

Coordinates Are Gone...
#1
Posted 29 July 2014 - 03:12 PM
#2
Posted 29 July 2014 - 03:31 PM
Looking at coordinates before this patch gave weird scale implications, especially when compared to weapon ranges and building heights/fall speed (in feet/sec). Rather than change everything about how the game plays to mirror physics a bit better, PGI likely decided to remove the confounding obstacle that makes scaling a problem to keep things metric everywhere.
#3
Posted 29 July 2014 - 03:34 PM
That, or PGI had no clue it happened, hence why the patch notes do not include a mention of it.
Edited by Dracol, 29 July 2014 - 03:34 PM.
#4
Posted 29 July 2014 - 03:38 PM
#5
Posted 29 July 2014 - 03:38 PM
Dracol, on 29 July 2014 - 03:34 PM, said:
That, or PGI had no clue it happened, hence why the patch notes do not include a mention of it.
They kind of half fixed this when you couldn't go to the viewpoint of the disconnected player at the end of the game.
Im guessing its just a bug.
Edited by Monkey Lover, 29 July 2014 - 03:54 PM.
#6
Posted 29 July 2014 - 03:53 PM

#7
Posted 29 July 2014 - 04:31 PM
Monkey Lover, on 29 July 2014 - 03:38 PM, said:
They kind of half fixed this when you couldn't go to the viewpoint of the disconnected player at the end of the game.
Im guessing its just a bug.
Ah... that explains why I get stuck watching the corpse of the 11th mech while the 12th mech stays DCed.....
#8
Posted 29 July 2014 - 04:46 PM
#9
Posted 29 July 2014 - 05:13 PM
Edit: Or it was unintentional, and a bug like Dracol said.
Edited by John1352, 29 July 2014 - 05:14 PM.
#10
Posted 29 July 2014 - 05:26 PM
#11
Posted 29 July 2014 - 06:29 PM
Deathlike, on 29 July 2014 - 05:26 PM, said:
Suppose they just have to guess the actual coords based on the screenie.... maybe it was done to prevent people from using it to divulge the location of shutdown teammates (legitimate ones of course, not disconns or lamers)
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