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Public Test - Mass Production


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#261 Koniving

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Posted 21 August 2014 - 03:14 PM

Run along the borders of the map.
I found invisible walls, which you can go around... and then hide behind the invisible wall. Want to know if people can shoot through it or not. I can with MGs but Mgs don't reliably stop on things (like flamers they will go through some walls).

In grid B1.

I'm doing video that'll go up eventually.

Edited by Koniving, 21 August 2014 - 03:14 PM.


#262 Koniving

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Posted 21 August 2014 - 03:25 PM

View PostThe Advisor, on 21 August 2014 - 02:57 PM, said:

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.


In every MW game (except 3050 as it had no jumpjets that you could use, or MW1 as there were no buildings you could get on)... and Battletech.

Skip to 4:55
You will see the use of jumpjets as a navigational tool in 3D combat.

Of course, unlike in MW games, this was prone to problems too in Battletech.

For example, slipping on pavement on a regular day of perfect conditions due to turning while going full speed and buildings collapsing under your weight.

Case in point.

Quote

Movement Phase
-------------------
Building #20512 collapses due to heavy load.
Trebuchet TBT-7M (Koniving) is hit by falling debris for 4 damage.
Trebuchet TBT-7M (Koniving) takes 4 damage to CT.
18 Armor remaining.

Trebuchet TBT-7M (Koniving) falls 3 level(s) into hex 1109
Trebuchet TBT-7M (Koniving) falls on its front, suffering 20 damage.
Trebuchet TBT-7M (Koniving) takes 5 damage to LL.
10 Armor remaining.
Trebuchet TBT-7M (Koniving) takes 5 damage to RT.
6 Armor remaining.
Trebuchet TBT-7M (Koniving) takes 5 damage to RA.
5 Armor remaining.
Trebuchet TBT-7M (Koniving) takes 5 damage to RT.
1 Armor remaining.

Pilot of Trebuchet TBT-7M (Koniving) "Jamie Wynn" must roll 7 to avoid damage; rolls 9 : succeeds.

Stormcrow H-UK (Lordred) must make a piloting skill check while moving in hex 1508 (running & turning on pavement).
Needs 3 [4 (Base piloting skill) - 1 (running & turning on pavement)], rolls 10 : succeeds.


There were also failures to do things like getting up after a fall (this mech had fallen twin UAC/20s).

Quote

Movement Phase
-------------------

Centurion CN9-AL (Koniving) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 4 : falls.
Centurion CN9-AL (Koniving) falls on its left side, suffering 5 damage.
Centurion CN9-AL (Koniving) takes 5 damage to RL.
19 Armor remaining.

Pilot of Centurion CN9-AL (Koniving) "Soraya Pamungkas" must roll 5 to avoid damage; rolls 7 : succeeds.

Centurion CN9-AL (Koniving) must make a piloting skill check (getting up).
Needs 5 [5 (Base piloting skill) + 0 (getting up)], rolls 3 : falls.
Centurion CN9-AL (Koniving) falls on its left side, suffering 5 damage.
Centurion CN9-AL (Koniving) takes 5 damage to LT.
12 Armor remaining.

Pilot of Centurion CN9-AL (Koniving) "Soraya Pamungkas" must roll 5 to avoid damage; rolls 7 : succeeds.

She didn't get up this time around.

I don't have one on me right this second, but there was a match where my jumpjet mech was legged and I had to make piloting rolls to maintain my balance on the landing. During one attempt I failed it, and it was very devastating.

Edited by Koniving, 21 August 2014 - 03:30 PM.


#263 Mike Forst

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Posted 21 August 2014 - 03:49 PM

I am now online and shooting at robots. Have fun out there and if I run into you...good luck!

#264 Sigilum Sanctum

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Posted 21 August 2014 - 04:00 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


get out.

#265 Flashover23

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Posted 21 August 2014 - 04:01 PM

View PostNikolai Lubkiewicz, on 20 August 2014 - 02:48 PM, said:


Destructive, not destructible.
The goal of destructive map testing is to find problem areas on the map. Things like places where you can fall out of world, see-through walls, shoot-through walls, invisible walls, getting stuck on rocks, etc...

In that vein, here's one:

Location: 1963.5 1596.9(?)* 362.9 (D3)
*PTS watermark and Lance names make second # in this co-ord tough to read)

I was in a St. Ives. Jumped on top of a shed with angled sided to the roof (hexagon cut in half and both halves laid side by side type of buildings). When I walked forward towards the gap (E3 side) I slid down between the roof tops and got stuck for the rest of the match- could not walk, run, or jump out no matter what direction I tried moving.

I can get you a screenshot of my location, if that would help.

Edited by Flashover23, 21 August 2014 - 04:07 PM.


#266 Rhialto

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Posted 21 August 2014 - 04:09 PM

Some general impressions:

___

I upgraded some Weapon Range skills and as it is currently implemented, it's a pain.

Let's say you choose the Clan MG which is at the bottom of the list, you click to upgrade, then you get a confirmation box. You again need to scroll down and repeat 4 more times to get to lvl 5.

Please before going live, let us click multiple times in a row (and why not more than a skill) then click a Save button like it's currently used when editing loadout. Clicking Save would popup a box with a resume of all the changes and show GXP cost about to be applied.

___

I installed my 1st WarHorn and I would like a dedicated volume slider for those so I will be able to pump up the volume much LOUDER!

#267 Sigilum Sanctum

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Posted 21 August 2014 - 04:20 PM

View PostRhialto, on 21 August 2014 - 04:09 PM, said:

Some general impressions:

___

I upgraded some Weapon Range skills and as it is currently implemented, it's a pain.

Let's say you choose the Clan MG which is at the bottom of the list, you click to upgrade, then you get a confirmation box. You again need to scroll down and repeat 4 more times to get to lvl 5.

Please before going live, let us click multiple times in a row (and why not more than a skill) then click a Save button like it's currently used when editing loadout. Clicking Save would popup a box with a resume of all the changes and show GXP cost about to be applied.

___

I installed my 1st WarHorn and I would like a dedicated volume slider for those so I will be able to pump up the volume much LOUDER!


That should be done with literally everything in the menu, just makes it more efficient and will make people hate the UI less.

#268 -Ramrod-

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Posted 21 August 2014 - 04:26 PM

How do you get into this public test server? I'm sure this has been answered a million times but just once more please.

#269 Krist Smith

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Posted 21 August 2014 - 04:34 PM

View PostRamrod AI, on 21 August 2014 - 04:26 PM, said:

How do you get into this public test server? I'm sure this has been answered a million times but just once more please.

First page of this thread, download the installer at the bottom of the post.

#270 Toxani

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Posted 21 August 2014 - 04:45 PM

Hi all,

for me the test server is not working so fine.
My location is Thailand, normal ping (on live server) is 290-300; test server is a stable 320.

Next thing stuck in the new map:
Jumping with a KitFox to 1933.8, 1935.4 I was not able to get away anymore.

#271 Mike Forst

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Posted 21 August 2014 - 05:04 PM

Please post your feedback in the Public Test feedback forum:

http://mwomercs.com/...27-public-test/

#272 Thorasta

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Posted 21 August 2014 - 05:10 PM

Map bug. Missing texture/wall.

Sit between E3, F3, E4, F4 facing the middle of the map.

Slightly to the left (in E3) the side of a structure is missing. You can't walk in.

#273 ShadowDraconis

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Posted 21 August 2014 - 05:18 PM

Wish I could have participated in the test. I was downloading the test server all night and day only to have it halfway through the intial download. Perhaps by the next testing. ;)

#274 Code Name George

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Posted 21 August 2014 - 05:23 PM

great map there were a few bugs screen lock and getting stuck but other than that a good test and thanks for making it possible to try new mechs

#275 Rhialto

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Posted 21 August 2014 - 05:46 PM

It takes forever to join a game... I usually don't look at % and just click Play but since it's taking forever I looked and Light was at 11%, the lowest of all chassis and it's at least a 3 minutes of wait. On live it usually takes 20-30 seconds.

Is it because there are less players on PT?

#276 wanderer

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Posted 21 August 2014 - 05:56 PM

View PostKoniving, on 21 August 2014 - 02:52 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).


This is patently untrue. A single jump jet DID allow you to move up to 30 meters (ie, one hex) horizontally, but it certainly wasn't required. And what's horrible is how badly jump jets got butchered- in TT, their performance is actually identical though tonnage varies depending on how big a 'Mech is getting lifted.

That is, one jump jet propels a 'Mech up six meters vertically and up to 30 meters horizontally in a safe manner. Two jets would always be enough to clear a 'Mech-sized obstacle (that is, a 12-meter barrier). In the name of defeating poptarting, the mobility advantages of a jump jet were ruined.

Quote

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.


So much done to the humble jet that some firing wobble in midair would have fixed completely instead, and applying TT construction vs. Paul's voodoo "fixes" would be the cure.

Edited by wanderer, 21 August 2014 - 05:56 PM.


#277 Vermithrax Rex

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Posted 21 August 2014 - 06:26 PM

New Map: Sector D3 - there is a dome shape right below a ledge. If you fall down in the corner between the dome and the wall extending above you WILL get stuck. No amount of jump jet thrust will free you. I spent an entire match stuck there. Just played another match and someone else got stuck there also. I'm not going to search all 15 pages of posts.....but I'll bet others have gotten stuck there as well. Domes like that need to be moved away from the walls, or just deleted entirely (which seems like an easier fix).

#278 Koniving

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Posted 21 August 2014 - 06:42 PM

View PostKoniving, on 21 August 2014 - 02:52 PM, said:

Assault 90 ton mechs can't even jump 6 meters with 4 jumpjets (the max) in MWO.

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).


View Postwanderer, on 21 August 2014 - 05:56 PM, said:

This is patently untrue.


Was referring to MWO for the assault mech. Can't get a Highlander off the ground too well.

If the latter..

Mechs from 20 through to 55 tons have 0.5 ton jumpjets. So that's a class there.
Mechs from 60 to 85 tons have 1 ton jumpjets. There's another class. PGI gave them additional class names but it's about the same, and on tabletop it's still 1 ton.
Mechs from 90 tons and up have 2 ton jumpjets, which are their own class.

Anyway.
They travel up to 1 hex aka 30 meters per jumpjet, and up 3 to 6 meters (0.5 to 1 level) per jumpjet. The reason I say 3 to 6, is once you start getting into more vertical jumps a 90 meter forward jump with 3 jumpjets doesn't allow one to climb 18 meters, but a 60 meter forward jump does. You can choose how far you go by increasing or decreasing your burn time. Turns and other navigation (such as changing direction) done while in the air of course will consume fuel even faster, reducing the possible distance you can go.

Never the less, to even be able to use the jumpjets you must go a minimum of 30 meters in a horizontal direction, and from there the jumpjets were adjustable to give more forward thrust or more upward thrust
----------

Honestly, having the player 'balance' the mech while flying would be very canon and would complicate aiming quite a bit, more than enough to deal with poptarting and truly make it into a high skill art. Imagine trying to shoot while walking a tight rope, when your shot could unsteady your mech in the air and roughen up your landing! Especially with 1x gravity instead of this 3.2x gravity nonsense now, so you'll get that feeling of tipping and the panic that ensues as your fall 'seems' slow when in fact it's quite fast.

That seeming slow fall would help these mechs feel like mechs rather than people in metal suits.

#279 Ripper X

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Posted 21 August 2014 - 07:21 PM

There should have been an incentive to play on the test server. Barely any of my unit is playing or my friends. Free mechbay would do it for those participating. Something to seriously think about for next time.

#280 Endarius

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Posted 21 August 2014 - 08:17 PM

I dunno where to report bugs, but I found a rank sticking bug on d3 on the new map. Utterly unable to remove myself from the scaffolding beside the building there, and my jj's wouldn't recharge.





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