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Public Test - Clans 2 - New Issues
#1
Posted 14 June 2014 - 12:30 AM
Please provide as much detail as possible. You can consult our Bug Reporting Guide for tips on how to make your feedback more effective for us.
Summary:
Description:
Location:
Reproduction Rate:
Steps to Reproduce:
#2
Posted 15 June 2014 - 11:02 AM
Description: This issue has been mentioned already but is still not fixed
Edited by noise gate, 15 June 2014 - 11:02 AM.
#3
Posted 15 June 2014 - 11:04 AM
Quirks are not shown correctly on the mouse over Popup
Description: The mechlab does sometimes not show the Quirks or not all Quirks
Location: Mechlab
Reproduction Rate: X/10 seems to be random, but once broken, broken for all
Steps to Reproduce: browse the mechlab, Hover over serveral Mechs and check the Quirks Summary.
Screens:
No1: NVA-S showing all Quicks correctly:
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No2: The Golden nova Prime is missing the 2,5% XP bonus even if all 8/8 prime pods are equipped.
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After some browisng the Quirk summary is gone for all mechs, Example: NVA-S
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Edited by Lily from animove, 15 June 2014 - 11:04 AM.
#4
Posted 15 June 2014 - 11:16 AM
#5
Posted 15 June 2014 - 11:21 AM
Description: See summary.
Location: Mechlab
Reproduction Rate: Happened every time I tested it, which was several.
Steps to Reproduce: Place LRM or other missile launcher above the NARC launcher in the SRC-D left torso pod, then save loadout.
Edited by Elkfire, 15 June 2014 - 11:21 AM.
#6
Posted 15 June 2014 - 11:21 AM
Description: Received "savior kill" XP bonus two or three times for a single kill assist.
Location: River City
Reproduction Rate: 2 out of 4 savior kills in that fight. Possibly due to lag, as I started teleporting very badly a bit later in the match.
Steps to Reproduce: Kill a mech that is shooting at an ally.
#7
Posted 15 June 2014 - 11:23 AM
This is the first time I've ever had it happen in MWO
Specs
AMD FX-8350 8x 4.0 ghz
G Skill sniper 8gb ddr3 1333 (yeah, it's older, but it's never given me problems before)
Nvidia GTX 660
My build never has problems with MWO, so I'm lead to believe they're may be something in the new patch.
I didn't even have this problem in the last clan test.
It was noticeable almost immediately
It could also be that the introduction of so many new effects and textures is weighing on my system in a way it hasn't had to before with this game, but I hope not.
Edited by Destructicus, 15 June 2014 - 11:31 AM.
#8
Posted 15 June 2014 - 11:25 AM
#9
Posted 15 June 2014 - 11:35 AM
All "C-LBxx-X AC" weapons aren't showing the correct amount of damage in MechLab
Description:
All Clan LB weapons show just 1 point of damage in the MechLab. However the combied damage output of the 'Mechs seems to be correctly shown. Also do the weapons provide the correct amount of damage in teh testing grounds
Location:
MechLab
Reproduction Rate:
100%
Steps to reproduce:
Just open the MechLab and hover the mouse of the items to see their preview
Kind regards from Germany
Narcoticer
#10
Posted 15 June 2014 - 11:42 AM
Narcoticer, on 15 June 2014 - 11:35 AM, said:
All "C-LBxx-X AC" weapons aren't showing the correct amount of damage in MechLab
Description:
All Clan LB weapons show just 1 point of damage in the MechLab. However the combied damage output of the 'Mechs seems to be correctly shown. Also do the weapons provide the correct amount of damage in teh testing grounds
Location:
MechLab
Reproduction Rate:
100%
Steps to reproduce:
Just open the MechLab and hover the mouse of the items to see their preview
Kind regards from Germany
Narcoticer
not a bug
It fires a cluster of 10 rounds, each round doing one point of damage
#11
Posted 15 June 2014 - 11:47 AM
Destructicus, on 15 June 2014 - 11:42 AM, said:
It fires a cluster of 10 rounds, each round doing one point of damage
Thanks for the Info, may be an error from my side.
Thought the "standart" LB 10-X AC was showing a damage output of 10 in the normal game client.
I'll check that later.
#12
Posted 15 June 2014 - 12:11 PM
Nikolai Lubkiewicz, on 15 June 2014 - 11:12 AM, said:
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http://mwomercs.com/...public-release/
http://patcher.mwome...ORepairTool.exe
Ok issue is still present, after some configurating and saving here and there, the Quirks are gone from being shown.
Edited by Lily from animove, 15 June 2014 - 12:15 PM.
#13
Posted 15 June 2014 - 12:25 PM
Description: So i fired all the lasers on the nova prime at once and it shutdown for 10 seconds, i powered it back on manually and proceeded to explode lol
Location: Canyon
Reproduction Rate: NA
Steps to Reproduce:[color=#00FFFF] overheat by firing all the lasers at the same time. [/color]
#14
Posted 15 June 2014 - 12:28 PM
#15
Posted 15 June 2014 - 12:36 PM
Description : Very long lock time for IS streak SRM ( just like bare streaks with no improvements ). Tried Artemis , Capture Accelerator module , tag - no effect.
Location : Battlefield
Reproduction Rate : Always
Steps to reproduce : just use an IS mech with streaks.
#16
Posted 15 June 2014 - 12:40 PM
Kenok, on 15 June 2014 - 12:25 PM, said:
Description: So i fired all the lasers on the nova prime at once and it shutdown for 10 seconds, i powered it back on manually and proceeded to explode lol
Location: Canyon
Reproduction Rate: NA
Steps to Reproduce:[color=#00FFFF] overheat by firing all the lasers at the same time. [/color]
of course you did, nova cant fire all lasers without nearly dying. with 0% heat and 12 ERMEdiums fired you get a red CT from heat damage
#17
Posted 15 June 2014 - 12:48 PM
#18
Posted 15 June 2014 - 12:58 PM
Description: see above
Location: Forest Colony (Testing Grounds)
Reproduction Rate: 100%
Steps to Reproduce: Uller Prime with dual missile omnipod left arm firing at Catapult (2xclrm15). Triple ams omnipod right arm.
Walk to range and fire
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Edit: please ignore
Edited by Vimeous, 15 June 2014 - 02:16 PM.
#19
Posted 15 June 2014 - 12:58 PM
#20
Posted 15 June 2014 - 01:09 PM
Description: Chained launches are timed against the release of the first missile from the first launcher, not the last. Because of the stream-fire mechanic of clrm's this does not appear logical - in effect it's a very mildly staggered one-shot.
Granted a change would make chain-firing more vunerable to AMS but that's part of the risk of using the feature.
Edit: most noticeable on clrm15/clrm20 du to stream-length
Edited by Vimeous, 15 June 2014 - 01:14 PM.
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