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Is This A Bug (Night Gyr Related)?
Started by Hit the Deck, Jan 03 2017 09:11 PM
7 replies to this topic
#1
Posted 03 January 2017 - 09:11 PM
It's using the NTG-C LA pod.
Nothing else is there beside the UAC/10.
#2
Posted 04 January 2017 - 12:12 AM
Yes, it's a bug feature.
Edited by El Bandito, 04 January 2017 - 12:25 AM.
#3
Posted 04 January 2017 - 12:32 AM
PGI finally learned high mounts are OP and moved your ballistics down by force. They're still working on full implementation, though.
#5
Posted 04 January 2017 - 02:18 AM
More importantly, this mech also has the l33t bunny hop bug. I am sure there's a proper term for it but the Timber and some other mechs eventually got fixed.
With a quick tap of JJ's, your screen barely shakes but your entire mech jumps meters up. I can't really understand how the cockpit doesn't reflect the height jump but hey. I saw this used in pro-matches to stop leg hits.
Anyways I am sure that'll get fixed soon
With a quick tap of JJ's, your screen barely shakes but your entire mech jumps meters up. I can't really understand how the cockpit doesn't reflect the height jump but hey. I saw this used in pro-matches to stop leg hits.
Anyways I am sure that'll get fixed soon
#6
Posted 04 January 2017 - 02:25 AM
The Unstoppable Puggernaut, on 04 January 2017 - 02:18 AM, said:
More importantly, this mech also has the l33t bunny hop bug. I am sure there's a proper term for it but the Timber and some other mechs eventually got fixed.
With a quick tap of JJ's, your screen barely shakes but your entire mech jumps meters up. I can't really understand how the cockpit doesn't reflect the height jump but hey. I saw this used in pro-matches to stop leg hits.
Anyways I am sure that'll get fixed soon
With a quick tap of JJ's, your screen barely shakes but your entire mech jumps meters up. I can't really understand how the cockpit doesn't reflect the height jump but hey. I saw this used in pro-matches to stop leg hits.
Anyways I am sure that'll get fixed soon
It was fixed on the timber wolf, dire wolf, and summoner, but the griffin, which has the same l33t bunny hop, was not. Coincidence?
Not that I'm complaining-- that hop is one of the only ways for XL griffins to keep kicking.
But yes some newer mechs with JJ capability have the superhop on a quick JJ tap.
Edited by Snazzy Dragon, 04 January 2017 - 02:25 AM.
#7
Posted 04 January 2017 - 02:31 AM
That instant hop also happens on the Highlander since waaay back then, maybe since its release but I couldn't know.
#8
Posted 04 January 2017 - 02:35 AM
The Unstoppable Puggernaut, on 04 January 2017 - 02:18 AM, said:
More importantly, this mech also has the l33t bunny hop bug. I am sure there's a proper term for it but the Timber and some other mechs eventually got fixed.
With a quick tap of JJ's, your screen barely shakes but your entire mech jumps meters up. I can't really understand how the cockpit doesn't reflect the height jump but hey. I saw this used in pro-matches to stop leg hits.
Anyways I am sure that'll get fixed soon
With a quick tap of JJ's, your screen barely shakes but your entire mech jumps meters up. I can't really understand how the cockpit doesn't reflect the height jump but hey. I saw this used in pro-matches to stop leg hits.
Anyways I am sure that'll get fixed soon
SSSHHHHHHHH!
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