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Any Evaluation Of The Jumpjet Fix?


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#1 Monky

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Posted 04 December 2012 - 12:57 PM

Quote

The number of jump jets effects proportionally equal to jump jets modules get replaced by damaged effects when jump jets get destroyed


- Patch notes.

so, do they seem to make sense now?

#2 hammerreborn

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Posted 04 December 2012 - 01:00 PM

View PostMonky, on 04 December 2012 - 12:57 PM, said:


- Patch notes.

so, do they seem to make sense now?


Read the second post of the patchnotes, which leads to a post clarifying it. Mainly...

Quote

It's just a visual effect for now.


So if a component with 2 jump jets gets destroyed some of the jump jets particle effects will switch to a damaged particle effect.


The number of jump jets affecting your jump jet ability is coming soon.


Do people read anymore?

#3 Monky

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Posted 04 December 2012 - 01:02 PM

That was not on the patch notes I was reading, so if it's not there it's kind of hard to read Mr. Snark.

#4 Agent 0 Fortune

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Posted 04 December 2012 - 01:05 PM

That was a little hard to understand, and I hate to make assumptions, but I read it like this.
"The number of jump jet effects (fuel?) is proportionally equal to jump jet modules."
"Jump Jet effefects (sic) are replaced by damaged effects when the jump jets get destoryed" meaning fewer JJ exhaust ports (3 instead of 4), and less jumping range (fuel).

#5 stjobe

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Posted 04 December 2012 - 01:06 PM

View Posthammerreborn, on 04 December 2012 - 01:00 PM, said:

Do people read anymore?

There's two places to see the patch notes:
1. From the main page: http://mwomercs.com/game/patch-notes
2. In the forums: http://mwomercs.com/...11161-04122012/

Only the forum thread has that second clarification post.





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