Hot-Fix Scheduled For 18-May-2017
#21
Posted 18 May 2017 - 03:21 PM
#22
Posted 18 May 2017 - 03:22 PM
#23
Posted 18 May 2017 - 03:44 PM
very quiet about that one
was starting to wonder what was fact and what was alternative fact
clearly the concept of checking you work before releasing it to the public is lost on pgi
#24
Posted 18 May 2017 - 04:02 PM
Ryllen Kriel, on 18 May 2017 - 03:00 PM, said:
I guess the code for knockdown is trying to haunt it's way back into the game?
I did it to a marauder on polar also...couldn't figure out why I was still getting a weapon lock when I clearly saw the mech go down.
Mace Huron, on 18 May 2017 - 03:21 PM, said:
I thought that was a UI improvement they left out of the patch notes. Useful little aid myself since I pay more attention to the warhorns than the betty.
#25
Posted 18 May 2017 - 06:18 PM
Ryllen Kriel, on 18 May 2017 - 03:00 PM, said:
I guess the code for knockdown is trying to haunt it's way back into the game?
Seen this. It didn't help that I died face down.
#26
Posted 18 May 2017 - 09:21 PM
LorDGuilhotinA, on 18 May 2017 - 01:37 PM, said:
Not just a delay in the sound, but it seems the performance too. But it seems it only happens the first time you use them in a match.
Also, being legged makes a weird noise which sounds like the beginning of the 'Radial' warhorn playing.
#27
Posted 19 May 2017 - 01:28 AM
#29
Posted 19 May 2017 - 05:56 AM
MrKvola, on 19 May 2017 - 01:28 AM, said:
https://mwomercs.com...80#entry5741380
#30
Posted 19 May 2017 - 08:27 AM
Here I want skill nodes for LRMs. I do not want range, Anyone that plays MWO knows that no one wants or needs range for LRMs. It is stupid, the worst module to buy is "range for any LRM".
BUT, I WAS FORCED TO GET 10 FREAKING SKILL NODES FOR FREAKING RANGE.
Edited by LikeUntoGod, 19 May 2017 - 08:48 AM.
#31
Posted 19 May 2017 - 08:31 AM
Not saying anything's wrong, just noting an observation.
#32
Posted 19 May 2017 - 08:35 AM
I do not want target gathering, I do not want sensor range, I do not want or need freaking target decay or target retention.
But again, your stupid freaking skill tree makes me waste another 11 skill nodes.
Fox the Apprentice, on 19 May 2017 - 08:31 AM, said:
Not saying anything's wrong, just noting an observation.
OMFG, do not get off the freaking point, it is just a mock up to show a FREAKING POINT.
#33
Posted 19 May 2017 - 08:44 AM
JUST MAKE IT
linear
arranged in or extending along a straight or nearly straight line.
progressing from one stage to another in a single series of steps; sequential.
I NOW AM HAVING TO RENAME MY MECHS FROM THE INTERESTING AND COOL MECH NAMES TO "HAS RADAR DERP" or "fully maxed out mobility".
Edited by LikeUntoGod, 19 May 2017 - 08:46 AM.
#34
Posted 19 May 2017 - 10:59 AM
To me it seems clear that they've just made the most desirable skills cost more by forcing people down a path to get to them.
Personally I don't mind as all of the skills are minor enhancements so you could argue it stops people cherry picking.
#35
Posted 20 May 2017 - 01:50 AM
#36
Posted 21 May 2017 - 07:56 AM
One of the best things about the way that skills were acquired previously is that you could acquire a particular skill in linear steps without having to acquire other unneeded skills to get to the next step! I don't know or understand in what mindless universe this skill tree could be considered an appropriate way to lay things out. It may be a developer's dream but it is a players nightmare!
You need to reorganize the skill tree so that additional levels of individual skills can be obtained without dependency on any other skills. Otherwise it is just a ripoff to force players to waste skill nodes that they don't need to get to what they do need.
This is a very poor showing PGI. Please rethink what you are doing and get your act together. I am very disappointed in you.
I am a casual player who wants to play the game - not waste my time dealing with unneeded mindless complexity.
- Megabopper
#37
Posted 21 May 2017 - 08:49 AM
MegaBopper, on 21 May 2017 - 07:56 AM, said:
One of the best things about the way that skills were acquired previously is that you could acquire a particular skill in linear steps without having to acquire other unneeded skills to get to the next step! I don't know or understand in what mindless universe this skill tree could be considered an appropriate way to lay things out. It may be a developer's dream but it is a players nightmare!
You need to reorganize the skill tree so that additional levels of individual skills can be obtained without dependency on any other skills. Otherwise it is just a ripoff to force players to waste skill nodes that they don't need to get to what they do need.
This is a very poor showing PGI. Please rethink what you are doing and get your act together. I am very disappointed in you.
I am a casual player who wants to play the game - not waste my time dealing with unneeded mindless complexity.
- Megabopper
Not entirely true.
If you wanted speed tweak or fast fire, you had to get at least 8 other skils first.
If you wanted that extra module slot, you needed 12 other skills first.
You can now acquired skill not accesible previously as well.
I know its different, but the argument of buying unwanted skills is not new to the skill tree, its been there since beta...
#38
Posted 21 May 2017 - 08:52 AM
#39
Posted 21 May 2017 - 09:13 AM
MrKvola, on 19 May 2017 - 01:28 AM, said:
Its because the keys were re-assigned to consumable slots. Go into your settings, under keyboard and re-assign the message scroll/goto keys. I'm using the F5, F6 and F7 now.
#40
Posted 21 May 2017 - 09:24 AM
LikeUntoGod, on 19 May 2017 - 08:27 AM, said:
Here I want skill nodes for LRMs. I do not want range, Anyone that plays MWO knows that no one wants or needs range for LRMs. It is stupid, the worst module to buy is "range for any LRM".
Actually most of us do want the range for LRMs as it limits the ability of people attempting to out-run them by simply reversing straight back when they see the incoming flight of missiles, not to mention it now that they've shrunk the base range to 900 meters, and reduced the missile range quirk of several mechs, you need the range nodes to get the things back to 1000 meters. Not to mention those of us who aren't amateur hour types that only mount LRMs... enjoy the range boosting to our other weapons on the mechs.
LikeUntoGod, on 19 May 2017 - 08:35 AM, said:
I do not want target gathering, I do not want sensor range, I do not want or need freaking target decay or target retention.
But again, your stupid freaking skill tree makes me waste another 11 skill nodes.
Yes...because making radar contact with the enemy sooner, being able to determine which mechs are more vulnerable or should be a greater targetting priority earlier, and delaying the loss of target info/lock are skills that don't benefit you at all. Incidently extending the sensor range 35% also extends the point where ECM's radar shielding is defeated.
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