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Patch Opinion Thread

v1.0.142

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#1121 Tokra

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Posted 08 November 2012 - 11:00 PM

View PostTaron, on 08 November 2012 - 11:47 AM, said:

Too less heat sinks?

View PostTaron, on 08 November 2012 - 11:50 AM, said:

Don't forget: DHS is "only" 1.4 not 2


You did read what he post at the begin, didnt you?
Trial Atlas? Something ringing?

#1122 McRoach

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Posted 09 November 2012 - 01:05 AM

View PostPineappleKush, on 08 November 2012 - 12:28 PM, said:

I had the same thing happen, where your HUD display gets stuck with the overheat display up. You are still able to move your mech and use weapons with group hotkeys, but you have no crosshair, no weapon group display, no map, and no heat readout.

Manually powering off and on made it go away for me. The overheat in this case was not part of an ammo cook (none of my weapons were damaged).


Had this happen numerous times yesterday. Had to shutdown and start up to fix. Meanwhile, getting the **** blown out of me while trying to get it working again.

#1123 Aym

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Posted 09 November 2012 - 01:14 AM

Darth, this was very appropriately hot-fixed on thursday. LRMs are tuned effectively now. There ARE people on the forums claiming absurd numbers like 0.7 or less damage per missile, but that's simply not the case. They may misunderstand how missiles have always worked in MWO but I can tell you as an Atlas pilot that regularly brings 2xLRM15's that this patch has not broken them to uselessness but it definitely weakened them the little bit they needed from last week.

#1124 MtlDeath

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Posted 09 November 2012 - 01:15 AM

View PostStandingCow, on 07 November 2012 - 01:28 AM, said:


Mario Kart was/is an amazing game.



:::facepalm::::

#1125 Dueliest

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Posted 09 November 2012 - 01:19 AM

I had this happen to me today and the day before yesterday just after nov 6th patch. Its is a new bug. Two different mechs, two different maps, different weapons systems, different chassis. Both did exactly the same thing. More over, in this "mode" you move more fluid, like your a floating head. Very annoying though because it usually only happens to me when i have 5 guys pummeling me in the face when i over heat.

#1126 Garlic

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Posted 09 November 2012 - 01:47 AM

Nerf LRMs back to the classic TT 1 dmg and unnerf DHS back to the classic 2 per HS as it is in the classic TT-Game.

Both things worked for decades and no one mourned about it.

Greetings

#1127 Cola

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Posted 09 November 2012 - 03:16 AM

This is a net code thing but I thought I would still bring it up, Droped into forest snow and It turned out that both sides had 3 Jenners one being me. I didn't put much thought into it untill I returned from scouting to help a missile boat with a light mech issue he had developed. Ended up have 6 light mechs attempting to fight each other at break neck speeds. Nither side made any progress, There was a massive amount of rubber banding and teleporting, Lasers, streaks, lrms, would hit but do no dmg. My and there pings were the first thing I looked at, nothing was abnormal high, and I was sitting in the mid 60s.

Sense That I have been looking for this and its quite common now, more so on Jenners it feels but I have seen assault mechs with lag shields, fought a 4SP in the cave on forest and at kinfefight ranges didn't do any dmg on most my hits. Before the patch lock on missiles were effective against lights now its 50/50

The last patch had net code fixes, but We have discused this a lot within my unit and were mostly in agreement that it has become worse sense the patch before it was only on lights for the most part now every one has hit and lag issues

#1128 Vallyn

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Posted 09 November 2012 - 03:47 AM

I've noticed certain matches have had more lag than others - but in general the net coding is better. Easier to hit lights at speed, and damage registering much better.

However there is the odd match like what you describe, where even Med's are bouncing around and clearly things aren't right.

#1129 WillyPete

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Posted 09 November 2012 - 04:29 AM

View PostAtheus, on 08 November 2012 - 07:24 PM, said:

For starters, I can't understand why this 75% thing came to be in the first place. Why not just cut ammo costs to 25% of their current values and let people rearm only what they use?


It's to allow someone who isn't a founder or on premium to still use an owned build even if they have a 0 balance.
Otherwise those F2P players will not be able to benefit from it.
They also won't be able to un-fit the artemis as they won't have the money either.

#1130 XtremeLord

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Posted 09 November 2012 - 04:55 AM

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

#1131 Qicmee

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Posted 09 November 2012 - 05:52 AM

"...weapon bay door indicator lights in the cockpit. Green for Open, Yellow for Closed, Red for Destroyed."

This works as advertised, but the yellow & green are not distinctive (as already mentioned above). I haven't noticed the red light; I may have been busy at the time.

I'd suggest yellow be moderate brightness, green be fully bright (no change), and red be a dim glow. As a design rule, using brightness as an indicator (gray-white-black) is dumb, but it could solve this problem. At least I could then toggle back and forth and see a difference. Right now, it's just a bulb flicker.

#1132 Atheus

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Posted 09 November 2012 - 06:28 AM

View PostWillyPete, on 09 November 2012 - 04:29 AM, said:


It's to allow someone who isn't a founder or on premium to still use an owned build even if they have a 0 balance.
Otherwise those F2P players will not be able to benefit from it.
They also won't be able to un-fit the artemis as they won't have the money either.


I understand the idea, but this strikes me as something better solved by making it extremely unlikely that someone would wind up with a 0 balance after investing the time or money to buy a mech. Regardless, that sort of "emergency" situation could handily be resolved by jumping back in a trial mech for a match or two to pay for your rearm - something that by my reckoning -shouldn't- cost more than you might win in a match.

#1133 Name60014

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Posted 09 November 2012 - 06:38 AM

I find that it tends to be worse depending on where you're at. In the cave on either forest colony map is absolutely terrible. Either that or its also a memory leak issue there.

When there are more than 2 lights per side JESUS LAG CITY. Then its epic rubber banding time super hardcore. I found that this mainly happens on Forest Colony. God that map hates me.

When we dropped 8v8 a few patches ago in all lights it was lag city and fps died hardcore.

I would say that overall netcode/hit detection is better. Under nominal conditions on most maps that is. You get too many fast movers and apparently my ping which averages 30ms just isn't enough.

Edited by Red Leaves, 09 November 2012 - 06:38 AM.


#1134 Dagger6T6

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Posted 09 November 2012 - 06:55 AM

Forest Colony is a huge lagfest... I don't know what is up with that map but I get framerates that about half of what I get on all the other maps.

and if I have to play that map more than a couple of times you can bet I'm going to have to restart the client or crash out anyway

#1135 CocoaJin

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Posted 09 November 2012 - 07:21 AM

Jenners seem to produce more lag/fps drop than any other mech in game. Get a handful of them in the same place(especially on Forest Colony) engaged in a giant circle-jerk furball and all of a sudden, your performance tanks.

Its like thet have temporal distortion ability, that they arent even immune to.

#1136 Arisaema

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Posted 09 November 2012 - 07:48 AM

Though I am part of a merc corp, I decided to play a number of LW games last night. Using my Cat A1 with 2xLRM15 and 2xSRM4, I was consistently only making around 20k per match if I won and would potentially lose money if I lost. Somethings broken here.

#1137 Atheus

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Posted 09 November 2012 - 08:03 AM

I'm just going to toss this out there - what if ammo was free? Would it break the economy, or spoil the game? Somehow I doubt it.

From a role play perspective - who is paying us to fight in the first place, and why? What if this unseen beneficiary went ahead and put in the contract that they would pay for all ammo used to destroy the enemy?

#1138 Alopex

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Posted 09 November 2012 - 08:40 AM

View PostAtheus, on 09 November 2012 - 08:03 AM, said:

I'm just going to toss this out there - what if ammo was free? Would it break the economy, or spoil the game? Somehow I doubt it.

From a role play perspective - who is paying us to fight in the first place, and why? What if this unseen beneficiary went ahead and put in the contract that they would pay for all ammo used to destroy the enemy?


I agree with you there.

As it was in MW2:Mercs, if I remember correctly, some of the available contracts covered all ammo expenses. Perhaps this could be integrated into the game once the overarching meta-game is set in place also?

Edited by Alopex, 09 November 2012 - 08:41 AM.


#1139 bionicbadger

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Posted 09 November 2012 - 08:50 AM

View PostAtheus, on 09 November 2012 - 08:03 AM, said:

I'm just going to toss this out there - what if ammo was free? Would it break the economy, or spoil the game? Somehow I doubt it.


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

#1140 Toothless

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Posted 09 November 2012 - 08:57 AM

Play more than just LRM boats.





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