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Patch Notes - 1.3.400 - 02-Jun-2015


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#121 Tsuki Ookami vas Mugunghwa

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Posted 02 June 2015 - 09:46 AM

View PostRhialto, on 02 June 2015 - 09:22 AM, said:

P.S. speaking of warhorns, they still missfire, that was never fixed and it's paid merchandise.


i never, ever had a warhorn missfire. is there a youtube vid of it or something. it's really hard to believe, since i thought that they had that mechanic down and running ever since the Hero Highlander

View PostKursedVixen, on 02 June 2015 - 09:34 AM, said:

The patch is still not put in we'll all have to wait

I've had no problems with warhorns besides the fact they don't go off when they should somtimes


someone told me that there is an gamewide cooldown on triggering a warhorn, so that in the mid of the big brawl there are not like 5 warhorns going of at the same time. dunno if thats right

#122 Slambot

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Posted 02 June 2015 - 09:55 AM

Um is the grasshopper supposed to have a huge movement archetype?

#123 Rhialto

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Posted 02 June 2015 - 10:05 AM

View PostTsuki Ookami vas Mugunghwa, on 02 June 2015 - 09:46 AM, said:

someone told me that there is an gamewide cooldown on triggering a warhorn, so that in the mid of the big brawl there are not like 5 warhorns going of at the same time. dunno if thats right

Yeah maybe but in a previous thread we discussed that the speakers in our own cabin should always play their sound (at our end) when we do a kill. We have paid exactly to get that feature. At one point they said they have made improvements but that has not fixed the problem at all and since then, nothing.

Dunno if recent staff change will bring fresh air but just so you know ans an example, it took almost 1 full year to finally fixes all the problems with 3D Vision after they introduced it so maybe it will take the same time to fix warhorns? When warhorns were introduced again so I can get an estimate of when we may see those fixed? I know it's been a while...

It's nice to introduce new stuff but they should also consider fixing problems with what they add to the game in a timely manner.

#124 Rentier

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Posted 02 June 2015 - 10:07 AM

After Patch in CW there's missing the queue sight ?!?

#125 Twilight Fenrir

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Posted 02 June 2015 - 10:20 AM

View PostTsuki Ookami vas Mugunghwa, on 02 June 2015 - 09:46 AM, said:


i never, ever had a warhorn missfire. is there a youtube vid of it or something. it's really hard to believe, since i thought that they had that mechanic down and running ever since the Hero Highlander



someone told me that there is an gamewide cooldown on triggering a warhorn, so that in the mid of the big brawl there are not like 5 warhorns going of at the same time. dunno if thats right

I have fairly frequently had my warhorn NOT go off. Like you say, I believe there is a cooldown in place. And, my memory is foggy enough that I don't recall for certain if there were other deaths around the same time as mine... I don't THINK there always was, but I'll have to pay more attention in the future.

#126 Motörhead

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Posted 02 June 2015 - 10:22 AM

Where's the overview for low res users in the mechlab? I can't keep switching res to config and then play :(

#127 NocturnalBeast

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Posted 02 June 2015 - 10:28 AM

View PostSlambot, on 02 June 2015 - 09:55 AM, said:

Um is the grasshopper supposed to have a huge movement archetype?


Hopefully this is not a new change, the Grasshopper has grown on me and is one of my favorite mechs now. Hopefully the Black Knight will not get the Huge archetype.

#128 DAYLEET

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Posted 02 June 2015 - 10:31 AM

LOVE THE NEW MECHLAB SO MUCH!. Finally IS/Clan are separated, Finally in "display all" i can chose to show 1 or 2 or all weight class, finally i can look at my mech loadout and have a complete view, finally so many things, golden age of MWO UI as far as im concerned.


But but the mech still arent in weight order and my ocd sense is tingling and my Orions are going crazy to have Thuds under them!!

#129 burns

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Posted 02 June 2015 - 10:32 AM

I was wondering what the whining about Mech Selection was about .. so i patched and started it up for the sole purpose of looking at it, and boy were those people right! It is god-awful. Total fubar.


Who in their right mind would push such a gigantic setback into a release?


imho the same also goes for the actual mechlab (the building part).
Previous one was far more understandable than the new one with it´s plethora of drop downs all over it oO




View PostDAYLEET, on 02 June 2015 - 10:31 AM, said:

LOVE THE NEW MECHLAB SO MUCH!. Finally IS/Clan are separated, Finally in "display all" i can chose to show 1 or 2 or all weight class, finally i can look at my mech loadout and have a complete view, finally so many things, golden age of MWO UI as far as im concerned.


I must be doing things wrong.

People are saying it would be more like smurfy, but i aint seeing it. It´s confusing as f***.

Edited by burns, 02 June 2015 - 10:33 AM.


#130 B00B

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Posted 02 June 2015 - 10:32 AM

Very nice UI. Some things could still be better but realy realy good over all.
But loool i just cant find the quirks for my mechs anymore in the mechlab... but i guess this is my fault because i am blind

#131 Waffles 2pt0

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Posted 02 June 2015 - 10:36 AM

View PostB00B, on 02 June 2015 - 10:32 AM, said:

Very nice UI. Some things could still be better but realy realy good over all.
But loool i just cant find the quirks for my mechs anymore in the mechlab... but i guess this is my fault because i am blind

It's not you mate. The blindness comes from ALL of the colors.

Edited by S Morgenstern, 02 June 2015 - 10:36 AM.


#132 Cab

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Posted 02 June 2015 - 10:38 AM

Saving loadout or module changes is lasting way too long. :/

#133 Mochyn Pupur

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Posted 02 June 2015 - 10:39 AM

Wow, excellent choice to push a resolution that many screens/vid-cards will not support 1600x900 . . . really?

Who let the kids loose with the colour crayons, cause this is now confusing as heck to try and work through being stuck to Vic 20 colours, no overview of the sections that are legible enough to make sense . . . sorry, but basically a steaming lump of elephant trd. Roll back and start again.

#134 LT. HARDCASE

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Posted 02 June 2015 - 10:39 AM

UHHH... In game the ENF-4P doesn't have the ballistic velocity, ballistic cooldown, or the energy cooldown quirks.

#135 Tsuki Ookami vas Mugunghwa

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Posted 02 June 2015 - 10:43 AM

View PostB00B, on 02 June 2015 - 10:32 AM, said:

Very nice UI. Some things could still be better but realy realy good over all.
But loool i just cant find the quirks for my mechs anymore in the mechlab... but i guess this is my fault because i am blind

once you are in the mech lab (not mech select) you can expand the lower right info panel. there are all the quirks.

a mouseover view of the quirks on mech select would be really awesome now

#136 KursedVixen

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Posted 02 June 2015 - 10:44 AM

Yeah is it just me or everytime PGI updates the mechlab it just get's worse. This new mech lab looks like a step back you know if your going to do this bad a job why don't we just go back to teh Ui 1.0 mechlab?


and nice job on the resolution there PGi let me go steal my brothers giant monitor.

Edited by KursedVixen, 02 June 2015 - 10:45 AM.


#137 Dahr

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Posted 02 June 2015 - 10:48 AM

The new mechlab sucks and the only thing that was important (knowing how many and which modules you have loaded) is unchanged...

Edited by Dahr, 02 June 2015 - 10:48 AM.


#138 BerserX

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Posted 02 June 2015 - 10:50 AM

Why can't I select an appropriate resolution for the expanded view in the "Settings" menu? Does this change have to be done to your actual computer as well???

BTW, I really, really miss being able to see all of my mechs listed as previous. Could we have that option back? It's really helpful for when you haven't played in a while and forgot which mech's arsenal you needed to revisit, or for just deciding what you're in the mood to pilot.

View PostKursedVixen, on 02 June 2015 - 10:44 AM, said:

Yeah is it just me or everytime PGI updates the mechlab it just get's worse. This new mech lab looks like a step back you know if your going to do this bad a job why don't we just go back to teh Ui 1.0 mechlab?


and nice job on the resolution there PGi let me go steal my brothers giant monitor.


A little blunt, but kinda' similar (though more mild) opinion.

#139 Ovion

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Posted 02 June 2015 - 10:58 AM

View PostPeppaPig, on 02 June 2015 - 10:39 AM, said:

Wow, excellent choice to push a resolution that many screens/vid-cards will not support 1600x900 . . . really?

Who let the kids loose with the colour crayons, cause this is now confusing as heck to try and work through being stuck to Vic 20 colours, no overview of the sections that are legible enough to make sense . . . sorry, but basically a steaming lump of elephant trd. Roll back and start again.
Congrats understanding 'Minimum Requirement'

#140 YUyahoo

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Posted 02 June 2015 - 11:05 AM

Well after playing around with the new UI a bit there are some improvements that makes life a little easier but there are some many drop downs and "hidden" things its hard to get used to. This new UI does make moving things around a little easier if you are already familiar with the mechlab in general, but for a new player? This is one time where less would be more, where simple would win over detailed. Is the new UI better than the old? In some way yes in others not so much. The new UI is a step in the right direction but I think a somewhat over complicated one...nevertheless thank you PGI for continuing attempts to improve.

*edited once I found a way to see your whole mech in the mechlab on one screen :D

Edited by YUyahoo, 02 June 2015 - 11:30 AM.






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