

Still Haven't Fixed The Slingshot Bug!
#21
Posted 07 December 2015 - 07:30 AM
Come on PGI, I can't carry a phone with me to tweet this to you, the phone gets all sloshy in my spandex and pockets detract from my awesome display of physique. Please address this issue!
#22
Posted 14 December 2015 - 12:49 PM
#23
Posted 14 December 2015 - 01:06 PM
#24
Posted 25 January 2016 - 11:47 AM
Also I've gotten stuck in map creases while JJing in an ACH on Hellebore Springs (D3, towards the top of the plateau), Vitric Forge (near the spawns, probably F2, not even that high), and Boreal Vault (the D2/D3 saddle). All three were in the middle of brawls or chases and resulted in my near-instant demise, and probably a significant amount of laughing by my killers at "this nub who doesn't know which way his feet are pointing".
Edited by Jables McBarty, 25 January 2016 - 11:48 AM.
#25
Posted 25 January 2016 - 12:57 PM
When I design more backend dependent web sites with a flash interface, I know that a certain percentage of the the viewers will have issues. I allot a portion of my time to researching and fixing this, but the number never changes because I can only hope to stay even with new problems that I have zero control over.
The only thing I have found to work is as an user, I use the upper mid range of gear that the largest majority of other users use (to many uses - lol). This way if an issue occurs it will hit the group that will be fixed quickest. As a designer, I can not allocate time and energy to fixing problems for a lower percentage of people when I can use the same resources to create a better product for a larger number.
It just stinks when we fall into the does not get resuscitated category. (note, I can say this now because I do not work in the gaming industry, it is a King has no clothes topic in my own area)
#26
Posted 25 January 2016 - 02:44 PM
DjPush, on 04 October 2015 - 06:08 PM, said:
Still there. Got hit by it on the collective on the ledge on the tower in C2. Wasted leg on the bounce.
#27
Posted 29 March 2017 - 06:58 PM
#28
Posted 29 March 2017 - 07:20 PM
=p
#29
Posted 29 March 2017 - 07:22 PM
#30
Posted 29 March 2017 - 07:34 PM
#31
Posted 29 March 2017 - 07:41 PM
Please do fix.
#32
Posted 29 March 2017 - 07:44 PM
Actually have fall damage weight based, light mechs and light mediums get very little while bigger mechs get a lot more, I imagine this would help.
There probably even more ways to address this and I'm sure much better ideas are out there.
Getting the idea to PGI is the challenge though.
#33
Posted 29 March 2017 - 11:04 PM
#34
Posted 30 March 2017 - 09:42 AM
#35
Posted 30 March 2017 - 11:41 AM
Lungbutter, on 29 March 2017 - 06:58 PM, said:
Official word, no. When I asked for dev recognition they added a clause to the forum code of conduct that made it against the rules to ask for such confirmation. I take this as an unofficial official statement.
Engine can't keep up with faster mechs, less so when lag is involved. Bad hit reg (especially fast mover on fast mover) and terrain issues are my proofs. Likely never to change, so I agree with Xetelian, something has to be done about this.
#36
Posted 30 March 2017 - 11:47 AM
Especially the citadel. Leaping an extra 100 feet into the air before crushing my legs is always a nice way to start the match.
#37
Posted 30 March 2017 - 11:47 AM
The dead should stay dead, otherwise you'd get zombies and we don't want that. lol
#38
Posted 30 March 2017 - 11:49 AM
#39
Posted 30 March 2017 - 12:18 PM
Quote
Scout Derek, on 29 March 2017 - 07:41 PM, said:
Please do fix.
Grim Plexus´ geometry behaviour is a complete mess.
Normally you would try to take shortcuts with JJs, but with the crystal walls its a roll if you make it, get catapulted upwards or just bounce and fall backwards.
Heavies and assaults suffer from it especially since JJs are so terrible on them.
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