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Lrm Angle Hot Fix In-Bound!


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#41 Lavrenti

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Posted 07 November 2012 - 01:06 PM

View PostMax Grayson, on 07 November 2012 - 01:02 PM, said:

a test server would probably be a pretty good idea at this point.


We have one. We play on it every time we log in. It's just a beta, guise!

#42 Mister Haha

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Posted 07 November 2012 - 01:07 PM

View PostDagger6T6, on 07 November 2012 - 12:32 PM, said:

also another snippet from the same QA session

WardenWolf an hour ago
The latest patch (yesterday) changed LRM arcs substantially - something that was not noted in the patch notes. Can you confirm if this was a bug, or if this is intended LRM behavior? If it is intended, what is the counter supposed to be? Cover - even tall buildings or cliffs - is no longer effective in stopping incoming missiles as they simply fly over and then straight down on top of mechs.

Posted ImageRussBullock @WardenWolf 54 minutes ago
Bug. Got past our process, a failure. That is why Open Beta is so important we need to perfect our processes with a large player base. This should be hot fixed very soon.

Unfortunately, it only takes about 3 to 5 players total to clearly notice this change since it happens 100% of the time any LRM is fired. Therefore requiring a large player base to find this particular issue doesn't make any actual sense.

I am very glad they're hot fixing. I do not find the current state of it enjoyable as a slow brawler.

I have faith in PGI, but I do not have faith in their observational skills.

Edited by Mister Haha, 07 November 2012 - 01:10 PM.


#43 Lightfoot

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Posted 07 November 2012 - 01:07 PM

View PostSendMyRegards, on 07 November 2012 - 12:24 PM, said:

Alot of you guys who love to post image macros like the above post really bad ones and should stop doing it. They aren't clever or funny or otherwise add anything to the conversation that can't be summed up in a two word post (in the case of the above - a one word post). I know I am talking to a brick wall here, but this needs to be said... for the sake of everyone.


hey man, it's art!

#44 thorglen

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Posted 07 November 2012 - 01:12 PM

woot! he answered (Half of) my question....

#45 Devils Advocate

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Posted 07 November 2012 - 01:13 PM

View PostMrPenguin, on 07 November 2012 - 12:42 PM, said:

300k people can catch something 2-3 people cannot. Thats why beta testing is important.
Its like the differences between using a fishing rode and a fishing net.


He is, you'd be surprised by how a little change can screw up something on the other end of the spectrum.


One round of any tester using LRMs would have noticed this change, and since they were modifying LRMs specifically, I would expect at least one round of LRM testing in two weeks leading up to a patch. If it was a little 'tweak' that totally altered their trajectory, maybe they should be testing the final build of their patches before they release them to us. The issue here isn't that we're catching the super obvious stuff that they aren't, but that they are withholding features currently because they require more 'internal testing' (ECM) and yet have also made it clear they aren't doing enough internal testing to catch simple observational errors like the double heat sink issue or the LRM trajectories. If they want to push us every patch before it's been internally tested I am completely fine with that, but we're getting to where we know every new feature they push out to us will be broken on Day 1 whether they take 1 week or 3.

#46 3rdworld

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Posted 07 November 2012 - 01:14 PM

Miss game breaking LRM bug
Trust us 2.0 DHS was game breaking, we tested it

Edited by 3rdworld, 07 November 2012 - 01:15 PM.


#47 MrPenguin

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Posted 07 November 2012 - 01:20 PM

View PostDevils Advocate, on 07 November 2012 - 01:13 PM, said:


One round of any tester using LRMs would have noticed this change, and since they were modifying LRMs specifically, I would expect at least one round of LRM testing in two weeks leading up to a patch. If it was a little 'tweak' that totally altered their trajectory, maybe they should be testing the final build of their patches before they release them to us. The issue here isn't that we're catching the super obvious stuff that they aren't, but that they are withholding features currently because they require more 'internal testing' (ECM) and yet have also made it clear they aren't doing enough internal testing to catch simple observational errors like the double heat sink issue or the LRM trajectories. If they want to push us every patch before it's been internally tested I am completely fine with that, but we're getting to where we know every new feature they push out to us will be broken on Day 1 whether they take 1 week or 3.

I wasn't specifically referring to the LRM. I'm speaking in general. Hence why the word "LRM" isn't in my post.

Edited by MrPenguin, 07 November 2012 - 01:21 PM.


#48 shabowie

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Posted 07 November 2012 - 01:24 PM

View PostDevils Advocate, on 07 November 2012 - 01:13 PM, said:


One round of any tester using LRMs would have noticed this change, and since they were modifying LRMs specifically, I would expect at least one round of LRM testing in two weeks leading up to a patch. If it was a little 'tweak' that totally altered their trajectory, maybe they should be testing the final build of their patches before they release them to us.


Yes. To say this was a failure of their process... I'm trying not to be rude but I can't imagine how badly messed up their process is for this to make it into open beta.

View Post3rdworld, on 07 November 2012 - 01:14 PM, said:

Miss game breaking LRM bug
Trust us 2.0 DHS was game breaking, we tested it


Yeah why no hot fix for DHS when anyone with a graphing calculator can see 1.4 sinks are borked?

#49 Garth Erlam

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Posted 07 November 2012 - 01:25 PM

Due to the rather attacking nature that has developed here, I'm closing this.





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