Patch Notes - 1.3.358 - 11-Dec-2014
#81
Posted 12 December 2014 - 07:14 AM
it was the best epic fight in my gamers life !!!
#82
Posted 12 December 2014 - 07:50 AM
#84
Posted 12 December 2014 - 10:13 AM
#85
Posted 12 December 2014 - 11:06 AM
I know a LOT of us have been bitching for years about the way patches and what-not have been coming out, and I think it's awesome that you've been getting patches out not only on-time, but ahead of time and cleanly, but could you have waited until the appointed date for this?
Fortunately, I should be able to salvage this, if I ever complete the updates.
I will say Thank you, PGI, for getting this done, and that I can't wait to play it, but now I'll have to talk to my boss and get that day back, if I can.
#86
Posted 12 December 2014 - 12:37 PM
Kraven Kor, on 12 December 2014 - 09:59 AM, said:
Fixed that for you
Mellonbuster, on 12 December 2014 - 10:13 AM, said:
A known bug.
They do not show until the group (all 12) are there.
PGI is working on fixing that last I checked
Some people have reported needing to wait 30+ minutes before it happens
#87
Posted 12 December 2014 - 01:32 PM
#89
Posted 12 December 2014 - 02:05 PM
Shar Wolf, on 12 December 2014 - 12:37 PM, said:
They do not show until the group (all 12) are there.
I did not know about that bug... I feel real bad now about hopping from one lobby to another after only a five minute wait thinking no one else was in there.
Edited by Valdemaar, 12 December 2014 - 02:06 PM.
#90
Posted 12 December 2014 - 02:59 PM
Tarriss Halcyon, on 12 December 2014 - 03:00 AM, said:
Yes - it may be a graphics memory issue - check out this thread:
http://mwomercs.com/...ocation-errors/
I was having basically 1 crash every drop - luckily I could reconnect, but I was playing DX9 with Very High textures. I'm going to give DX11 a shot today.
#91
Posted 12 December 2014 - 05:34 PM
#92
Posted 12 December 2014 - 05:45 PM
Gets a little choppy in a full on brawl but that is all, running dx11.
#93
Posted 12 December 2014 - 06:07 PM
#94
Posted 12 December 2014 - 07:47 PM
I know its just in beta, and all this is constructive criticism.
Love you guys PGI, keep up the good work with this content!
EDIT: Maybe you guys at PGI could make a system where you have to have played a certain amount of matches to be able to play community warfare. Because at this point I think this mode is more for people who have played this game for a while, and not people who are just starting.
Edited by EAP10, 12 December 2014 - 08:01 PM.
#95
Posted 13 December 2014 - 12:54 AM
But please remove trial mechs from CW. Trial mechs are not mastered so they are not as good as owned and configured mechs. Trial clan mechs are way too hot to be effective. Many trial clan and IS mechs are light on armor. Trial mechs cannot have modules. And more often than not, trial mechs are piloted by new players. (not always, just more often than not) IF PGI won't remove trial mechs, then TRIAL needs a brighter more contrasting color across the mech icon than the dark font that it is today.
Drop Deck should be configurable like the old favorite mechs selected in UI 1.0 if any of you remember that? We should be able to configure our drop deck within Mechlab.
But it's about damn time we got CW. YEAH!
Edited by 7ynx, 13 December 2014 - 12:54 AM.
#96
Posted 13 December 2014 - 04:48 AM
1. There are optimisation issues, these are well known by now so I won't go on about them.
2. We need some kind of faction chat window, similar to the unit chat so we can at least let each other know where we are attacking or defending.
3. It would be really helpful to see on the planet screens how many players are in each lobby.
4. The new maps are great but Boreal Vault is too small and the gates too close together. Too much of an advantage to the defending team.
5. It takes way too long to get a match points 2 & 3 would help this.
6. It is still possible for the winning team, especially defenders to camp the spawn points. This needs to be addressed.
7. Despite all of the above I have had great fun playing this new game mode - I appreciate this is still beta and I really look forward to seeing it develop.
Thanks PGI for the hard work
7ynx, on 13 December 2014 - 12:54 AM, said:
But please remove trial mechs from CW. Trial mechs are not mastered so they are not as good as owned and configured mechs. Trial clan mechs are way too hot to be effective. Many trial clan and IS mechs are light on armor. Trial mechs cannot have modules. And more often than not, trial mechs are piloted by new players. (not always, just more often than not) IF PGI won't remove trial mechs, then TRIAL needs a brighter more contrasting color across the mech icon than the dark font that it is today.
Drop Deck should be configurable like the old favorite mechs selected in UI 1.0 if any of you remember that? We should be able to configure our drop deck within Mechlab.
But it's about damn time we got CW. YEAH!
The trial mechs are there so people who don't own a whole bunch of mechs in different weight classes can still play the game.
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