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BattleMechs

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#101 ANOM O MECH

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Posted 31 May 2018 - 09:43 PM

View PostJackalBeast, on 06 March 2018 - 01:25 AM, said:

Please fix the Mauler KO's RA LB5X model so it's not the LB2X.

Please fix the Warhawk NQ's RA UAC10 so they aren't UAC20.

Please fix the Highlander's Gauss hole/void.

any other modeling errors come to mind? Those are just a couple that I noticed playing tonight.
Paid real money for the heroes. jokes on who?


Really?

I mean you can launch with those mechs and they still work. There are also so many more little bugs and a particularly hilarious one for Anni hero.

This seems excessively picky and should rightfully be pretty a low priority on the totem pole.

#102 Jackal Noble

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Posted 01 June 2018 - 01:03 AM

View Posttker 669, on 31 May 2018 - 09:43 PM, said:


Really?

I mean you can launch with those mechs and they still work. There are also so many more little bugs and a particularly hilarious one for Anni hero.

This seems excessively picky and should rightfully be pretty a low priority on the totem pole.

What is a game if not an expression of art form.

#103 Dragonporn

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Posted 02 June 2018 - 02:32 AM

That's how CTF looks with quad RAC/2s:
Posted Image

Pretty please, PGI, can it be fixed?

Also, can we expect Nightstar arm rescale? Because it gets ridiculous... among other stuff people mentioned in this thread already.

P.S. Seriously, I need to start series on: "how to make buckets fun to play!" or something...

#104 Davegt27

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Posted 23 June 2018 - 04:21 PM



thanks for the Shadow Hawk up date but

one little thing the thumb nail also needs updating

Posted Image

#105 suffocater

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Posted 23 June 2018 - 04:44 PM

View PostDavegt27, on 23 June 2018 - 04:21 PM, said:

thanks for the Shadow Hawk up date but

one little thing the thumb nail also needs updating

Posted Image

Go in the mechlab, change a thing in the build, save it, done.

#106 Y E O N N E

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Posted 23 June 2018 - 05:09 PM

Save your 'Mech again, it will update.

#107 Requiemking

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Posted 23 June 2018 - 05:46 PM

Posted ImageOn the topic of fixing hardpoints, I don't know if this is an issue with all of the Riflemen or just Daobreaker, but I cannot get the hardpoints to line up correctly in the arms.

Edited by Requiemking, 23 June 2018 - 05:49 PM.


#108 Y E O N N E

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Posted 23 June 2018 - 05:58 PM

That's because PGI elected to put the single energy hardpoint on that Rifleman in the upper position, while the other arm has two hardpoints to fill.

It's a strange decision. Frankly, the laser barrels on the RFL look terrible in general, especially when you run HPPCs on a RFL-5D where the laser is bigger than the HPPC even if the HPPC is in the primary position.

#109 Requiemking

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Posted 23 June 2018 - 10:43 PM

View PostYeonne Greene, on 23 June 2018 - 05:58 PM, said:

That's because PGI elected to put the single energy hardpoint on that Rifleman in the upper position, while the other arm has two hardpoints to fill.

It's a strange decision. Frankly, the laser barrels on the RFL look terrible in general, especially when you run HPPCs on a RFL-5D where the laser is bigger than the HPPC even if the HPPC is in the primary position.

I think the lasers look alright if they line up correctly. If nothing else, they serve as damaging laser sights to make sure my shot will connect. Also, they line up correctly in the stock config, but the moment you change from stock it turns into what I posted.

Edited by Requiemking, 23 June 2018 - 10:46 PM.


#110 Davegt27

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Posted 24 June 2018 - 01:49 AM

View Postsuffocater, on 23 June 2018 - 04:44 PM, said:


Go in the mechlab, change a thing in the build, save it, done.


thanks suffocater

Edited by Davegt27, 24 June 2018 - 05:01 AM.


#111 Vellron2005

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Posted 26 June 2018 - 12:07 AM

Here are a few active issues:

1) Blood Asp side torsos too large - I think most of the community agrees with that.

2) MadCat II kill counter has graphical errors. (looks like smudges on the edges)

3) Decal color section should not need a scroll, it should be all spread out like the decal placement section. Scrolling to paint all 9 decals is unpractical

4) Basically every mech that has not re-applied it's decals since 3 new slots were introduced has "dancing decals", or decals that move while the mech is in motion, usually on the right side of the mech. Most mechs have this issue.

5) Server disconnects and kicks - yet can still hear VOIP - also, not cool to get 10+ minute penalties when the server is to blame for disconnects.

6) Solaris City map poorly designed, too little space, all fighting takes place in the center cose' no other mechs but lights can move around most other areas - also, map too dark and extremely LRM unfriendly.

7) Loadout save/lload removes all consumables instead of saving / loading them as well.. Also removes all weapon group bindings - very annoying and impractical.

#112 VonBruinwald

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Posted 26 June 2018 - 07:13 AM

View PostVellron2005, on 26 June 2018 - 12:07 AM, said:

Here are a few active issues:

1) Blood Asp side torsos too large - I think most of the community agrees with that.

2) MadCat II kill counter has graphical errors. (looks like smudges on the edges)

3) Decal color section should not need a scroll, it should be all spread out like the decal placement section. Scrolling to paint all 9 decals is unpractical

4) Basically every mech that has not re-applied it's decals since 3 new slots were introduced has "dancing decals", or decals that move while the mech is in motion, usually on the right side of the mech. Most mechs have this issue.

5) Server disconnects and kicks - yet can still hear VOIP - also, not cool to get 10+ minute penalties when the server is to blame for disconnects.

6) Solaris City map poorly designed, too little space, all fighting takes place in the center cose' no other mechs but lights can move around most other areas - also, map too dark and extremely LRM unfriendly.

7) Loadout save/lload removes all consumables instead of saving / loading them as well.. Also removes all weapon group bindings - very annoying and impractical.


1 - Intentional, bad choice but still intentional.
2 - That's not a smudge, that's try-hard clanner ******* from every time they score a kill. Why else would you be looking at the kill-counter instead of the battlefield
3 - Not sure what you mean by this.
4 - [color=#222222]Does re=applying them actually fix it? I like my dancing ladies.[/color]
5 - More often than not it's a client issue, not a server issue.
6 - Disagree, the 'battle in the centre' can easily be avoided by your team moving elsewhere, plenty of other places on that map to fight if you can convince your team to go along with your plan
7 - Consumable removal bug needs fixing. Weapon groups are saved locally, not sure how this could be fixed.

#113 ACH75

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Posted 26 June 2018 - 07:41 AM

BNC-LM https://www.dropbox....-%203S.jpg?dl=0

1) Head Laser/Flamer placed in the Mouth are not Centered;

2) Arms Hardpoints are simply too low, barely functional with lasers but terrible for PPCs (I suggest to relocate them on the forearms top like the SIREN variant).


BNC-3S https://www.dropbox....-%203S.jpg?dl=0

CT Laser/Flamer are not Centered


BNC SIREN https://www.dropbox....Mounts.jpg?dl=0

ARM Hardpoints are simply OVERSIZED (I suggest to reduce the size and relocate the lower hardpoint in the internal forearm or in pairs on the external one)

Edited by ACH75, 26 June 2018 - 07:44 AM.


#114 Vellron2005

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Posted 27 June 2018 - 02:56 AM

View PostVonBruinwald, on 26 June 2018 - 07:13 AM, said:


1 - Intentional, bad choice but still intentional.
2 - That's not a smudge, that's try-hard clanner ******* from every time they score a kill. Why else would you be looking at the kill-counter instead of the battlefield
3 - Not sure what you mean by this.
4 - [color=#222222]Does re=applying them actually fix it? I like my dancing ladies.[/color]
5 - More often than not it's a client issue, not a server issue.
6 - Disagree, the 'battle in the centre' can easily be avoided by your team moving elsewhere, plenty of other places on that map to fight if you can convince your team to go along with your plan
7 - Consumable removal bug needs fixing. Weapon groups are saved locally, not sure how this could be fixed.


1) Well it still needs fixing :P
2) That's a graphic glitch, needs fixing.. nothing more.
3) I mean when you want to place decals, they are all in the same screen, but when you want to pain them, you can see only 6, and you need to scroll down for three more - and there's plenty of room on-screen for that box/toolbox to be extended to no-scroll size.
4) Re-applying them fixed it for me on multiple mechs. I guess they are then saved into "the new 9 decal system" and it fixes it..
5) Client or server, is irrelevant - needs to be fixed.
6) When did pugs ever listen? The map is bad.. its worse than rubellite.
7) Well loadouts are saved locally too. We need to connect the two, so weapon groups are saved along with the loadout.

#115 Athom83

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Posted 10 July 2018 - 06:00 PM

Why...

Posted Image

#116 Jackal Noble

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Posted 10 July 2018 - 06:37 PM

In the future, cars don't actually use roads. Legitimate road construction companies go out of business, leaving only politically corrupt entities that pose as construction companies. They use cheap materials and inept labor to maximize profits.

#117 Shadowomega1

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Posted 10 July 2018 - 07:19 PM

View PostAthom83, on 10 July 2018 - 06:00 PM, said:

Why...

*snip*


What you are looking at isn't for cars, its for maglev trains. Note the train Platform that is also in the shot. However the issue with the rail texture still remains, though I think it is due in part to faulty Parallaxing on lower rendering settings.

#118 Athom83

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Posted 10 July 2018 - 07:27 PM

View PostShadowomega1, on 10 July 2018 - 07:19 PM, said:

though I think it is due in part to faulty Parallaxing on lower rendering settings.

I'm litterally set to the absolute max. Don't know why, but my screenshots always turn out grainy and crappy.

Edited by Athom83, 10 July 2018 - 07:27 PM.


#119 KoalaBrownie

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Posted 10 July 2018 - 07:31 PM

View PostCaptain Caveman DE, on 06 March 2018 - 06:16 AM, said:

but when you do the same thing constantly wrong, time after time - there's a word for that..


Consistency

#120 Jackal Noble

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Posted 10 July 2018 - 07:38 PM

View PostShadowomega1, on 10 July 2018 - 07:19 PM, said:


What you are looking at isn't for cars, its for maglev trains. Note the train Platform that is also in the shot. However the issue with the rail texture still remains, though I think it is due in part to faulty Parallaxing on lower rendering settings.

View PostJackal Noble, on 10 July 2018 - 06:37 PM, said:

In the future, maglevs don't actually exist. Legitimate rail construction companies go out of business, leaving only politically corrupt entities that pose as construction companies. They use cheap materials and inept labor to maximize profits.






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