May 2022 Patch Pts Feedback
#1
Posted 11 May 2022 - 09:18 AM
#2
Posted 11 May 2022 - 09:21 AM
ECM Target Range Reduction and Stealth Armor Cooldown should probably be displayed under Sensors (instead of Auxiliary) to match the Skill area they come from:
#3
Posted 11 May 2022 - 09:25 AM
#4
Posted 11 May 2022 - 09:26 AM
Edited by PrometheusTNO, 11 May 2022 - 09:28 AM.
#6
Posted 11 May 2022 - 10:40 AM
So, to resolve:
0. Start the MWO Public Test install and cancel it. You want to choose the installation folder.
1. Copy these MWO files and folders into the MWO Public Test folder.
2. Open the Portal and select MWO PUBLIC TEST
3. Open the top left menu and select Run MWO Repair Tool
4. Ensure the repair tool is running in the correct folder:
This will prevent the large download and you will be able to play quickly
Edited by Surn, 11 May 2022 - 11:20 AM.
#7
Posted 11 May 2022 - 10:48 AM
Edited by C337Skymaster, 11 May 2022 - 10:50 AM.
#8
Posted 11 May 2022 - 12:32 PM
This is forcing spend to get to Radar Derp. Other skill trees have been broken down so why have these still grouped? Break down please.
#9
Posted 11 May 2022 - 01:25 PM
----------------------------------------------------
Mochyn Pupur, on 11 May 2022 - 12:32 PM, said:
This is forcing spend to get to Radar Derp. Other skill trees have been broken down so why have these still grouped? Break down please.
Radar Derp is very powerful and should be more costly to get. any powerful nodes like speed tweek and radar derp is placed at the end of skill trees to purposely increase the price of them
Edited by minnowzzz, 11 May 2022 - 01:25 PM.
#10
Posted 11 May 2022 - 02:14 PM
C337Skymaster, on 11 May 2022 - 10:48 AM, said:
I tested and nothing is broken in my client.
Mochyn Pupur, on 11 May 2022 - 12:32 PM, said:
This is forcing spend to get to Radar Derp. Other skill trees have been broken down so why have these still grouped? Break down please.
Absolutely not. Derp is OP enough as it is. Unless you're open to having LRMs buffed, which they already should be considering the much lower investment required for Derp in the new tree.
#11
Posted 11 May 2022 - 02:19 PM
It is mostly a QoL change but most of the players are not in the PTS and specially some newer guys could be confused I think.
#12
Posted 11 May 2022 - 02:39 PM
PGI will need to make a plan with this, or be willing to provide players with compensation GSP packages.
#13
Posted 11 May 2022 - 03:06 PM
Divkrd, on 11 May 2022 - 09:25 AM, said:
In the PTS server,if your game is displaying "@ui_labels" everywhere and your system language is not english (not sure for russian),
you can create a user.cfg file in your MWO PTS install directory (there's a file game_version.dll there)
Put one of the following lines inside it :
g_language = english
or
g_language = russian
I'm not sure if the russian option works (but the translations files are present in the game).
This workaround works for me (my system language is french).
Edited by MrVaad, 11 May 2022 - 03:13 PM.
#14
Posted 11 May 2022 - 05:12 PM
Edited by Audacious Aubergine, 11 May 2022 - 05:16 PM.
#15
Posted 11 May 2022 - 05:56 PM
AC2 AMMO CAPACITY +16
AC5 AMMO CAPACITY +6
AC10 AMMO CAPACITY +4
AC20 AMMO CAPACITY +2
LB2-X AMMO CAPACITY +16
LB5-X AMMO CAPACITY +6
LB10-X AMMO CAPACITY +4
LB20-X AMMO CAPACITY +2
MG AMMO CAPACITY +400
LIGHT MG AMMO CAPACITY +500
HEAVY MG AMMO CAPACITY +200
GAUSS AMMO CAPACITY +2
HEAVY GAUSS AMMO CAPACITY +2
LIGHT GAUSS AMMO CAPACITY +4
UAC2 AMMO CAPACITY +16
UAC5 AMMO CAPACITY +6
UAC10 AMMO CAPACITY +8
UAC20 AMMO CAPACITY +6
ROTARY AC2 AMMO CAPACITY +60
ROTARY AC5 AMMO CAPACITY +30
Could we pare all this down to a single line? Something like this:
BALLISTIC AMMO CAPACITY +15%
Obviously the percentage value would be different depending on whether you took one or both ammo nodes, and missile ammo nodes would get the same treatment.
#16
Posted 11 May 2022 - 06:34 PM
MrVaad, on 11 May 2022 - 03:06 PM, said:
you can create a user.cfg file in your MWO PTS install directory (there's a file game_version.dll there)
Put one of the following lines inside it :
g_language = english
or
g_language = russian
I'm not sure if the russian option works (but the translations files are present in the game).
This workaround works for me (my system language is french).
It is works! Only with g_language = english
#17
Posted 11 May 2022 - 10:04 PM
While this is understandable, Sensor Range does not seem like the correct skill to unlock ecm and radar dep.
Seismic sensors seem more logically related to Sensor Range
Radar Dep and Enhanced ECM seem more logically related to Target Info Gathering.
Reasons:
Sensors of different types are grouped together.
Information warfare items are grouped together.
Action:
Swap the blue sensor items for the blue Targeting Info items
#18
Posted 12 May 2022 - 01:13 AM
PraetorGix, on 11 May 2022 - 02:14 PM, said:
I tested and nothing is broken in my client.
Absolutely not. Derp is OP enough as it is. Unless you're open to having LRMs buffed, which they already should be considering the much lower investment required for Derp in the new tree.
For you it may not be something you like, but in the end, derp will be derp and and the same degree of protection can still be bought so there would be no need to change to lurms; kind of a null functional argument you have there and passes over the customisable direction the skill tree has shifted to. Perhaps you would like to mix weapon range and sensor range together, logically they would be conjoined . . . . ?
#19
Posted 12 May 2022 - 04:44 AM
Big-G, on 11 May 2022 - 02:39 PM, said:
PGI will need to make a plan with this, or be willing to provide players with compensation GSP packages.
So far, it appears to me as though any and all "orphaned" skills (both selected, and previously unlocked but currently unselected) are being forcibly refunded the moment you open your skill tree, but are otherwise available for you to reallocate and re-spend however you see fit. I know in a lot of cases I'm winding up with more skill points available to spend than are required to master the 'mech, and I don't typically leave leftover skill points pre-purchased on my 'mechs (not often enough for them ALL to have had extras, and double-checking my live account doesn't show any, either).
Only on the one 'mech where I unlocked EVERY skill point, just for the cheese of it, because I had that much XP, were the orphan nodes still displayed as such. It's prompted me to do the same on the three or four other 'mechs that have six figures worth of "leftover" XP, just so I have a few to compare to on patch day.
The only place this will force extra spending is in cases of Speed Tweak and Radar Dep/ECM, if you didn't already have all the prerequisite nodes unlocked (Kinetic Burst and Sensor Range, respectively).
#20
Posted 12 May 2022 - 05:02 AM
PraetorGix, on 11 May 2022 - 02:14 PM, said:
I tried it on a different 'mech, and nothing was broken on that one, either. I think the issue (that PGI needs to dig into and fix) is when a skill point converts to the new system as unlocked/unselected. In a lot of cases, any unlocked/unselected nodes that are orphaned behind a skill node that was NEVER purchased are being refunded. It's the ones that aren't being refunded, but are still unselected, and providing a path to a higher node that IS selected, that are glitching out.
I ran into a similar issue on a different 'mech, and the common factor seems to be the skill tree wanting to default back to where it started when a lower node made the switch unlocked/unselected.
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