Things I like about this patch:
- Spending time updating the game without new Mechs & maps, seems more work gets done in prep for eventual CW.
- Having more module slots especially on those that previously had only 1.
- New Mech quirks though the Hunchback one seems to have no effect. 10 points, that's just a PPC or 2 MLs.
- Dropped LRM shake.
- Had some of the best Locust games ever.
Some stuff is no biggie because it does not affect what I drive.
Things I dislike about this patch:
- The match I had first, around 5:21 the last one of a team died and the game was stuck for about a minute before registering it was over. Sent to Support.
- The match where you could see a Kit Fox fall over dead but you could still target it every 5 seconds and it showed to be alive with 1 leg. Sent to Support.
- 2 Consumable slots for every Mech. I guess all the Strike spamming in the team game taught nothing.
- Why the heck would a Locust need 3 Weapon Modules even counting AMS as 1? Locust-3M, OK but the other 4, no.
- Why only 1 Weapon Module for the dual AMS Thunderbolt-9S? Or even other dual AMS Mechs that seem to have been limited?
- Without AutoRefill, how does someone replace a Consumables that were used? I have used them and have to choose AutoRefill & Save then uncheck AutoRefill and Save.
- No ability to bind a key for changing between Throttle types.
NOTE: I discovered with 'missing modules' all I had to do was remove one then the other showed up.
EDIT - Here is a picture of the Kit Fox that would not register dead. Score shows it dead, visually dead but the paper doll....
Edited by Merchant, 29 July 2014 - 04:42 PM.