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Public Test - Clans 2 - New Issues


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#1 Kyle Polulak

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Posted 14 June 2014 - 12:30 AM

This thread is for any specific new issues discovered in testing the Clan Mechs. If you would like to report a tuning concern regarding a particular Mech or Weapon, please consult the Public Test discussions on those particular items.

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 noise gate

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Posted 15 June 2014 - 11:02 AM

Summary: Clan autocannons don't fire over time if you keep the button pressed.
Description: This issue has been mentioned already but is still not fixed

Edited by noise gate, 15 June 2014 - 11:02 AM.


#3 Lily from animove

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Posted 15 June 2014 - 11:04 AM

Summary:
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:
Posted Image


No2: The Golden nova Prime is missing the 2,5% XP bonus even if all 8/8 prime pods are equipped.
Posted Image


After some browisng the Quirk summary is gone for all mechs, Example: NVA-S
Posted Image

Edited by Lily from animove, 15 June 2014 - 11:04 AM.


#4 Lily from animove

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Posted 15 June 2014 - 11:16 AM

Oh, I didn't, but anyways, this already haooened the last time, but I fortgot to make screens

#5 Elkfire

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Posted 15 June 2014 - 11:21 AM

Summary: NARC launcher switches places with other missile launchers in the SRC-D left torso pod upon saving loadout.
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 Tim East

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Posted 15 June 2014 - 11:21 AM

Summary: Savior XP bonus being issued many times for a single kill assist.
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 Destructicus

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Posted 15 June 2014 - 11:23 AM

Frame rate drops dramatically during fights
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 Cryptoknight

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Posted 15 June 2014 - 11:25 AM

I am unable to patch. The patch is downloaded and then I'm told the MD5 hash doesn't match the one on the server.

#9 Narcoticer

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Posted 15 June 2014 - 11:35 AM

Summary:
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 Destructicus

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Posted 15 June 2014 - 11:42 AM

View PostNarcoticer, on 15 June 2014 - 11:35 AM, said:

Summary:
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 Narcoticer

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Posted 15 June 2014 - 11:47 AM

View PostDestructicus, on 15 June 2014 - 11:42 AM, said:

not a bug
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 Lily from animove

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Posted 15 June 2014 - 12:11 PM

View PostNikolai Lubkiewicz, on 15 June 2014 - 11:12 AM, said:

Don't forget to run the repair tool on the Test installation before you report any issues :huh:
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 Kenok

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Posted 15 June 2014 - 12:25 PM

Summary: Nova overheat never cooled down
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 Syndrome Stoned

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Posted 15 June 2014 - 12:28 PM

Polygon Cammo is not unlocked for me even tho I bought my Summoners back in February, they were not unlocked last test and they still are not, starting to get worried I will have to put in a support claim on the 17th when it goes live, I bought the Summoners early just for all the bonus stuff i have gotten everything from the Premium time to the Cockpit items, but no Polygon Cammo

#15 Zeleglok

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Posted 15 June 2014 - 12:36 PM

Summary : Suddenly something's wrong with IS streak SRM
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 Lily from animove

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Posted 15 June 2014 - 12:40 PM

View PostKenok, on 15 June 2014 - 12:25 PM, said:

Summary: Nova overheat never cooled down
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 Sylvian Le Fabre

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Posted 15 June 2014 - 12:48 PM

Summary: ERPPC Tooltip still shows 10 Dmg, instead of 15.

#18 Vimeous

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Posted 15 June 2014 - 12:58 PM

Summary: clrm15 does no damage at 180m or less in testing grounds. Has the scaled damage below 180m for clrm's been included in this test? Is this issue testing grounds specific?
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 :huh:

Edit: please ignore

Edited by Vimeous, 15 June 2014 - 02:16 PM.


#19 Mezzerine

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Posted 15 June 2014 - 12:58 PM

Shooting on dead mechs still makes crosshair turn red (at least on the Dire Wolf)

#20 Vimeous

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Posted 15 June 2014 - 01:09 PM

Summary: Are chain-firing clrms working as intended?
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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