Ogresan, on 17 November 2012 - 03:32 PM, said:
I couldn't get the torso crosshairs to move past full twist on my Cicada, seems this is a bug for specific mechs. On Awesome and Atlas it is working as I originally stated. Maybe it does have something to do with the arm actuators. Strange that it effects the torso twist, but then what I know of coding could fit with room in a gnat's ear.
Might be a programmer confused MaxTorsoAngleYaw and MaxArmRotationYaw in the code. The second one is 0 for Cicada and Catapult.
edit: Actually if the screenshot from SpekX is with doubled efficiencies (all basics researched) then that's likely the case. The Atlas has:
MaxTorsoAngleYaw="80"
MaxArmRotationYaw="40"
The Twist X bonus is 10% basic or 20% when elited.
The screenshot shows 88° twist. So what they calculate might be MaxTorsoAngleYaw + MaxArmRotationYaw * Twist X bonus.
Anyone has a Hunchback with elite Twist X to verify? It has MaxTorsoAngleYaw="120" and MaxArmRotationYaw="40", so it would be very obvious which one it uses.
edit2: Confirmed not the case, the double bonus is simply broken, see Ranzear's post below this one.
SpekX, on 17 November 2012 - 03:39 PM, said:
Oh I know the confusion here. You are correct when the mech does not have lower arm actuators. On mechs with lower arm actuators, the arm reticle moves with your freelook.
Sounds like another bug tbh.
edit: I tried that in a trial Atlas and when you look all the way left or right and turn the torso the same way you get that arm indicator go into infinity, i..e you get that line horizontal across your entire screen. Definitely a bug (edit: made a separate report about that:
http://mwomercs.com/...-and-free-look/)
Edited by Snib, 18 November 2012 - 01:32 AM.