Equipment | Disables Stealth Armor |
Counter ECM | No |
BAP/CAP | No |
UAV | No |
Tag | Yes |
NARC | Yes |
PPC | Yes |
Hot-Fix Scheduled For 27-Jul-2017
#1
Posted 27 July 2017 - 11:49 AM
#2
Posted 27 July 2017 - 11:53 AM
#3
Posted 27 July 2017 - 11:57 AM
As it stands when you press 'R' even right next to target the brackets almost instantly dissapear?
#4
Posted 27 July 2017 - 12:14 PM
#5
Posted 27 July 2017 - 12:19 PM
#6
Posted 27 July 2017 - 12:21 PM
I guess it's too late to slip this into the hotfix, but I hope we can get this fixed soon.
#8
Posted 27 July 2017 - 12:38 PM
Question: will mechs such as the IFR get updated quirks that affect heavy lasers and ATMs?
Edited by Gr Armpit, 27 July 2017 - 12:40 PM.
#9
Posted 27 July 2017 - 12:49 PM
When someone is capturing a point - even something as large as a domination zone - it strongly limits the possible locations for that stealthed mech.
For Incursion or Intel Beacons kinda feel like no one really cares if you're using them. The only important thing is whether they can find and shoot you, and since the majority of the time you're not going to interact with any of these anyway, it seems moot.
Or have their been reports of comp teams or faction teams that brutally murderize the enemy team by stealth capping?
#10
Posted 27 July 2017 - 12:58 PM
But we expect 100500 more patches to fix other bugs.
#11
Posted 27 July 2017 - 01:10 PM
MustrumRidcully, on 27 July 2017 - 12:49 PM, said:
When someone is capturing a point - even something as large as a domination zone - it strongly limits the possible locations for that stealthed mech.
For Incursion or Intel Beacons kinda feel like no one really cares if you're using them. The only important thing is whether they can find and shoot you, and since the majority of the time you're not going to interact with any of these anyway, it seems moot.
Or have their been reports of comp teams or faction teams that brutally murderize the enemy team by stealth capping?
I see it as a tactical advantage for the guy with the stealth armor. It allows him to pass through a cap zone freely without drawing undue attention. He can simply turn it off when he's calling for it by capping.
#12
Posted 27 July 2017 - 01:14 PM
SuperFunkTron, on 27 July 2017 - 01:10 PM, said:
I would agree. When you are capping you are saying "hey I'm over here" anyway, so it doesn't really matter.
#13
Posted 27 July 2017 - 01:40 PM
Jman5, on 27 July 2017 - 12:21 PM, said:
I guess it's too late to slip this into the hotfix, but I hope we can get this fixed soon.
This, too.
Edited by Prosperity Park, 27 July 2017 - 01:40 PM.
#14
Posted 27 July 2017 - 01:51 PM
MarsThunder, on 27 July 2017 - 12:58 PM, said:
But we expect 100500 more patches to fix other bugs.
you are optomistic, at one patch a week that is not far off 2,000 years I doubt MWO will still be going 900 years after the Clan invasion, although would it not be cool for the game to be phased out after the invention of the real Mackie (first true Battlemech) in about 422 years.
#15
Posted 27 July 2017 - 02:25 PM
Jman5, on 27 July 2017 - 12:21 PM, said:
I guess it's too late to slip this into the hotfix, but I hope we can get this fixed soon.
Nope that node doesn't do that, it lower the jam time duration, both for uacs and racs, they changed from previous jam chance to jam duration.
#16
Posted 27 July 2017 - 02:28 PM
Baron Zen, on 27 July 2017 - 02:25 PM, said:
Nope that node doesn't do that, it lower the jam time duration, both for uacs and racs, they changed from previous jam chance to jam duration.
I tested every possible thing it could possibly be doing and the skills have no effect on RACs. Doesn't reduce jam duration, doesn't reduce the yellow build up bar, doesn't increase the length of time you can fire. Pull out your phone and time it. By default it takes 10 seconds to unjam, takes 10 seconds to go from max charge up to zero. Getting skills doesn't reduce either of these times.
If the skills worked it would reduce one of those numbers down to 8.5 seconds.
Edited by Jman5, 27 July 2017 - 02:29 PM.
#17
Posted 27 July 2017 - 02:50 PM
Now, I guess the modified walking animation for the MC MK ii will be for the August patch, wasnt it so? So it dosent looks so stiff and trippetitoe and slow it down a notch, make it have weight behind each step (should be for all mechs, especially the bigger ones), also tone down the cockpit bobbing too.
Possible widen the space between the uziels legs and angle the Novas left arm/ shoulder to the correct direction, it just angled "off" compared to the right one.
Edited by Tordin, 27 July 2017 - 02:52 PM.
#18
Posted 27 July 2017 - 02:59 PM
#19
Posted 27 July 2017 - 03:00 PM
#20
Posted 27 July 2017 - 03:03 PM
MustrumRidcully, on 27 July 2017 - 12:49 PM, said:
When someone is capturing a point - even something as large as a domination zone - it strongly limits the possible locations for that stealthed mech.
For Incursion or Intel Beacons kinda feel like no one really cares if you're using them. The only important thing is whether they can find and shoot you, and since the majority of the time you're not going to interact with any of these anyway, it seems moot.
Or have their been reports of comp teams or faction teams that brutally murderize the enemy team by stealth capping?
But it IS realistic, because stealth armor prevents all hostile electronic signals from interacting with your mech, and your mech's own computer system from interacting with outside signals and electronics so as to avoid detection.
The F-22A Raptor's computer systems follow similar principles. Helps it to maintain stealth.
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