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Small Things That Will Never Get Fixed


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#41 Mcgral18

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Posted 01 July 2016 - 03:14 PM

View PostTarogato, on 01 July 2016 - 02:43 PM, said:

Eek, that would make gauss a lot harder to use. There's a reason people don't use macros to auto-fire the gauss. And removing the charge altogether would bring us back to square one: gauss being overpowered. Plus, I like the charge mechanic. Feels ... satisfying... when you land shots with it.


There are few things better in MWO than popping a 100% cresting Kodiak in the face


~500M on Canyon has happened twice in that specific scenario at ~C4...and it's great.
https://www.twitch.t...4337?t=2h53m45s


Although, I do think the double kill beats that.
I hope they never fix projectiles flying through dead mechs. They block lasers, but not projectiles from my experience.

#42 XxXAbsolutZeroXxX

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Posted 01 July 2016 - 03:23 PM

Lack of on/off toggle feature for TAG/machine guns/flamers.

:/

#43 4rcs1ne

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Posted 01 July 2016 - 03:25 PM

One thing we will unfortunately probably never see is proper info warfare such as active vs passive radar.

Also, acceleration due to gravity in this game is 32.2 m/s^2 whereas it should be 9.81 m/s^2. Changing this value would be the first step to fixing jump jets in this game.

Edited by Matt2496, 01 July 2016 - 03:55 PM.


#44 XxXAbsolutZeroXxX

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Posted 01 July 2016 - 03:27 PM

SSRM's being able to target shutdown/overheated mechs?

:/

#45 Felio

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Posted 01 July 2016 - 03:45 PM

Ghost hard points - weapons that will not go in the higher ones of the same type. It happens because weapons that come with mechs remember their order, so you have to sell the weapons and buy "clean" ones. It results in weird things like your LRM20 taking the smaller launcher and your medium laser taking the sniper hard point.

Hill climb module. Does functionally nothing by design.

I sincerely thought enlarged Raven hit boxes would have belonged here, but I think they fixed that.

Flamers sucking.

#46 Random Carnage

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Posted 01 July 2016 - 04:02 PM

The Locust is a small thing that most definitely got fixed.

#47 Deathlike

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Posted 01 July 2016 - 04:14 PM

View PostI Zeratul I, on 01 July 2016 - 03:27 PM, said:

SSRM's being able to target shutdown/overheated mechs?

:/


You should be using BAP when running Streaks anyways...

#48 BumbleBee

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Posted 01 July 2016 - 04:15 PM

View PostI Zeratul I, on 01 July 2016 - 03:27 PM, said:

SSRM's being able to target shutdown/overheated mechs?

:/


I might be wrong, but doesn't BAP and CAP give you this ability?

edit: ninja'd

Edited by BumbleBee, 01 July 2016 - 04:16 PM.


#49 Nightshade24

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Posted 01 July 2016 - 04:22 PM

View PostNavid A1, on 01 July 2016 - 07:16 AM, said:

Nah... nothing is worse than those huge boxes... shark-like lurms ftw.


Missile Boxes > Someone ate most of your cake and decided to glue it sideways to your mech

#50 XxXAbsolutZeroXxX

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Posted 01 July 2016 - 04:54 PM

View PostDeathlike, on 01 July 2016 - 04:14 PM, said:


You should be using BAP when running Streaks anyways...

View PostBumbleBee, on 01 July 2016 - 04:15 PM, said:


I might be wrong, but doesn't BAP and CAP give you this ability?

edit: ninja'd


If they're shutdown, I think you need to be within 50 m of them to lock on with BAP/CAP.

The range is so short you need to literally be humping their leg.

TAG is probably better for a scenario where they're shutdown.

Its been a long time since I've been in that situation though, it might have been fixed.

Edited by I Zeratul I, 01 July 2016 - 04:55 PM.


#51 Mcgral18

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Posted 01 July 2016 - 04:57 PM

View PostI Zeratul I, on 01 July 2016 - 04:54 PM, said:


If they're shutdown, I think you need to be within 50 m of them to lock on with BAP/CAP.

The range is so short you need to literally be humping their leg.

TAG is probably better for a scenario where they're shutdown.

Its been a long time since I've been in that situation though, it might have been fixed.


It is 120M and 150M

Clam being the further range

#52 XxXAbsolutZeroXxX

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Posted 01 July 2016 - 05:06 PM

View PostMcgral18, on 01 July 2016 - 04:57 PM, said:


It is 120M and 150M

Clam being the further range


That's longer than I remember it.

It is still broken though? If they shutdown you have to re-acquire lock.

By the time you have lock, they're powering up.

#53 Summon3r

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Posted 01 July 2016 - 05:13 PM

somebody must have mentioned it but...

what about the god awful arm ends specifically on clan mechs that have little laser boxes around them or weapon mounts around the out side perimeter with a blank box or hexagonal stump. for example EXE and GAR

great thread OP

reinforces the whole minimally viable product thing though

#54 Mcgral18

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Posted 01 July 2016 - 05:14 PM

View PostI Zeratul I, on 01 July 2016 - 05:06 PM, said:


That's longer than I remember it.

It is still broken though? If they shutdown you have to re-acquire lock.

By the time you have lock, they're powering up.


Probably, this is all I can give you

-<Module faction="Clan" CType="CClanBAPStats" name="ClanActiveProbe" id="9020">
<Loc iconTag="StoreIcons\ClanActiveProbe.png" descTag="@ClanActiveProbe_desc" nameTag="@ClanActiveProbe"/>
<ModuleStats health="10" tons="1" slots="1" amountAllowed="1"/>
<BAPStats mechdetectionrange="150.0" gaintimeboost="0.25" rangeboost="0.25"/>
</Module>
 
 
 
-<Module faction="InnerSphere" CType="CBAPStats" name="BeagleProbe" id="9002">
<Loc iconTag="StoreIcons\BeagleProbe.dds" descTag="@BeagleProbe_desc" nameTag="@BeagleProbe"/>
<ModuleStats health="10" tons="1.5" slots="2" amountAllowed="1"/>
<BAPStats mechdetectionrange="120.0" gaintimeboost="0.25" rangeboost="0.25"/>
</Module>

Edited by Mcgral18, 01 July 2016 - 05:14 PM.


#55 ArmandTulsen

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Posted 02 July 2016 - 07:20 AM

THE GODDAMN DAMN FACTION PLAY POP-UPS!

GOD..... MAKES ME WANT TO BREAK THINGS.

#56 Ex Atlas Overlord

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Posted 02 July 2016 - 07:36 AM

View PostMatt2496, on 01 July 2016 - 03:25 PM, said:

Also, acceleration due to gravity in this game is 32.2 m/s^2 whereas it should be 9.81 m/s^2. Changing this value would be the first step to fixing jump jets in this game.


Not all planets are earth at sea level with evenly distributed land mass

Edited by Ex Atlas Overlord, 02 July 2016 - 07:37 AM.


#57 Screech

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Posted 02 July 2016 - 08:05 AM

View PostJohnny Z, on 01 July 2016 - 07:09 AM, said:

Remove gauss charge up or have it auto fire after charge.


Auto fire after the charge would be a pretty big nerf to gauss. When peeking with gauss I try to always have my charge up by time you crest in order to get a shot off immediately. If you want to improve the gauss short of removing the charge you should lengthen the time the charge holds.

#58 El Bandito

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Posted 02 July 2016 - 09:17 AM

Right now I am convinced that PGI will never touch the MGs again. :(

#59 Appogee

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Posted 02 July 2016 - 09:28 AM

Opening the skills tab should take you to the skill tree of your currently-selected Mech.

Obviously.

#60 Navid A1

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Posted 02 July 2016 - 05:46 PM

Being able to exit the game from mechlab.





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