Update: Torso-Twist/leg-Centering Hot-Fix Incoming
#21
Posted 19 February 2015 - 04:34 AM
#23
Posted 19 February 2015 - 05:36 AM
#24
Posted 19 February 2015 - 06:55 AM
Edit: I've noticed in the past that larger slower mechs have more issues with "F". Something to do with slower torso turn I think as my lights never had much issues with it. The issue I've always had is when you twist as far as you can and then press F. It then bounces me back and forth in the cockpit view from all the way right to left and back. I've gotten used to avoiding it, except the odd time when I'm in the middle of the meat grinder.
I did notice two other bugs...
1) In the lobby the mechs that people are using is slow to populate again. So you'll see the player's name and no mech next to them in the lobby list. (my ping is consistently around 60 all the time, so I have a good connection)
2) This is new. Had one game in Forest colony (conquest) where as soon as the game started my friendly and enemy kill counts started climbing right away. Was in the hundreds by the end of the match. I guess Red won, as they were about 100 ahead of us. I didn't see this problem again after that match.
3) Saw a few dudes with bad lag last night. And I experienced a bit more than usual when right next to other mechs. (I have the VOIP disabled, 64 bit client, a good gaming rig, and am just over the mountains from ya. I don't usually experience lag issues unless everyone is.)
I started playing after the update last night.
Edited by ThatGuy539, 19 February 2015 - 07:01 AM.
#25
Posted 19 February 2015 - 07:10 AM
#26
Posted 19 February 2015 - 07:20 AM
#27
Posted 19 February 2015 - 08:45 AM
Flying Fox 333, on 19 February 2015 - 05:36 AM, said:
Was about to write exactly this
ELETTRO, on 19 February 2015 - 07:10 AM, said:
Can confirm this also. All is true.
Edited by DelphiAuriga, 19 February 2015 - 09:29 AM.
#28
Posted 19 February 2015 - 08:49 AM
#29
Posted 19 February 2015 - 09:10 AM
#30
Posted 19 February 2015 - 09:12 AM
#31
Posted 19 February 2015 - 09:19 AM
1. The problem for me in my Locust was solved. Cicada, Griffin, and Banshee are also fine, without twitching, and they're all handling even smoother than before the patch. Really enjoying it.
2. Torso twist/yaw rates are now the same whether or not you have armlock enabled, and that's very nice. Before the patch, yaw rates were capped while armlock was enabled and it never made sense to me as to why.
3. Pressing F to center torso disables armlock on the horizontal axis until the torso centering operation completes. This could be a bug, or intended. Either way, I don't see a reason to complain about it.
4. I have not noticed this "overshooting" issue that others are talking about so far. Centering with 'F' is now accurate to within 2 degrees (measured on the HUD indicator above the crosshairs) of the reticle position from when the centering action was first called. Crosshair movement also seems accurate to me, so far.
edit: Oh, I found it. It only overshoots when you move your torso very far, very fast, and I've only noticed it in slower mechs so far. Yes, this is a bug that needs fixed.
5. NEW BUG! Big one! I noticed this in my Griffin, I'm not sure if it affects any other mechs. If you torso twist the full amount, and then free look in the same direction, your free look is actually beyond 180 degrees from center - if you hit F at this point, the legs will try to center in the wrong direction, resulting in an infinite loop (because it's not an Urbanmech and it can't actually twist all the way around...). You can escape the loop by pressing 'C', but the issue recurs anytime you press F for the rest of the match - the directions are permanently bugged. This bug is easy to encounter when you have armlock off and you swing one direction really fast and press F, because armlock-off has a little bit of automatic freelook built into it.
Alexander Garden, on 18 February 2015 - 05:35 PM, said:
Edited by Tarogato, 19 February 2015 - 11:17 AM.
#32
Posted 19 February 2015 - 10:44 AM
We're currently working toward releasing additional fixes for torso-twist and centering. No ETA just yet, but we'll get out the info as soon as it's available.
If this fix goes out today it will include some more information about why exactly this all happened in the first place.
#33
Posted 19 February 2015 - 11:02 AM
So if you looked 5 degrees to your left and pressed F, and then moved the torso further left before the legs aligned, the legs would go past the 5 degrees until they met up with wherever your torso is. It's easier to see this behavior in a mech that turns slowly.
I always thought it would be better if the legs centered on the direction that you were pointing when you pressed F. So I could set my course and then look somewhere else while the legs are aligning with that course I set.
As it is now, I have to keep looking at the direction I want to go until he legs catch up.
Perhaps changing F to a set and forget instead of chasing the torso's center might also solve this odd issue that people are having now.
Would be nice in the Urbie if I could say, I want to head through that tight space between those two buildings while shooting at the guys in the other direction. So I would point at the gap between the buildings, press F, and then rotate the torso back to the enemy while my legs line up in the direction I want to move. Would make driving backwards much easier.
Edited by ThatGuy539, 19 February 2015 - 11:06 AM.
#34
Posted 19 February 2015 - 11:07 AM
Alexander Garden, on 19 February 2015 - 10:44 AM, said:
We're currently working toward releasing additional fixes for torso-twist and centering. No ETA just yet, but we'll get out the info as soon as it's available.
If this fix goes out today it will include some more information about why exactly this all happened in the first place.
Thanks for the quick resolutions and information on this issue!
#35
Posted 19 February 2015 - 11:15 AM
ThatGuy539, on 19 February 2015 - 11:02 AM, said:
So if you looked 5 degrees to your left and pressed F, and then moved the torso further left before the legs aligned, the legs would go past the 5 degrees until they met up with wherever your torso is. It's easier to see this behavior in a mech that turns slowly.
I always thought it would be better if the legs centered on the direction that you were pointing when you pressed F. So I could set my course and then look somewhere else while the legs are aligning with that course I set.
As it is now, I have to keep looking at the direction I want to go until he legs catch up.
Perhaps changing F to a set and forget instead of chasing the torso's center might also solve this odd issue that people are having now.
Would be nice in the Urbie if I could say, I want to head through that tight space between those two buildings while shooting at the guys in the other direction. So I would point at the gap between the buildings, press F, and then rotate the torso back to the enemy while my legs line up in the direction I want to move. Would make driving backwards much easier.
I've been dealing with this for a long time because I use the 'F' function a lot. The workaround is to briefly tap left or right (A or D) when your legs are where you want them to stop, because this will cancel the centering at the moment you disturb it. Of course, you could also just steer your mech manually instead of using the F function. =P
#37
Posted 19 February 2015 - 11:26 AM
Now you see why we want the Urban mech. It is already breaking the game.
#38
Posted 19 February 2015 - 11:43 AM
Barkem Squirrel, on 19 February 2015 - 11:26 AM, said:
Now you see why we want the Urban mech. It is already breaking the game.
Your Patton quote in your signature is almost relevant.
Edited by BanditB17, 19 February 2015 - 11:44 AM.
#39
Posted 19 February 2015 - 11:58 AM
Or just get a bigger hammer.
#40
Posted 19 February 2015 - 12:11 PM
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