Patch 1.3.307 Is Live!
#81
Posted 29 July 2014 - 11:11 AM
#82
Posted 29 July 2014 - 11:14 AM
#83
Posted 29 July 2014 - 11:15 AM
S Morgenstern, on 29 July 2014 - 11:07 AM, said:
When you invalidated my Nova build based on its equiped pre-patch, pre-existing modules, you stole my level 1 seismic sensor. It is not available in my inventory nor on any of my mechs. Please give me back my seismic sensor as an available module, or give me back the 6 million credits its going to take to purchase another.
Same here, lost Radar Deprivation.
Nevermind, just need to strip mech and problem solved.
Edited by Daishi8, 29 July 2014 - 11:18 AM.
#84
Posted 29 July 2014 - 11:17 AM
Crotch RockIt, on 29 July 2014 - 10:43 AM, said:
Not lazy. Incompetent, perhaps. The fall rate has been in m/s all along, but someone in the graphics department accidentally used ft/s in the HUD.
FYI (and for the benefit of PGI) 30 m/s is 108 kph, so if the fall rate was just mislabelled in the GUI there's something badly wrong with the physics (or lack thereof) in the game engine.
As for the patch notes, they state that Lights now start taking fall damage at 37 m/s - which is 133.2 kph.
37 ft/s, on the other hand, is about 40 kph and makes more sense.
This isn't rocket science, people. Get it right.
#85
Posted 29 July 2014 - 11:20 AM
#86
Posted 29 July 2014 - 11:21 AM
#87
Posted 29 July 2014 - 11:21 AM
S Morgenstern, on 29 July 2014 - 11:07 AM, said:
When you invalidated my Nova build based on its equiped pre-patch, pre-existing modules, you stole my level 1 seismic sensor. It is not available in my inventory nor on any of my mechs. Please give me back my seismic sensor as an available module, or give me back the 6 million credits its going to take to purchase another.
Someone please tell me this isn't true... I am going to lose millions across all my mechs if this is the case...
#88
Posted 29 July 2014 - 11:22 AM
still sux turtle eggs...
#89
Posted 29 July 2014 - 11:22 AM
#90
Posted 29 July 2014 - 11:22 AM
And fyi...i don't neither give a **** about weapon modules nor consumables but i'm really pissed for taken away the 3rd mech module on almost every mech.
#91
Posted 29 July 2014 - 11:27 AM
Daishi8, on 29 July 2014 - 11:15 AM, said:
Same here, lost Radar Deprivation.
Nevermind, just need to strip mech and problem solved.
Wait, does this mean we have to strip every mech of everything or just modules? If everything do we have to use the "Strip Mech" button? This is going to take forever if it's the case, stripping and rebuilding every mech... Someone clarify, I won't be home for hours and this is causing stress! Arg!
#92
Posted 29 July 2014 - 11:27 AM
I´ve lost 4 Modules through this patch!
1. Capture Accerlerator ( 6.000.000 )
2. Radar Deprivation ( 6.000.000 )
3. Medium Laser Range 2 ( 3.000.000 )
4. Target Info Gathering ( 4.000.000 )
19.000.000 cbills gone! ( a lot of wastet time also )
PGI - plz give me these modules back.
#93
Posted 29 July 2014 - 11:28 AM
i will start with the good things:
- good to have the arm switch (called lock) back
now the bad stuff:
and i really miss the old modul slots. decide to what important to you. now i can't use the moduls i need in my mechs. i don't need weapon moduls and consumables instead of usefull modules like target info, seismic or radar deprivation
the weapon moduls are pretty useless, especially for clan mechs,
the 2 consumables will lead to 24-48 strikes per match . coolshots are pretty weak for a real laser boat,
the usefull consumables are UAV and the strikes. the second is already pretty too often in this game. why do you do this to us? i want to destroy mechs by my abilities and not by artillery or planes i can't control.
i don't care that much about the point of the patch i didn't mentioned that it is worth for me to write about it
WELCOME TO STRIKEWARRIOR ONLINE
wonderfull: no bugfixes, still the saving loadout error and others... it is really enough!
Edited by VereAthor, 29 July 2014 - 11:42 AM.
#94
Posted 29 July 2014 - 11:28 AM
Ghost Badger, on 29 July 2014 - 11:11 AM, said:
Problem is Warhawk only has a AMS in the right WHK-PRIME side torso, so if I want my two srm6's there I cant even make use of that, this is a pretty common trade for the bigger clan mechs.
EDIT: also all these damn AWS in my damn assault que now as high or higher than the heavies.
Edited by Xeno Phalcon, 29 July 2014 - 11:31 AM.
#95
Posted 29 July 2014 - 11:29 AM
Artur Valour, on 29 July 2014 - 11:27 AM, said:
Wait, does this mean we have to strip every mech of everything or just modules? If everything do we have to use the "Strip Mech" button? This is going to take forever if it's the case, stripping and rebuilding every mech... Someone clarify, I won't be home for hours and this is causing stress! Arg!
ok thx ... stripping modules now they are back
#96
Posted 29 July 2014 - 11:29 AM
Smudge504, on 29 July 2014 - 11:11 AM, said:
.... ooooooor any real content in general. Just more 'balancing'.
I can hear all of the players running back to the game in droves! Oh wait, the footsteps are getting quieter, not louder... never mind.
#97
Posted 29 July 2014 - 11:29 AM
#99
Posted 29 July 2014 - 11:30 AM
#100
Posted 29 July 2014 - 11:35 AM
Grendel408, on 29 July 2014 - 11:30 AM, said:
mechs in the table are the ones that have a different number of slots from the base 2 con / 1 mech / 2 weap combination. (i think)
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