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Patch 1.3.306 Is Live!


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#141 Grom181

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Posted 15 July 2014 - 12:35 PM

So, before I start to use my "Limited" vocabulary, I am having the same problem as UK players. When I try to start up, I get the Server Under Maintenance error. This is a problem caused on PGI's end and needs to be resolved as I shouldn't have to go tinkering around with settings outside of the game. So, now I shall go outside and use my big boy voice to notify my neighbors how displeased I am that the moment.....


Edit: Of course that would be posted right before I can see it and post..... ^

Edited by Grom181, 15 July 2014 - 12:35 PM.


#142 Tigreen

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Posted 15 July 2014 - 12:37 PM

View PostDrSlamastika, on 15 July 2014 - 12:01 PM, said:

WHERE are new MAPS?????


They are taking a little time to themselves. It stressful being a map, cut them some slack....

Edited by Marvyn Dodgers, 15 July 2014 - 04:39 PM.
Language in quote


#143 Artur Valour

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Posted 15 July 2014 - 12:44 PM

Forward progress is good. Get the bugs and balance issues fixed and then let's see some progress on Community Warfare!

#144 Chilly

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Posted 15 July 2014 - 12:45 PM

View Postmdmzero0, on 15 July 2014 - 10:36 AM, said:

Also, was I the only one who noticed this wording:

They convinced the mechlab? Has it become sentient already?


LOL!! I saw that too and got a chuckle out of it.

#145 Boyka

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Posted 15 July 2014 - 12:48 PM

Question for PGI: firing lrms to a target at 180mt and target come to us decreasing distance before the hits, doing missiles full or reduced damage?

#146 Eximar

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Posted 15 July 2014 - 12:49 PM

A few more patches and it will become Skynet.

#147 DEMAX51

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Posted 15 July 2014 - 12:51 PM

View PostBoyka, on 15 July 2014 - 12:48 PM, said:

Question for PGI: firing lrms to a target at 180mt and target come to us decreasing distance before the hits, doing missiles full or reduced damage?

Should be reduced - when 'Mechs did that before today's patch they wouldn't take any damage, so the system knew the person got within 180.

#148 GeminiWolf

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Posted 15 July 2014 - 12:55 PM

I just do not like the Arm-Lock toggle. I would like it back the way it was. If that is not possible I would like a choice whether to have a toggle or hold-switch. That is all.

That is my whine, otherwise I am happy with the Development choices.

PGI this Buds for you ..........:::::::::::::::::::C[_] *Flash back the 90's Emotes* :D

#149 Bront

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Posted 15 July 2014 - 01:03 PM

View PostGrom181, on 15 July 2014 - 12:35 PM, said:

So, before I start to use my "Limited" vocabulary, I am having the same problem as UK players. When I try to start up, I get the Server Under Maintenance error. This is a problem caused on PGI's end and needs to be resolved as I shouldn't have to go tinkering around with settings outside of the game. So, now I shall go outside and use my big boy voice to notify my neighbors how displeased I am that the moment.....


Edit: Of course that would be posted right before I can see it and post..... ^


If tinkering with settings outside the game fixes the issue, then by it's nature it's not PGI's fault. Sounds like a global DNS issue of some kind. Should clear up in a day or two.

#150 DrSlamastika

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Posted 15 July 2014 - 01:06 PM

Not so bad patch, but I want only one thing, so I am asking.

When devs will fix old design issiues?
I mean Cataphract, UACs on this mech still looks like normal AC guns :P its just visual problem, how hard to fix it can be.

And one thing which I really hate, freaking TRIAL mech between my owned mechs even when filters are enabled.

PLEASE remove it away, unowned mechs in my mechbays just make me crazy :D

#151 Hillslam

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Posted 15 July 2014 - 01:06 PM

  • Every time the player clicks 'Play Now' will automatically launch with the selected game mode choices in the game configuration drop down.
No it doesn't.


Clicking Play Now still brings up the confirmation dialog where you have to choose private or public match and mouse over to the OK button.

OK is not the default button mapped to <enter>, so you cannot just hit <enter> after mousing up to the Play Now button to launch, nor can you use the arrow buttons to get to it, nor can you use the <tab> key to get to it.

Still mouse centric confirmation dialogs. Breaks a basic rule of UI design. You have removed one dialog box, thats it, so it technically is an improvement. But its still a cumbersome mess. The entire UI confirmation design needs reworked:

1 - Align the buttons.
2 - Make OK the default on focus on load
3 - Make all buttons navigable via arrows or tab.
4 - Remove any confirmation boxes with only 1 button (superfluous and slows the user)
5 - Never have dialogs or controls on polar opposite sides of the screen.
Example: force user to complete a workflow to click control at top, then click control at bottom then click control in the middle. This type of bad mouse-centric full screen traversing is riddled throughout the entire shell's UI

Edited by Hillslam, 15 July 2014 - 01:11 PM.


#152 Vanguard319

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Posted 15 July 2014 - 01:28 PM

View PostDEMAX51, on 15 July 2014 - 12:30 PM, said:

The reasons to take them over SRMS:

1. Easier to use / aim
2. Very effective against Lights



1. Can only be fired if you achieve a lock, which is very unlikely in the ECM/radar dep. rich environment. (and 99% of the time you will drop into an ECM/Radardep. rich environment.) Aim is irrelevant if you cannot achieve a lock.
2. Most lights are fast enough to outrun them, or minimize most, if not all the damage they might have sustained via AMS.

Add the long cooldown, and you have a weapon that no player should have a reason to use. Ever.

Edited by Vanguard319, 15 July 2014 - 01:32 PM.


#153 KHETTI

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Posted 15 July 2014 - 01:31 PM

Re-connect function is non-fuctional, it kicks you back to mech lab each and every time, disappointing.

#154 Son of the Flood

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Posted 15 July 2014 - 01:39 PM

Nice patch!

I am digging some of the little new features that improve functionality like mouse wheel binding (now I have an extra mouse button!), arm lock is a true toggle (no more of that holding a button down business, who's got time for that!), being able to turn with the battlegrid open (no more running into walls trying to figure out where the herd of cats is going!).

Thanks!

#155 J0N3S

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Posted 15 July 2014 - 01:43 PM

JJ Changings are way too much.

Even with big Engines and almost the full Number of JJ it's a Joke!
You need your whole Fuel to get the Height of your Mech ... and only Lights are getting a slightly Higher Ground ...

That's rediciulous

And no: it's not about the Poptarting isn't working anymore. I always used Big Engines with max JJ.
I thought that would be rewarded in the JJ Changes ... doesn't seem so ..

#156 Kjudoon

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Posted 15 July 2014 - 01:48 PM

View PostBront, on 15 July 2014 - 12:12 PM, said:

Watch the Dev Vlog. Hopefully next month we get one.


Where are the new maps? Your official answer is here:

http://mwomercs.com/...um-60-days-out/

Bryan Eckman has confirmed it also through answering some questions in that thread. Read and :headdesk: at your own risk. Note the key word: MINIMUM

Edited by Kjudoon, 15 July 2014 - 01:48 PM.


#157 codynyc

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Posted 15 July 2014 - 01:51 PM

REALLY ??? What is up with the JJs nerf no point of even taking one let alone 5

Edited by Marvyn Dodgers, 15 July 2014 - 04:43 PM.
Language


#158 Kjudoon

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Posted 15 July 2014 - 01:53 PM

People aren't buying the 'shock absorber' module. Now you need it. It's called forcing functionality into the game that previously was unneccessary.

#159 Azeem447

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Posted 15 July 2014 - 01:55 PM

still Not happy with what they are doing with the Clan LRM's. I still say make Clan LRM's into more of a direct fire weapon instead of lobbing them over buildings, with Out any minimum range penalty.

#160 Kamelkaze

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Posted 15 July 2014 - 01:55 PM

Please Nerf LRMs! :P





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