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Patch Opinion Thread

v1.0.142

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#1141 Tarys

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Posted 09 November 2012 - 09:12 AM

Yes i know some/most of them may already be posted ...

- after getting a shutdown due to much heat your view remains in that status even after your mech properly reboots.
workaround: manual shutdown and reboot
- still sometimes issue with "nose of the mech is way in front of the mech"; happend in one match today while looking at one of our jenners
workaround: none known
- extrem high chance that using the mechlab to change loadout crashes the game. happens mostly when buying new things - seldom when changing through owned equipment. the bought equipment is then in your depot and the mech resets to its state before changing loadout
workaround: client restart
- same as above but worse - buying an upgrade for a mech and then having the crash results in paying for the upgrade but not getting it. in fact you have to buy it a second time (but strangely for a lower price)
workaround: same as above and hoping it doesn´t happen a second time
- after death the view often changes like you are trying to warp
workaround: quit match ...
- paperdoll displaying damage done to your mech ain´t always showing the actual state
workaround: none know
- chatting when either entering or changing spectator mode results in "losing" everything that was only written but not send. often pressing enter results in displaying the last letter in chat
workaround: wait after you die before telling something / hoping the player you are currently viewing ain´t dieing ...
- SSRM2 can miss the target - may wanted but for me it looks like it is buggy
- preselection of mechs gets lost after some time
- engine restriction on Raven - some people say it is related to TT rules but since they can change DHS i see no reason for this ...
- LRMs are still hitting through solid objects
- screenshake not tuned down but missing

#1142 Karenai

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Posted 09 November 2012 - 09:25 AM

Overall the netcode is better. I can hit most scouts with lasers even in full run.

But some Jenners are beyond bugged. There is no way to hit them, especially on forrest colony.

Just today I had the most annoying pack of them. I was standing on their cap shooting Large Lasers on them. Trying to hit them directly, to aim infront of them, behind them, at their feet with AC 20 and large lasers.
Not one hit did register.

Then one of them overheats right infront of me...yeah got you! Full alpha 4 large lasers and an AC20 two times, dead center on the overheated Jenner. Not one hit. Or better said full on hits ingame but no damage done on the paperdoll.

... He started up again and kept on running around me. Needless to say after some time my shoulder gave in, then my reactor.

Even if it were only the "paperdoll is lagging behind" story, 4xLL+1AC20 times two should have killed him.

Not hitting running Jenners I get, but a overheated shut down one?

So, there are some strange things going on with hit detection. Stranger then even before.

#1143 qki

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Posted 09 November 2012 - 09:43 AM

The closed beta is over, but we're still in beta, so like they say: haters gonna hate, beta-testers gonna beta-test...


1. Game fails
To put it bluntly. Once you've played double digits games in a row, it will go bonkers - display goes awol, game drops to 3 fps, forced to log out and restart the client. AFAIK a known issue.

2. Night Vision - also straightforward - you can't see jack s**t unless it's bright outside, which kinda defeats the purpose of having night vision.

3. Critical hits. They are a part of the game since 1980s, but the rates seem completely off the wall. 18/18 deaths due to engine crits while the CT is still in the red, sometimes even yellow.
Are TACs in the game yet? Had a couple that looked suspiciously like (might have been ammo bin, CT didn't go tough - engine crits again).

It kinda defeats the purpose of having crits if you get a 100% rate with them. IMO engine being critted out shouldn't happen more than 1/10 deaths (not counting ammo explosions).
Feels a bit awkward otherwise, and makes xl engines super-vulnerable to boot.

4. YLW. Even with the c-bill bonus, the 'mech is strictly inferior to the hunchback, because it has fewer hardpoints, lasers are harder to aim, ac20 easier to knock out, and for some reason not having a lower arm prevents you from firing to the sides. I get that had it been the other way round, people would cry that something is only available for cash that has no counterpart.

5. maps. While it's nice to see small changes done to improve the maps, does caustic valley really NEED another pipe somwhere? How about getting some work done on having more than 4 maps already?

6. Blackjack. Really? Does the game need another clone of rifleman with the JM down the line? Or something with multiple balistic hardpoints but not the weight limit to carry twin ac10? Seems like we got a crapton of mediums with balistics already.

7. Stat tracking - a minor tweak, but how hard is it to count average damage per match and assists in the stat block? Also, c-bills per match is bugged - just counts current creds/number of games played, so it's only accurate if you never spend a dime.

#1144 Woodat

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Posted 09 November 2012 - 09:57 AM

I'd suggest also

8) If this is a beta test, perhaps community management could get better involved. Patches seem to go through without the notes appearing the same day (or at all - we still haven't gotten one for the 8th). What's more, they don't always outline all the changes. It'd be good to see more complete patch notes combined with a community manager on here in dialogue with what they'd like to see tested on a regular basis. Assuming they're actively tracking on here, rather than just scraping stats on the backend and grinding testers to see if they figure out where the next OP piece of equipment is.

9) Would be nice to see the founder program reinstated. I didn't find out about this game's existence until a couple weeks ago. After hearing about the benefits and bonuses afforded those people who had happened to learn about it earlier it's rather disheartening to know I'm a second-class citizen with a much harder grind regardless of my desire to support the game or the testing process. Indeed it does discourage both effort put into the game and longer term desire to stay with it given I have to work harder yet can only ever achieve less.

Edited by Woodat, 09 November 2012 - 10:04 AM.


#1145 Sprouticus

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Posted 09 November 2012 - 12:29 PM

PGI has provided a really nice set of forums for reporting bugs. USE IT

Go to the known issues and new issues forums before posting bugs. In fact go there and vote on the bugs you are seeing so the Devs know how many users are seeing this.

#1146 Cola

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Posted 09 November 2012 - 12:34 PM

View PostKarenai, on 09 November 2012 - 09:25 AM, said:


Not hitting running Jenners I get, but a overheated shut down one?

So, there are some strange things going on with hit detection. Stranger then even before.


Just got out of Frozen City, Mine wasn't a shutdown Jenner this time it was a shutdown Atlas, streaks impacting but no dmg, 2 volleys before it took any DMG. Things are vary strange indeed.

Edit: Yah another match, I feel that this needs to be addressed now not next patch not when ever they feel like it, the hit detection is causing this to be unplayable, We use to roll 2 5~8 man groups every night until a week ago, now most we get is 4~5 total all night, lot of them not willing to put up with the lagging and **** poor net coding

Edited by arden, 09 November 2012 - 01:07 PM.


#1147 Tarys

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Posted 09 November 2012 - 01:20 PM

lost a fair amount of cbills again thanks to mechlab crashing when buying an upgrade ...
do i get a refund for those lost cbills? cause it begins to go on my nerves ...

#1148 Tebbo

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Posted 09 November 2012 - 01:21 PM

View PostXtremeLord, on 09 November 2012 - 04:55 AM, said:

nope hit detection broken again, not to light but i found on HBK and CAT and this time even worse 50% dont do dmg
the dev really sucks, they give patches with free more bugs, thx devs , u deserve to have the most bugginess game award 2013 soon


If you're really from Jakarta I don't know what you expect.
Client and server to be perfectly synced at all times from half way across the world?

Edited by Tebbo, 09 November 2012 - 01:21 PM.


#1149 Kobura

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Posted 09 November 2012 - 01:36 PM

I've nicknamed that map Lag Colony, myself. Effing hate dropping there. My whole team knows I get a slideshow on that effing place, and that if I'm doing anything but longrange support that I'm totally useless except as basecap annoyance or maybe some weak spotting.

And fighting 300XL Jenners on that place? ABSOLUTELY FORGET IT. I flee from my own kind (I am usually a Jenner pilot but only with a 245 or 250, not that 300 engine CRAP)

EVEN AS A JENNER PILOT I absolutely hate what's being done with that mech and engine size:
http://mwomercs.com/...ners-and-xl300s

In TableTech the Jenner was one of the most surprising mechs I ever fielded. Moved 7/11/5 (walked 210, ran 330 meters in ten seconds, jumps a hundred fifty) with still good armor on the laser variant and good damage. It was staggeringly useful against mechs twice or three times its' size. I am WELL aware this is not TableTech, but to make it go faster yet with basically no loss of capability, and only a slight bit more vulnerability due to the XL, in TT would make it literally unhittable. You'd need targets of 13+ on 2D6 (impossible, obviously)

There's a problem when the Jenner is literally the cure-all for every single mech on my team though. A squad of them is game-over. We can't do anything. Usually we just clump up and maybe nail one or two and then our whole (otherwise lordly-capable) squad is done.

#1150 GL Chozo4

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Posted 09 November 2012 - 01:41 PM

Add in another interface bug to this list:
Increment/Decrement arrows when changing armour values are buggered. The down arrow lights up and stays lit up, hindering presses for a couple seconds. Often pressing the UP arrow will light up the down and will not light up but still functions as intended.

View PostTarys, on 09 November 2012 - 09:12 AM, said:

- engine restriction on Raven - some people say it is related to TT rules but since they can change DHS i see no reason for this ...
I haven't noticed this restriction on my ravens at all - perhaps it is variant restricted (Seems fine on the 3L)? i have it running at around 146.x kph with 295's so didn't feel too restricted at all.

#1151 Kobura

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Posted 09 November 2012 - 01:45 PM

TableTech rules say nothing about the difference between upgrading a 35ton Jenner's engine (which starts at a 245 rating, and lets the mech move at 7w/11r/5j [I know those numbers mean nothing but bear with me]) and a 35ton Raven's engine (which starts at 210, and lets the mech move at 6w/9r/ and for the 4x variant, 5j).

In Tabletop, replacing an engine is a big deal with lots of technician skill checks money blah blah blah but if it fits, it ships for one low rate. Take off enough stuff to cram a 300 in there, it ships, either mech.

There's no precedent for what they're doing with the arbitrary speed limitation, though I think there should be some sort of limitation, it ought to be across the board per tonnage maybe with consideration for smaller engines in jump jet-capable mechs.

Again. This all as a Jenner pilot who loves his walking ****** commercial.

#1152 Tarys

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Posted 09 November 2012 - 01:47 PM

yes, 3L has max. 295 while the other two only 245. while 295 <> 300 is barely notable 245<>300 is no fun ...

#1153 Bloody

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Posted 09 November 2012 - 02:17 PM

generally the netcode is ok but for some fast mechs, the rubber banding is quite severe, jenners, commandos and cicadas all rubber banding back and forth make shooting at them a complete spray and pray event

#1154 Kobura

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Posted 09 November 2012 - 04:06 PM

View PostTarys, on 09 November 2012 - 01:47 PM, said:

yes, 3L has max. 295 while the other two only 245. while 295 <> 300 is barely notable 245<>300 is no fun ...


w2g arbitrary and meaningless limitations... it'd be different if it was standardized

But like I said I'm against 300 engines in mechs that light anyway it's bad for the game until the hit detection is fixed :|

#1155 Atheus

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Posted 09 November 2012 - 05:04 PM

View Postbionicbadger, on 09 November 2012 - 08:50 AM, said:


It would. There needs to be some money sinks. Ammo is a good way of taking credits out of the game.


I wonder what version of this game you are playing if your only money sink is ammo. Does this mean that if you play a laser boat you have no money sinks at all? Isn't that a game economy breaker, then?

Of course not. I'm not going to sit here and pretend that a balanced economy is a one dimensional issue, but suffice it to say that it is quite possible to balance the economy without making certain weapons cost hundreds of thousands of c-bills to fire, while others are totally free. The whole economy of this game is based on buying mechs and upgrading them. Getting your mech blown up eats into your profits, but there's really no compelling reason that firing certain weapons should set you back as well - especially when the only worldly outcomes of any match are transitory bragging rights and a wad of c-bills.

View PostZacharyJ, on 09 November 2012 - 08:57 AM, said:

Play more than just LRM boats.


Thanks for your useful input.

#1156 The Mecha Streisand

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Posted 09 November 2012 - 05:35 PM

Had the bug with losing bought items in MechLab, too. Did NOT crash out of the window. Going menu>options>cancel, then Home, then back to MechLab works, except that I'm STILL out all that money and don't have the gear.

For me, it's not a crash so much as just a hangup. But that hangup isn't a total system thing, or even a ctrl-alt-del thing. It's JUST MechLab that hangs up on me.

20" iMac, Core i5, 4GB 1333 DDR3, Radeon 6750M/512MB, running W7/64 on BootCamp w/250GB partition. Runs Crysis2 smooth as glass.

#1157 sirjackinthebox

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Posted 09 November 2012 - 06:13 PM

Few of our Unit has come accross a problem with the Hud going glitchy after a shut down, sometimes this has been fixed by powering down and powering back up to eather find it fixed or still wonky...

While spectating We have found at times it would look as though the pilot is in a motion-blur mode...

Mech graphic glitch, i have fallen manny times in battle since the last patch and found whole sections of my mech missing, not blown off just gone...

Mechs fallen in battle, are registering as not damaged by the damage indicator, damage indicator is not registering correct damage...

Leg damage when falling from various heights has or has not been registering eather too sensitive or not at all...

Jenner Limbs have been seen chassing the jenner after being blown off...

Player will CTD if he drops with a group with an insufficient number of heatsinks. The warning only occurs if dropping alone...

One sided capping, capping sometimes will not work for one side or the other...

Games has crashed a few times completly to desktop, Unknown as to what may be causing this "server or PC?"


Thies problems found by yours truly [1st BBR]

Edited by sirjackinthebox, 09 November 2012 - 07:09 PM.


#1158 MadX

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Posted 09 November 2012 - 06:25 PM

I was killed overseas area when defending base. Our team got enemy base and win! But i got only 2680 cd and 25 xp! For lost round i get more cb!

Edited by MadX, 09 November 2012 - 06:32 PM.


#1159 machinech

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Posted 09 November 2012 - 06:39 PM

I'm generally pretty patient but it's becoming a bit much for me. Previously I've had little trouble with technical problems aside from design issues, which we all know are part of the testing an growth of the game. However, since the last two patches I've experienced the following constantly...

Blackscreen at game launch
CONSTANT crashes in the mechlab while attempting to save a configuration
FPS bug which crops up at random, many times MID MATCH

Those three seemingly small issues are serious game ending problems. Blackscreen at match start, your done, which is costly for your team as much as yourself. FPS bug mid match, your done, and is definitely costly to you and potentially your team. Constant crashes in the mech lab while attempting to do anything other then ready up is causing, in the least, a restart of your client. Entire group reformation if your the leader.

We also have longstanding bugs with the UI regarding friends lists and invites.

I appreciate the current patch hotfix regarding the huge oversight of making LRM's prolific weapons of godliness. By chance could we give a little love to some of the problematic LONG STANDING bugs above over trying to implement new systems into the game with little or no testing. At this point implementation appears to have caution or testing of any practical sort to the wind. Were this STILL closed beta with some reset coming regarding premium time an MC's spent/wasted, I could truely afford to care a fair bit less and focus on testing. But at this point, I'm not near as forgiving about testing someone elses poorly implemented mistakes with my wallet. The above should have been ironed out OVER the implementation of new toys BEFORE going to "open beta" with money being taken in earnest.

#1160 bobthebomb

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Posted 09 November 2012 - 07:34 PM

Hello everyone.

I have little feedback on the patch, so i hope dev read this forum :D

1) Me : i play premade, now it's group of 4. i have played 251 games since the open beta, have 5/1 win ratio, and 5.5 kd ratio.

2) 4 man team and matchmaking : at first i was angry with it, didn't saw the point. now i think it's beareable , but it don't solve anything. At first game were hard with 4 pug, but now i have a bunch of macro to handle game chat, and i am starting to be know for this and thus pugs are a lot more compliant with order. Right now i am having the same winning rate as before and my income is crazy : 250 000 per game with 15/25 k repair.

a few thing should be considered by the dev team :

-Tonnage limit in group : We need a tonnage limit, battletech is about tonnage, mechwarrior should include it. i don't care about the rock, paper, scissor thing. Atlas is 100 ton of death and should not be more common than a hunchback ....(i pilot hunchies btw). At least for team of 4 and for the 8 teams. DO A TONNAGE LIMIT. something like 220 / 250 tons per lance.
I don't want to play atlas online. I beg for tonnage, but i think Battle value is needed too same for a skill rating of players.
My dream ELO would be : Lance must be under 230 tons + (battle value * skill rating of the pilots) vs Lance must be under 230 tons + (battle value * skill rating of the pilots).

I insist, tonnage will create meta game, the choice between a 60 and a 65 (soon 70) should'nt always be the bigger. same for the 80 and 100 one. 1 awesome + 1 cataphract vs 1 atlas and 1 hunchie is more fun than atlas spam and 2 atlas vs 2 atlas.

i have a lot more to say about MM but i don't want to post a wall of text ;).

3) weapon balance : usual suspect here so nothing too add, i let the mustrum ridiculum group do their math job !

4) Lrm and ssrm : i start with " YOU WILL NEVER BE ABLE TO BALANCE THEM". This 2 weapons were the staple of IMBA strat before the last patch. and now streak are gone from any opti line up. And lrm are too easily countered now.

The main problem of these weapons are : auto hit (or auto miss) it's impossible to balance them because of this, they always will be imbalanced (-/+) THERE IS NO SKILL INVOLVED. before the "artemisgate" the lrm were OP too. during high level 8vs8 premade the game was nothing more than Lrm peek a boo until brawl with the survivor. Ho sure maybe it was intended...but i assure you it was not fun at all. And now LRM completely sux, ok they are good enough for softening armor but that's all !

You (the dev) need to completely change your approach with them. You have to introduce SKILL in the lrm/ssrm. we are playing a fps with need to use our aiming/piloting skill.

LRM : should have 2 roles, 1 indirect fire support target softener and one direct fire support dealing real damage forcing you to hide.

Here what i propose

Indirect fire support role : When shouting at a target, missile should roar high in the sky and fell like rain, a bit like during the artemis madness but with less angle. the number of missile hitting should be based on the size of the target, the running speed, and maybe the possibilty to doing evading move. let's say when shooting and non moving atlas something like half the missile hitting in a well spead pattern.

Direct fire support : in direct fire (so you directly see your target) when shouting missile, the firer should be able to aim the target with a designator laser. doing so would decrease the missile altitude and the approach angle (more parallel to the ground) but on the other hand would increase the number of missile and the reduce the spread on the target. we could start with 2.5 seconds of laser aim = full missile hit, only 2 should be needed with artemiss and so on.. + INVOLVE SKILL (like all weapon should in a fps). nb of missile and their spead = hitting time of the LD onto the target.

With this method, LRM should be a lot easier to balance, because dev could change the indirect fire hitting rate, the AMS effect on indirect / direct fire separately...
You don't need a lot of coding, during missile flight a small blue laser could appear and would be guided by the mouse.

SSRM : i want to propose the same solution, when firing SSRM a laser designator appear and you aim it on the target to make the missile hit. this would solve everything for SSRM :
-Missile would hit the zone aimed by the LD (laser designator) not always the center torso
-involve skill (like all weapon should in a fps)
-you can balance easily : 0.5 for 2 missiles hit and 0.3 for one, and change it if too powerful or not enough...it's a lot better than saying : sorry random miss.
-no miss on non moving target (unless you suck)
-solve the ssrm 4 and 6 problem too before there are here.
-The point is to make them an easy to aim weapon but a weapon you have to aim with during a brief instant while the missile are in the air.
ps : the LD should be aimed by the mouse cursor regardless of arms or torso damage.

**** i made a wall of text ...

anyway it was just my observation based on my personnal experience since the last patch. Cu on the ground.

" We are a group of 4 on ts, dont go suicinding alone and stay with us plz " :D
bobthebomb the pug herder





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