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Public Test - Mass Production


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#241 JoJoxy

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Posted 21 August 2014 - 01:02 PM

One apparently is the death star, but what is the other? ;)

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#242 xCico

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Posted 21 August 2014 - 01:07 PM

Very laggy game, my ping is lower for 30ms, bad hit registration, glitching map... ;)

#243 Tank

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Posted 21 August 2014 - 01:11 PM

View PostJoJoxy, on 21 August 2014 - 01:02 PM, said:

One apparently is the death star, but what is the other? B)

Posted Image

I was going up with my Batman Spider V5, now I know my ultimate destination. ;)

#244 Blackfang

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Posted 21 August 2014 - 01:15 PM

the system service announcements are a nice touch, my game just told me you were going to shut down and repatch in 5 minutes

#245 JoJoxy

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Posted 21 August 2014 - 01:17 PM

Whoever said the Vindicator sucked... Not on this map at least ;)

#246 Kanin Zeta

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Posted 21 August 2014 - 01:22 PM

This map will soon be known as "SRM City" ;)

EXCELLENT brawler map!!!

#247 Koniving

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Posted 21 August 2014 - 01:34 PM

View PostKanin Zeta, on 21 August 2014 - 01:22 PM, said:

This map will soon be known as "SRM City" ;)

EXCELLENT brawler map!!!

I want Clan SRM buffs or IS SRM nerfs.
Super IS SRMs are bull when combined with AC/20s.

#248 Detriitus

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Posted 21 August 2014 - 01:38 PM

View PostKanin Zeta, on 21 August 2014 - 01:22 PM, said:

This map will soon be known as "SRM City" ;)

EXCELLENT brawler map!!!


Indeed, it's beautiful. And nice to look at.

#249 Túatha Dé Danann

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Posted 21 August 2014 - 01:39 PM

Between D3/D4, if you jump from above, you get stuck between the buildings and the wall you jumped down from.

#250 Calh Paw

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Posted 21 August 2014 - 01:55 PM

Found 4 bugs so far, but only 2 documented.

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)
Posted Image

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).
Posted Image

#251 Koniving

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Posted 21 August 2014 - 02:01 PM

View PostCalh Paw, on 21 August 2014 - 01:55 PM, said:

Found 4 bugs so far, but only 2 documented.

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)
Posted Image

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).
Posted Image

Please repost your post here.
http://mwomercs.com/...01#entry3657301

#252 The Gruntmaster 6000

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Posted 21 August 2014 - 02:05 PM

1. Map was great, glitches of course (was getting a rebound jumpjet. Everytime I landed it launched me in the air again and no I wasn't holding the space bar).

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 Bulletsponge0

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Posted 21 August 2014 - 02:12 PM

Hover jet nerf is really killing the potential of this map

seems strange that they would kill JJs while designing a map that would really be made dynamic with functioning JJs

#254 BLOOD WOLF

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Posted 21 August 2014 - 02:17 PM

View PostBulletsponge0, on 21 August 2014 - 02:12 PM, said:

Hover jet nerf is really killing the potential of this map

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 The Gruntmaster 6000

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Posted 21 August 2014 - 02:23 PM

Quote

seems strange that they would kill JJs while designing a map that would really be made dynamic with functioning JJs

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 BLOOD WOLF

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Posted 21 August 2014 - 02:29 PM

I got a kit fox that jumps 44-50m. Its insane

#257 Bulletsponge0

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Posted 21 August 2014 - 02:31 PM

View PostBLOOD WOLF, on 21 August 2014 - 02:17 PM, said:

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?

Spider

View PostThe Advisor, on 21 August 2014 - 02:23 PM, said:

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).

not talking about poptarting at all..but adding a valid 3rd dimension to the battle for lights...so much potential there

#258 Budor

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Posted 21 August 2014 - 02:34 PM

I was getting good use out of jumpjets in a summoner.

#259 Koniving

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Posted 21 August 2014 - 02:52 PM

View PostBLOOD WOLF, on 21 August 2014 - 02:17 PM, said:

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?

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 The Gruntmaster 6000

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Posted 21 August 2014 - 02:57 PM

Quote

not talking about poptarting at all..but adding a valid 3rd dimension to the battle for lights...so much potential there

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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