Michelle Branch, on 01 May 2020 - 02:01 AM, said:
No, you don't speak here for anyone that's around in a while.
You don't speak for the players like me that left MWO multiple times because of no teamwork and coordination, and came back to see hat's still the case.
AND PLAYERS LIKE ME TALKED ABOUT LACK OF COORDINATION FOR YEARS.
BIG EMPHASIS ON YEARS.
Claiming to speak for anyone is a rude way to silences other opinions, and in most cases it isn't true and makes only a bad apperance.
The same applies to using big font's and bold for shouting out. And you forgot to use !!!!!!!!!!11111
By the way, using sub VOIP channels for lances is not a new feature, it can be done quickly in Teamspeak and MWO uses Teamspeak as VOIP solution.
I was an admin for a Teamspeak Server and did bug searching for different mod projects, so what about you?
Those "invisble wall" stuff is something you found in any game, and can't be "fixed".
https://www.google.c...Q4dUDCAs&uact=5
It happens because the server uses a different mesh for collision calculation (like projectiles hitting things) than the mesh your client is using to display the object, and lag between Server <-> Client.
Sometimes the collision mesh is bigger than the visuable object = invisible walls around an fixed object like a Building or Landscape detail (large boulder, ect...).
That can be fixed for individual objects by the mappers if this bug is reported by shrinking or recreating the collision mesh.
Press F9 to get FPS & Coordinates, make a screen shot, send it to PGI.
If the collision mesh is smaller than the visible object you can shoot through the visible borders of the object.
It's still a bug, but sometimes needed to prevent movable units get stucked between fixed objects like buildings.
Try out shooting some buildings in the south eastern part of River City for a test.
Edited by GM Patience, 01 May 2020 - 09:22 AM.