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Undocumented Changes [Temp Thread]


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#1 CMDR Sunset Shimmer

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Posted 20 November 2012 - 01:38 PM

Current known changes within our group that are undocumented.

Medium Laser sounds changed.
UAC5 sound changed.
Building in Frozen City Tunnel

feel free to add here until the "unoffical offical" undocumented changes thread get's tossed up.

Edited by Jade Kitsune, 20 November 2012 - 01:45 PM.


#2 shabowie

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Posted 20 November 2012 - 01:47 PM

I'm stuck at work so specifically I'm wondering if heat sinks or any weapon stats are altered in the game files.

Edited by shabowie, 20 November 2012 - 01:52 PM.


#3 CMDR Sunset Shimmer

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Posted 20 November 2012 - 01:49 PM

View Postshabowie, on 20 November 2012 - 01:47 PM, said:

I'm stuck at work so specifically I'm wondering if hear sinks or any weapon stats are altered in the game files.

I don't data mine as it's against TOS, but if someone else wants to, I really don't care.

#4 shabowie

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Posted 20 November 2012 - 01:53 PM

Does anything "feel" hotter or colder?

As for data mining I don't really do it either, but it seems like from some of the long standing threads containing entire tables of info mined from the game that the developers are only enforcing that provision against people maliciously doing so?

Edited by shabowie, 20 November 2012 - 02:07 PM.


#5 Ohgodtherats

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Posted 20 November 2012 - 01:54 PM

how is the uac noise any different? I can hear the med laser change but i'm drawing a blank on the uac

#6 Kreisel

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Posted 20 November 2012 - 01:57 PM

Command Console is in the Mechlab, 1 slot, 3 tons, 1 mill cbills, no idea if it does anything.

#7 Wired

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Posted 20 November 2012 - 02:02 PM

View PostKreisel, on 20 November 2012 - 01:57 PM, said:

Command Console is in the Mechlab, 1 slot, 3 tons, 1 mill cbills, no idea if it does anything.



It has been there, actually. A few patches ago, one mysteriously appeared on my atlas and put me overweight.

#8 Kreisel

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Posted 20 November 2012 - 02:05 PM

View PostWired, on 20 November 2012 - 02:02 PM, said:



It has been there, actually. A few patches ago, one mysteriously appeared on my atlas and put me overweight.

odd, I've never seen it before, maybe I just wasn't looking in the right places. I know BAP and EMC have been in as dummy placeholders but I didn't hear anything about the CC.

#9 UnseenFury

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Posted 20 November 2012 - 02:06 PM

A **UCKING BUILDING IN A FROZE NCITY TUNNELLL!!

my life is compelte now!!!11

#10 TruePoindexter

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Posted 20 November 2012 - 02:07 PM

View PostWired, on 20 November 2012 - 02:02 PM, said:



It has been there, actually. A few patches ago, one mysteriously appeared on my atlas and put me overweight.


It's part of the DC Atlas. It's been there since CB but now has weight and can be removed. Time will tell if it does anything - the fact that they left it in indicates they have some kind of plan for it.

#11 Khorban Thel

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Posted 20 November 2012 - 02:09 PM

The space ship on frozen city is split in half. You can go in it.

#12 197mmCannon

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Posted 20 November 2012 - 02:10 PM

river city water area has a bunch of little islands on it now.

#13 TurdPursonView

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Posted 20 November 2012 - 02:12 PM

can I see my mech from the outside yet?

#14 UnseenFury

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Posted 20 November 2012 - 02:13 PM

View PostTurdPursonView, on 20 November 2012 - 02:12 PM, said:

can I see my mech from the outside yet?

Oh you didn't..

#15 betocorp

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Posted 20 November 2012 - 02:13 PM

View PostJade Kitsune, on 20 November 2012 - 01:38 PM, said:

Medium Laser sounds changed.
UAC5 sound changed.


datamined, all the same

#16 Eric the Inappropriate

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Posted 20 November 2012 - 02:16 PM

My large lasers seemed to run a little hotter, in a DHS mech. Don't rightly know though.

#17 Dimento Graven

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Posted 20 November 2012 - 02:18 PM

Here's my problem with the "Lone Wolf" phenomenon in MWO:

In the BattleTech universe there really weren't that many, "Lone Wolves" out there 'merc'ing it up for the great houses. In the BT universe if you wanted to be a "lone wolf" you were most likely relegated to making your living on Solaris VII in the games. If they had that mode, plus the standard territorial campaign modes, all would probably be ok. However, as it stands now with the ONE battle mode where 16 total 'mechs are dropping, and chances are that only two sets of 4 are in any real situation to communicate. This sets up a resentment situation where the people who take the time to find teams and setup communication and what not are having to try and ride herd at least 4 other random 'lone wolves' who have remained 'lone wolves' due to the fact that they can't cooperate or function with others in a team environment.

Most of the time, in spite of efforts to communicate through the extremely limited text function, the pugs just go off and die inconveniently, where as if they'd follow basic orders, or at the VERY LEAST, follow the rest of the team and shoot at what they are focusing fire on, they might live long enough to enjoy a heft cash payment. As it is now, they run off die, and then my pre-made team is typically stuck 2 - 3 men down by the time the majority of the enemy's forces have arrifved.

When two of your assaults just crest the ridge to get cored in the first minute and half of game play, it sets the rest of the team for a very hard time of it, hence, a growing base of resentment towards pugs.

Also, one point I saw made on another thread somewhere was as follows:

if the vast, vast majority of players are 'lone wolves', such that as was stated pre-mades were less than 10% of the player base, then it follows that the vast majority of 'pug stomping' was being done by other pugs, NOT pre-mades. After all, if pre-made players truly only make up less than 10% player base, that means it's 10 times more likely that pugs will be facing pugs than they will be facing pre-mades.

You can't have it both ways: Either pre-mades are a much, much greater percentage of the playerbase, and therefore should not be ignored as they have been, OR, they are truly less than 10% and the changes made to only allow 4 man premades have ZERO actual affect on the pug win/loss ratio.

Take your pick. You can't have it both ways. Either start listening to what the pre-mades say, or, ignore us, but bring back the 8 man premades anyway, as the change, and all the other proposed phases are wasted effort that could be better spent on adding new content and fixing actual problems.

#18 Ohgodtherats

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Posted 20 November 2012 - 02:20 PM

View PostDimento Graven, on 20 November 2012 - 02:18 PM, said:

Here's my problem with the "Lone Wolf" phenomenon in MWO:

In the BattleTech universe there really weren't that many, "Lone Wolves" out there 'merc'ing it up for the great houses. In the BT universe if you wanted to be a "lone wolf" you were most likely relegated to making your living on Solaris VII in the games. If they had that mode, plus the standard territorial campaign modes, all would probably be ok. However, as it stands now with the ONE battle mode where 16 total 'mechs are dropping, and chances are that only two sets of 4 are in any real situation to communicate. This sets up a resentment situation where the people who take the time to find teams and setup communication and what not are having to try and ride herd at least 4 other random 'lone wolves' who have remained 'lone wolves' due to the fact that they can't cooperate or function with others in a team environment.

Most of the time, in spite of efforts to communicate through the extremely limited text function, the pugs just go off and die inconveniently, where as if they'd follow basic orders, or at the VERY LEAST, follow the rest of the team and shoot at what they are focusing fire on, they might live long enough to enjoy a heft cash payment. As it is now, they run off die, and then my pre-made team is typically stuck 2 - 3 men down by the time the majority of the enemy's forces have arrifved.

When two of your assaults just crest the ridge to get cored in the first minute and half of game play, it sets the rest of the team for a very hard time of it, hence, a growing base of resentment towards pugs.

Also, one point I saw made on another thread somewhere was as follows:

if the vast, vast majority of players are 'lone wolves', such that as was stated pre-mades were less than 10% of the player base, then it follows that the vast majority of 'pug stomping' was being done by other pugs, NOT pre-mades. After all, if pre-made players truly only make up less than 10% player base, that means it's 10 times more likely that pugs will be facing pugs than they will be facing pre-mades.

You can't have it both ways: Either pre-mades are a much, much greater percentage of the playerbase, and therefore should not be ignored as they have been, OR, they are truly less than 10% and the changes made to only allow 4 man premades have ZERO actual affect on the pug win/loss ratio.

Take your pick. You can't have it both ways. Either start listening to what the pre-mades say, or, ignore us, but bring back the 8 man premades anyway, as the change, and all the other proposed phases are wasted effort that could be better spent on adding new content and fixing actual problems.


What does that have to do with this thread?

#19 Calmon

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Posted 20 November 2012 - 02:21 PM

River City: Sandbank in the middle of the bridge, can't go through bridge with my atlas in mid (far left site worked)

Edited by Calmon, 20 November 2012 - 02:21 PM.


#20 Virtusx

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Posted 20 November 2012 - 02:21 PM

View PostDimento Graven, on 20 November 2012 - 02:18 PM, said:

Here's my problem with the "Lone Wolf" phenomenon in MWO:

...

Take your pick. You can't have it both ways. Either start listening to what the pre-mades say, or, ignore us, but bring back the 8 man premades anyway, as the change, and all the other proposed phases are wasted effort that could be better spent on adding new content and fixing actual problems.


Are you in the right thread? I think you need to head to the other 15 threads talking about this.





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