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Comming Back After 3 Months And Lots Has Changed


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#1 Tor Cha

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Posted 15 August 2016 - 08:53 PM

when i left I had Lots of Weapons and Now there Gone( Gauss,Lasers and all gone) Wih Happened to them?

Also Some of my Mech s are Now Locked, with double Jumps in the Legs and there In Violation
(having to many Jumps, yet the Jumps are Locked into the Mech s( i know i tried to Pull them and there Grey, built into the mech)) what am i to do??

A

#2 Zoeff

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Posted 15 August 2016 - 09:04 PM

By weapons being gone you mean spare ones in your inventory? That's not something I've heard before, no idea what would cause that... :(

For your second issue, there was a patch that changed a few things on at least the Timberwolf-S which ended up changing something with the JJs being locked or unlocked. I can't remember the exact change but this caused a lot of builds to be invalid and required a small tweak for the game to allow them again. This patch was quite some time ago though, much longer than 3 months.

Only other thing I can think of is that your mechbay/inventory wasn't processed properly which normally is fixed by a simple relog.

#3 Rogue Jedi

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Posted 15 August 2016 - 10:33 PM

With the missing weapons try logging out and back in, if still missing send an email to accounts@mwomercs.com and explain what has happened.

With the "invalid" Mechs make a small change, save, change it back, save.

If that does not fix it try completely stripping and rebuilding one of them, does that fix it?

Just out of interest what Mechs are invalid and what is the exact loadout?

#4 mailin

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Posted 16 August 2016 - 01:46 AM

I noticed that you've been a member since Dec. 2013. Probably a lot of your mechs are "invalid" because a while back PGI changed the module structure for mechs. So, the first thing that I suggest is looking at the modules of the invalid mechs.

As far as equipment and things being locked, that sounds like you're talking about clan omnimechs which have some things hardwired in, like jump jets and engines.

Regarding missing weapons, look in your inventory. All spare weapons will be there.

#5 Tor Cha

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Posted 21 August 2016 - 08:27 AM

Ok You were Correct IAfter re logging 5 Times the Weapons are Back.
the Mech with Invalid is the Kit Fox-S Slot Violation Right Leg,Left leg, Jump Jets
the Other One Was Fixed By Pulling the Jet Off. But I had Only Looked at My Lights before Last Post
( From Mailin)
As far as equipment and things being locked, that sounds like you're talking about clan omnimechs which have some things hardwired in, like jump jets and engines.
Correct

Thanks for all the Help You offered People
And Rouge Jedi thanks you helped with the Timber Wolf that I had Put JJ on and used But after Leaving it got Invalided

Do not Know what to do about the Hard Wired JJ in the Kit Fox-s.If Someone Could Poke Gently One of the People in the Company to See if they can Come In and Fix or twink the Mech, would Like that Very Much

Edited by Tor Cha, 21 August 2016 - 08:54 AM.


#6 Void Angel

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Posted 21 August 2016 - 09:00 AM

View PostTor Cha, on 21 August 2016 - 08:27 AM, said:


Do not Know what to do about the Hard Wired JJ in the Kit Fox-s.If Someone Could Poke Gently One of the People in the Company to See if they can Come In and Fix or twink the Mech, would Like that Very Much

Pull the offending omnipod off, save the 'mech, and then rebuild it - all you have to do is drag the box with the pod's name in it off the paper doll in the MechLab.

#7 Rogue Jedi

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Posted 21 August 2016 - 11:22 AM

View PostTor Cha, on 21 August 2016 - 08:27 AM, said:

Ok You were Correct IAfter re logging 5 Times the Weapons are Back.
the Mech with Invalid is the Kit Fox-S Slot Violation Right Leg,Left leg, Jump Jets
the Other One Was Fixed By Pulling the Jet Off. But I had Only Looked at My Lights before Last Post
( From Mailin)
As far as equipment and things being locked, that sounds like you're talking about clan omnimechs which have some things hardwired in, like jump jets and engines.
Correct

Thanks for all the Help You offered People
And Rouge Jedi thanks you helped with the Timber Wolf that I had Put JJ on and used But after Leaving it got Invalided

Do not Know what to do about the Hard Wired JJ in the Kit Fox-s.If Someone Could Poke Gently One of the People in the Company to See if they can Come In and Fix or twink the Mech, would Like that Very Much

when they were first released Omnimechs with optional Jumpjets (Timber Wolf and Kit Fox) had the option to put Jumpjets where ever they wanted, only the S pods gave the ability to add jets but you could take an S omnipod and remove the jets, I think this could be what has happened,

only the -S omnipods can have jets now and if a pod can fit JJs it must have them in a specific slot (it is locked to that slot) but the first few months after release the pods only affected your jump jet capacity, you could choose weather or not to take them and where to put them, so you could take a KFX-S leg to allow a jet and put it in your KFX-prime LT, is it possible the jet is ether in the "wrong" slot in the S pod or in a pod from a diferant variant, ether way, as Void Angel said, removing and readding the pod should fix it

#8 JC Daxion

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Posted 21 August 2016 - 11:33 AM

If you have any offending mechs, just select the mech in the bay, and look at the lower right corner and click on strip mech, then check the equipment and module box, don't bother with armor.. that should take everything off and let you start from scratch





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