Public Test - Mass Production
#241
Posted 21 August 2014 - 01:02 PM
#242
Posted 21 August 2014 - 01:07 PM
#244
Posted 21 August 2014 - 01:15 PM
#245
Posted 21 August 2014 - 01:17 PM
#246
Posted 21 August 2014 - 01:22 PM
EXCELLENT brawler map!!!
#249
Posted 21 August 2014 - 01:39 PM
#250
Posted 21 August 2014 - 01:55 PM
1. Some buildings are incomplete or not loaded fully. Only roofs are visible.
2. There's a building with a large red fire coming out of its chimney or something but the fire doesn't animate or does so extremely slowly. (minor visual bug)
3. Myself and a teammate got stuck after jumpjetting onto a platform (screenshot below)
4. While spectating, a friendly Timber Wolf got killed and fell through the floor down to a subfloor about 1 mech-height below (screen below).
#251
Posted 21 August 2014 - 02:01 PM
Calh Paw, on 21 August 2014 - 01:55 PM, said:
1. Some buildings are incomplete or not loaded fully. Only roofs are visible.
2. There's a building with a large red fire coming out of its chimney or something but the fire doesn't animate or does so extremely slowly. (minor visual bug)
3. Myself and a teammate got stuck after jumpjetting onto a platform (screenshot below)
4. While spectating, a friendly Timber Wolf got killed and fell through the floor down to a subfloor about 1 mech-height below (screen below).
Please repost your post here.
http://mwomercs.com/...01#entry3657301
#252
Posted 21 August 2014 - 02:05 PM
2. Unit/Merc creator needs help. No one in their right mind (to my knowledge) wants all 20 some odd ranks and they can always add ones. Take a few off please.
3. The Map Loadup Screen for Mech Factory says @ui_mechfactory instead of the usual name for a Map "Caustic Valley or Terra Therma etc".
4. The loadup pic for MechFactory is just BBBBBBBBBBBBAAAAAAAAAADDDDDDDDDDDDDDDDDDD.. It gives me a seizure to look at.
Other than that it was great I will make a detailed post for the Public Test Review board
#253
Posted 21 August 2014 - 02:12 PM
seems strange that they would kill JJs while designing a map that would really be made dynamic with functioning JJs
#254
Posted 21 August 2014 - 02:17 PM
Bulletsponge0, on 21 August 2014 - 02:12 PM, said:
seems strange that they would kill JJs while designing a map that would really be made dynamic with functioning JJs
I dont think so, I played a good game without using Jump jets. My kit fox can jump like nobody could. Jumping in heavy mechs?
Edited by BLOOD WOLF, 21 August 2014 - 02:18 PM.
#255
Posted 21 August 2014 - 02:23 PM
Quote
The map is supposed to NERF everything. It is a cover map and surprise attack map. Think those old MW4 city maps and you only had the width of a Atlas to shoot and no jumpjets would get you over those buildings (maybe on the parking garage). The map is supposed to be a challenge not JUMPJETTING POPTARTING FUN!
I think Nerfing JJs was a good idea actually (not like they help in battle. Just gets you killed faster while you are a suspended target for the world to aim at).
#256
Posted 21 August 2014 - 02:29 PM
#257
Posted 21 August 2014 - 02:31 PM
BLOOD WOLF, on 21 August 2014 - 02:17 PM, said:
Spider
The Advisor, on 21 August 2014 - 02:23 PM, said:
I think Nerfing JJs was a good idea actually (not like they help in battle. Just gets you killed faster while you are a suspended target for the world to aim at).
not talking about poptarting at all..but adding a valid 3rd dimension to the battle for lights...so much potential there
#258
Posted 21 August 2014 - 02:34 PM
#259
Posted 21 August 2014 - 02:52 PM
BLOOD WOLF, on 21 August 2014 - 02:17 PM, said:
Assault 90 ton mechs can't even jump 6 meters with 4 jumpjets (the max).
In tabletop each mech got a different class of jumpjet. The first one would allow 6 meters and each sequential one allowed 3 to 6 meters (depending on going straight up or up plus a landing). Each, of course, moved you forward by 30 meters (pretty hard to poptart if you're going forward).
Interestingly enough... The typical jumpjet for lights gives some lift. About the same for mediums (but being heavier fights against it). A LOT of lift for heavies (their weight gives resistance), and for some reason assaults have less lift than lights, which against that amount of weight makes them worthless.
Edited by Koniving, 21 August 2014 - 02:59 PM.
#260
Posted 21 August 2014 - 02:57 PM
Quote
Not so supposed to be any in the Urban environment. It defeats the purpose of the buildings being taller than Jumping height. The THIRD dimension is GONE when you are in that environment. You shoot to the left and right, forward and backward, but UP and Down are unnecessary when NO ONE can jump. It adds both easier targets but also more strategy so you don't become one of those easy targets as well.
Also even before the nerf the JJs are worthless in battle. Jumping (In EVERY MW GAME EVER) was WORTHLESS in battle. ALWAYS. A valid 3rd dimension means making the JJs shoot you around like a rocket.
Edited by The Advisor, 21 August 2014 - 03:00 PM.
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