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Patch Notes - 1.0.134 - 25/10/2012

Patch Notes

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#221 Chuckie

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Posted 26 October 2012 - 09:15 AM

View PostSh4nk0h0l1c, on 25 October 2012 - 03:26 PM, said:

Great Update! You guys did a good job!

Hope removing the collision knock down is not permanent and will be adressed in the next patch...


The reason it was taken out, was supposedly real lag issues.

That said, I'm good with knockdown gone.. ( I will admit my bias as a Commando Pilot, who is sick and tired of the tackling..)

View PostJayssoneer, on 26 October 2012 - 09:10 AM, said:


My thoughts exactly. Mechlab already allows players to experiment freely in the loadout screen without wasting money or doing frustrating calculations by hand. Implementing upgrades this way is just a huge step backwards. It doesn't make experimenting with different builds more expensive for players who are willing to do the calculations by hand, but makes the mechlab much more frustrating for everyone.

I can only imagine how many cbills were lost to useless FF upgrades, and the frustration of those players when they noticed they gained a whopping 1.5 tons with 14 critical slots. Do you really wish players to go through this?


Remember this is Beta, and they either may not have noticed it, or its in the works and the coding wasnt done, but the rest was.

#222 Lagfest

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Posted 26 October 2012 - 09:22 AM

I may have some concerns on the patch. But overall I am Very Happy with it!

#223 Koningswulf

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Posted 26 October 2012 - 09:22 AM

Quote The new mech build system needs serious work. Causing people to save as they go from one mech lab tab to another forces people to buy items they may not want. When building a mech you normally want to swap things in and out and tinker. Compounding this is the fact that on the upgrade screen you need to pay EVERY time you change something. Even if you had previously bought the Es, ff, or dhs, u still pay the full cost. This needs fixed. I want to tinker and try combinations before I spend c-bills.

EXACTLY My view regarding this and I would also like that we PLEASE could adjust our weapon groups in the mech lab!!!

#224 joker1974

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Posted 26 October 2012 - 09:37 AM

Didn't read all the above. But I just noticed that XP is wrong. Just had a game with +1000 XP in the detailed overview, but the overall overview showing all players showed 717 XP. End screen went away to quickly, next time will write it down. I think it's the Founders XP boost is missing. Gotta check also in Mechlab what XP amount is added.

#225 fil5000

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Posted 26 October 2012 - 09:43 AM

View Postjoker1974, on 26 October 2012 - 09:37 AM, said:

Didn't read all the above. But I just noticed that XP is wrong. Just had a game with +1000 XP in the detailed overview, but the overall overview showing all players showed 717 XP. End screen went away to quickly, next time will write it down. I think it's the Founders XP boost is missing. Gotta check also in Mechlab what XP amount is added.


Sometimes your final total scrolls off the bottom of the screen if you've got a lot of different things giving you XP as well as a founders/premium/yen lo wang bonus on top. Probably worth checking post match what your XP is up by if you have this happen regularly.

#226 boris le hachoir

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Posted 26 October 2012 - 09:50 AM

Will the DHS bug be patched soon?

#227 Tarl Cabot

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Posted 26 October 2012 - 09:55 AM

View Postjoker1974, on 26 October 2012 - 09:37 AM, said:

Didn't read all the above. But I just noticed that XP is wrong. Just had a game with +1000 XP in the detailed overview, but the overall overview showing all players showed 717 XP. End screen went away to quickly, next time will write it down. I think it's the Founders XP boost is missing. Gotta check also in Mechlab what XP amount is added.


You are actually looking at two different things/the wrong amount. I had put in a ticket when I realized the same thing.

XP, as seen in the detailed overview after a battle, is Mech XP, the XP that goes to that particular mech to be used to purchase efficiencies, or at the cost of MC, convert to GXP.

GXP, General XP, only shows up in the frontend, along with MC purchased (individually or as founder) and CB (c-bills). This is the overall experience earned and is usually small, from 20 points (lost) to around 65 pts (win). Atm I do not have the details on how GXP is calculated.

Edited by Tarl Cabot, 26 October 2012 - 09:58 AM.


#228 joker1974

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Posted 26 October 2012 - 10:07 AM

View PostTarl Cabot, on 26 October 2012 - 09:55 AM, said:


You are actually looking at two different things/the wrong amount. I had put in a ticket when I realized the same thing.

XP, as seen in the detailed overview after a battle, is Mech XP, the XP that goes to that particular mech to be used to purchase efficiencies, or at the cost of MC, convert to GXP.

GXP, General XP, only shows up in the frontend, along with MC purchased (individually or as founder) and CB (c-bills). This is the overall experience earned and is usually small, from 20 points (lost) to around 65 pts (win). Atm I do not have the details on how GXP is calculated.


Huh? So, you're saying that the XP showing in the end screen, has nothing to do with the XP of your particular Mech you're running..

Did another game, and the math didn't match again. Oh well, guess I never paid attention to it before.
XP pre founders bonus: 604
XP showing in player list: 610
XP +305 founders bonus (total in detail): 909
XP added to founders Jenner (back in Mechlab): 918

#229 Macharial

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Posted 26 October 2012 - 10:27 AM

View PostCalmon, on 25 October 2012 - 01:57 PM, said:

"Running into another Mech will no longer knock it down."

Why? This pushes light mechs even more because now the keep close behind the heavy mech and habe to fear nothing!

Knocking down was cool, realistic and helpful so why did you remove it?



Just mentioning it again... cuz it's fu*king valid.

#230 Kaijin

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Posted 26 October 2012 - 10:28 AM

View PostPurplefluffybunny, on 26 October 2012 - 02:50 AM, said:

Unnnghh! There are so many bugs with this patch, just so many!

1) Double heat sinks
2) Having to pay for upgrades every time you swap them in and out (tbc by devs as to whether intentional or not)
3) FPS issues and increased GPU load
4) Increased crashes to mech labs
5) Mechlab mech stats appearing as 000000 after a drop and the bars constantly raising, resetting and raising again.
6) Changes in the mech lab not holding until a client reset or user re-log in.

.....I could go on......


Increased GPU load? Sounds like a good thing. Like some optimization was involved. My GPU had been barely working with previous builds. It was mostly my aged Q6600 doing the work.

#231 spddmn6

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Posted 26 October 2012 - 10:30 AM

So where does xp from battle accumulate? I did not realize that XP changed to GXP (or did it?) from the patch. That woudl make sense as to why my XP does not increase in that area after battle anymore. The patch notes said that we would retain XP and I do have the XP that was not spent on Pilot Lab upgrades, but I did lose upgrades I spent XP on. I just do not see XP accumulating as I play.

#232 Tokra

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Posted 26 October 2012 - 10:46 AM

View PostSprouticus, on 26 October 2012 - 06:42 AM, said:


Move the 2 HS out of the engine into the regular crit slots and you will notice a difference.


Does not change the fact that they are not working correct :(.

#233 Anarcho

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Posted 26 October 2012 - 10:51 AM

I noticed that the srm6 on my new awesome arm, shoots straight, in line. But when using the same srm6 in my atlas, they spread like before...

Is it because I mounted the srm on awesome arm instead of torso?

#234 I Just Ate Your Grapes Bro

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Posted 26 October 2012 - 10:53 AM

View Postaniviron, on 25 October 2012 - 06:21 PM, said:


I'd like to think so, but my Awesome 8T doesn't knock down Jenners. I can confirm that it can get knocked down by Jenners, though. Also Catapults.

Really? You can confirm this even though they removed this mechanic temporarily? You must be the most unlucky pilot ever.

#235 Orkimedes

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Posted 26 October 2012 - 11:06 AM

View PostEhrithane, on 26 October 2012 - 10:53 AM, said:

Really? You can confirm this even though they removed this mechanic temporarily? You must be the most unlucky pilot ever.

maybe they didn't take out the mech tripping due to aerial impact...that could explain it.

#236 Elessar

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Posted 26 October 2012 - 11:36 AM

View PostMacharial, on 26 October 2012 - 10:27 AM, said:



Just mentioning it again... cuz it's fu*king valid.



Jep ... cannot blame Pilots of light mechs (and Cicadas) for loving it.
But for heavier mechs it is just annoying.

I (as well as others, obviously) hope that it is only a temporary thing and that collisions will get put back into the game as soon as the problems (that made them remove collisions from the game) are solved.

#237 JeremiahRose

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Posted 26 October 2012 - 11:51 AM

This patch has me crashing where I never crashed so much before. Sure, once or twice on occasion, but this one is completely out of hand. I don't know what to do, I've tried practically everything. :lol:

#238 Mania

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Posted 26 October 2012 - 12:08 PM

All I can say is wow and thanks PGI, yes I look forward to the tweakage of knockdown(My Raven is grinning really big right now though while my Cent and Gauss Cat are glaring at it!), the Cent-AH returning, and new map soon I'm hoping.. Tons of new content to try out, excellent patch guys, I also wanted to mention I had a friend who was sending me texts all day(I couldn't play till late that night), he was all excited and telling me his wife thought he was nuts as he walked around the house acting out his new Hero mech.. That's the kind of excitement that makes this game fun to play, keep up the good work PGI/DEVs, it's great to know we have a committed group working on this and forsee many more good things in the future!

#239 Syllogy

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Posted 26 October 2012 - 12:35 PM

So... How long until we get them Heatsinks working properly, and without the alleged diminishing returns?

#240 Droknar

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Posted 26 October 2012 - 12:53 PM

another issue in the mechlab, if you put an engine on, it says it needs a min of x amount of heat sinks added. First off, shouldnt there be heat sinks on the engine to begin with? All engines are supposed to have 10 so I hear. If you dont add the x amount of heat sinks and try to go into a game, you auto disconnect from the game with no warning or reason why. The lab doesnt tell you that you dont have the minimum heat sinks and still allows you to save and launch without them, it just kicks you once you enter the game. My friend had this happen to him multiple times untill he added extra heat sinks, now he doesnt get auto kicked.





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