts

Posted 13 June 2014 - 06:53 AM

View PostE N E R G Y, on 12 June 2014 - 10:15 PM, said:


it ended up working :D



Nice! Though, if this is the case, it seems there are still some disconnects between what we get told and how the system actually works

#209 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 13 June 2014 - 07:09 AM

View PostKmieciu, on 12 June 2014 - 10:14 PM, said:

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.

Actually, I've just watch Phil's PTS twitch (http://www.twitch.tv...gtv/b/537825358). Russ dropped by and said (3:05:35) they improved machinegun hit detection by 20%, so they had to nerf them in order for the things to stay the same. Go figure...

Edited by Kmieciu, 13 June 2014 - 07:10 AM.


#210 VikingN1nja

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 607 posts
  • LocationIreland

Posted 13 June 2014 - 07:12 AM

The UAC burst fire seemed weak to me at times.

The SSRM 6's seemed to stick even after reload.

Sounds are nice, I wish IS AC and LRM's were made to sound better they are a little hard on ears. Even the twang from LRM fire is annoying as hell.

Edited by omegagun, 13 June 2014 - 07:27 AM.


#211 ShadeofHades

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 101 posts

Posted 13 June 2014 - 07:31 AM

Summary: CTD - Pure Function Call
Description: The first match I played on the PTS I hit 'Quit Match' after an early death, and crashed to desktop with the 'Pure Function Call' error box
Location: 'Quit Match' button, from a Frozen City match
Reproduction Rate: 0% - never happened afterward, even with matches on the same map
Steps to Reproduce: Unsure.

#212 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 13 June 2014 - 07:32 AM

Probably been mentioned, but I'll put it in too.

The Warhawk cockpit is glitchy. When you start moving, or fall (even a short distance) the camera within the cockpit comes "unglued" and tends to lift or fall a good distance before springing back into place.

#213 LordSkippy

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 451 posts
  • LocationAustin, TX

Posted 13 June 2014 - 08:12 AM

I had an issue trying to save a build on a Timber Wolf. I know the build was valid, and was able to launch into a match with the build eventually, but there were a series of odd behavior from the 'Mechlab:
  • First attempt to save, no warning sign or error reported during saving.
  • Attempted to select 'Mech in private match, was not listed.
  • Went back to 'Mechlab, 'Mech was listed as having no weapons.
  • Went back to configure 'Mech, only the ammo changes were saved, but were not in the same slots (two ammo slots moved from LT or RT). Weapons were stripped (CL-AC5 in RA, 2xCL-ER-ML in LA). Targeting computer in RT was removed.
  • Reconfigured 'Mech, attempted to save a second time, no warning sign or error reported during save.
  • In 'Mechlab, 'Mech had warning sign that build was invalid and no ammo for a weapon that was not in the build saved (CL-UAC-5).
  • Went back to configure 'Mech. RA that only has one ballistic slot had a CL-AC-5 and a CL-UAC-5 equiped. Same two ammo slots that were in the LT moved back to the RT, and the targeting computer was again removed.
  • Removed all weapons, ammo, and targeting computer. Saved.
  • Reconfigured. Added weapons and ammo. Saved.
  • Reconfigured. Added targeting computer. Saved.
  • Build was now the same as the first attempt to save, no errors in 'Mechlab, was able to launch with the 'Mech.
The TW was also using different Omnipods for the RA and LA, I maybe the LT. The CT was the C variant, the RA was the variant with one ballistic, the LA the variant with two energy, and the LT the variant with AMS (which was also equiped).

#214 Boyka

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 123 posts

Posted 13 June 2014 - 08:36 AM

Summary: Artemis Lock-on problem
Description: Artemis Lock-on take longer respect normal guidance
Location: In game
Reproduction Rate: Ever
Steps to Reproduce: Play a match with Artemis and C-LRM equipped, Lock-on take longer time

Summary: TAG Lock-on problem
Description: TAG Lock-on reduction time does not work
Location: In game
Reproduction Rate: Ever
Steps to Reproduce: Play a match with TAG and C-LRM equipped, no difference in time Lock-on with or without using TAG

Summary: NARC Lock-on problem
Description: NARC Lock-on reduction time does not work
Location: In game
Reproduction Rate: Ever
Steps to Reproduce: Play a match with NARC and C-LRM equipped, no difference in time Lock-on with or without using NARC

Summary: UACs fire problem
Description: UACs don't fire if you hold the trigger it's appen with a single weapon or multiple weapons in group with "link fire mode" disengaged
Location: In game
Reproduction Rate: ever
Steps to Reproduce: Play a match with UACs equipped

Summary: Streaks problem
Description: Streak Missiles fire all volley on the same time but according with your previous post they have to fire 2 missiles at time.
Location: In game
Reproduction Rate: Ever
Steps to Reproduce: Play a match with Streaks equipped

Edited by Boyka, 13 June 2014 - 08:37 AM.


#215 mau5trap

    Member

  • PipPipPip
  • The 1 Percent
  • 66 posts
  • LocationNot Canada

Posted 13 June 2014 - 09:22 AM

Summary: Clan machine gun audio playing when weapon is not active

Description: Machine gun audio continues to play after long duration machine gun fire was discontinued

Location: In game / various maps

Reproduction Rate: Twice over 3 matches

Steps to Reproduce: Fire machine gun for 2+ seconds then stop. Weapon sound will continue playing until machine gun is fired in short burst after which machine gun sound will end.

#216 Zen Idiot

    Member

  • PipPipPipPipPip
  • The Bold
  • The Bold
  • 143 posts

Posted 13 June 2014 - 09:46 AM

i noticed a glitch/bug in the mechlab. happened twice.

it told me that i was missing ammo for AMS on my kitfox, (after i was already playing matches with ammo for it) so i put it back in. once i saved it i got an error message that my mech was illegal. the missing ammo had reappeared. then it wouldn't let me remove it, kept failing to save.

similar thing happened with a nova. it was MG ammo.

both mechs had omni pods variants that differed from their CT.

i left them alone and played matches with other mechs then came back to them and it worked fine.

#217 NeonKnight

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 567 posts
  • LocationSurrey, BC, Canada

Posted 13 June 2014 - 10:09 AM

COCKPIT ZOOM/FREE LOOK WHILE STATIONARY


Summary: When I was torso twisting in the Summoner while standing still my cockpit was auto zooming
Description:While stationary in the Summoner and doing a torso twist my cockpit would go free look in the direction I was torso twisting, the FOV would "zoom in" and then return to normal as the torso twist "caught up". This only happened while stationary on Terra Therma
Location: Terra Therma
Reproduction Rate: Did not try to reporduce as I thought I have video captured of the bug....sadly I do not.
Steps to Reproduce:none, see above.

#218 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 13 June 2014 - 10:21 AM

Summary: Locked on cLRMs didn't track on first volley
Description: Occasionally after getting a solid lock with a cLRM, I'd fire a volley only to have it ignore the targeted mech and travel to some unknown place. Additional volleys operated as normal; it was almost as if the server had decided you really didn't have a lock even though the display showed otherwise. In a couple of incidents on a Stormcrow, the missiles would converge right in front of the mech, making it look like I was throwing confetti across my body.
Location: Various.
Reproduction Rate: Somewhat rare. Only ran cLRM boats (2x cLRM 15) about 3-4 times and noticed it a few times.
Steps to Reproduce: Acquire lock (targeting data provided by someone else). Fire 1 salvo of missiles, watch them wander off. Fire 2nd round and they track to target.


Also got the CTD on quitting a match early error, but that's been reported.

#219 Morgan

    Member

  • Pip
  • FP Veteran - Beta 1
  • 16 posts

Posted 13 June 2014 - 10:48 AM

Directional damage indicator flashes aren't working on clan mechs. I'm talking about the red flashes you see around your HUD when you're taking enemy fire that gives you an idea of what direction that fire is coming from. For example red flashes on the bottom of the screen that let you know a Jenner is melting your RCT.

I was getting the red flashes from where fire was hitting me when I was in IS mechs on the PTS, but no flashes, red blue or otherwise when I was in the 4 clan mechs I tried out last night.

Overall I had a great time, can't wait until we get everything Tuesday.

#220 The Amazing Atomic Spaniel

    Member

  • PipPipPipPipPipPipPip
  • 932 posts
  • LocationBath, UK

Posted 13 June 2014 - 11:31 AM

Freelook is broken. LEFT-CTRL fixes view forward and moving the mouse then just moves the arms around, rather than moving the view direction. Can't look around in the cockpit as a result. A shame, because from what I can see with my view fixed straight ahead the Clan cockpits are nicely done.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users