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Undocumented Patch Notes 01-15-2013 Update#8


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#21 Ashnod

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Posted 16 January 2013 - 08:41 AM

View PostSpinning Burr, on 16 January 2013 - 07:26 AM, said:

My spider broke the 149 kph sound barrier (Mach 1?) after speed tweak in elite upgrades and top XL engine upgrade (255 XL). Stats in mechlab register spider with 255 rated engine should top speed at 137.7. In the game I get an honest 10% speed boost that puts me just around 151.5 kph. So does this mean that the fully upgraded Spider is technically the fastest mech in the game? What is the second fastest mech and how fast does it go? I've heard 149 kph thrown around as if all other light mechs hit this magical ceiling. Is this true?



No, last patch the raven went 150.2 kph and the Jenner 152.7 kph, so the Jenner is still the fastest light mech in the game (tested btw in a race vs a max engine raven and it isn't affected by the speed cap either, Jenner slowly gets ahead)

#22 Bastitch

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Posted 16 January 2013 - 08:42 AM

View PostBoogie Man, on 16 January 2013 - 07:14 AM, said:

My Hunchback 4SP has crazy sun glare on the bottom right display screen in my cockpit. Might be all mechs or all screens but I really noticed it while playing Forest Colony in my 4SP.


I had the same problem, it is not the sun actually, it is the cockpit lights. Press the . (period) key once in game, to dim the lights, the glare vanishes!

#23 JimSuperBleeder

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Posted 16 January 2013 - 08:46 AM

View PostBastitch, on 16 January 2013 - 08:42 AM, said:


I had the same problem, it is not the sun actually, it is the cockpit lights. Press the . (period) key once in game, to dim the lights, the glare vanishes!


I really should take a look at those keybindings....

#24 Kaelus

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Posted 16 January 2013 - 12:00 PM

View PostJimSuperBleeder, on 16 January 2013 - 08:46 AM, said:


I really should take a look at those keybindings....

There are actually 5 different levels of illumination within your cockpit, pressing it once turns them off and then gradually raise to maximum with each key press.

#25 Kristov Kerensky

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Posted 16 January 2013 - 12:09 PM

View PostKaelus, on 15 January 2013 - 12:20 PM, said:

Well, as per usual, I have noticed a few changes that the patch notes haven't mentioned. Please chime in with your observations so we can make a comprehensive list. Will update as I confirm.

#1. Mech readout on left on JJ capable mechs now shows how far they can jump in meters.

#2 JJ's now cause significant heat.

#3 Mech readout for heat efficiency has changed many report higher #'s. Maybe they weren't considering DHS before?

#4 It appears the ammunition icons got fixed from when last patch broke them.

#5 (unconfirmed) Hunchback 4SP has crazy sun glare on the bottom right display screen in the cockpit especially on forest colony. It appears the cockpit lights glare is causing it.

#6 (unconfirmed) Reports of slipping around when on hills. Need to test.



Spiders with speed tweak go 151.5 km/h interesting
Noticed a lot of spiders rubberbanding like crazy yesterday.

Please let me know if you notice anything undocumented.


1 - that's been in since the patch where they changed how JJ's function, not new.

2 - heat from JJs also has been in since they changed how JJ's function, not new either.

3 - hadn't noticed any changes in the heat eff ratings on my builds, did you guys suddenly start using DHS?

4 - never noticed, too many unfinished parts of the FE.

5 - cockpit lighting, already explained by someone.

6 - not noticed any slipping on hills, and playing around with the Spiders, I think I would have.

As for the speed cap, psst, that was removed a month or more back. My Cicada is as fast as any Jenner and yes, it's been tested, the speed being shown is actually being attained.

Did some of you not play the game for the past month and a half or longer?

#26 Hellen Wheels

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Posted 16 January 2013 - 12:13 PM

View PostKaelus, on 15 January 2013 - 12:20 PM, said:


#6 (unconfirmed) Reports of slipping around when on hills. Need to test.



Slipping around on hills isn't new. I've experienced that since closed beta, in various mechs on various maps (most noticeably when climbing steep inclines on the volcano map).

#27 Radbane

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Posted 16 January 2013 - 12:13 PM

Slipping around like crazy in my stalker. It's hard to stand still on hills

#28 Solis Obscuri

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Posted 16 January 2013 - 12:18 PM

SSRM hits are giving me screen blackout (like the old glowing Catapult bug).

I'm not sure if this is a bug or a "feature" to help buff those totally underutilized Streaks and lagshield ECM light 'mechs... :)

#29 o0Marduk0o

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Posted 16 January 2013 - 12:26 PM

View PostKaelus, on 15 January 2013 - 12:28 PM, said:

I dont have any JJ capable mechs, but i've been told by several people already that they do now. (I think they should have before honestly) According to the mechlab the Cataphract - 3D now has a JJ capable of 38m. As opposed to the Jenner's 45m, and the catapults 41m, and the spiders 83 and 63m.


The jump distance is already shown since a few patches man. And it is not the distance.
That JJ don't work as intended is a bug since last patch in december, your whole list is not up2date. A fix is in production.

#30 Kaelus

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Posted 16 January 2013 - 12:46 PM

View Posto0Marduk0o, on 16 January 2013 - 12:26 PM, said:


The jump distance is already shown since a few patches man. And it is not the distance.
That JJ don't work as intended is a bug since last patch in december, your whole list is not up2date. A fix is in production.

Alright I'll fix it. Wasn't aware of it being in since they sneak so many things in each patch.

#31 Kataris

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Posted 16 January 2013 - 12:48 PM

View PostJimSuperBleeder, on 16 January 2013 - 08:40 AM, said:

Hills now are like Slip-n-Slides.

Anyone notice they are sliding all over the place on steep slopes?

Confirmed, I've noticed this as well.

#32 Spinning Burr

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Posted 16 January 2013 - 10:44 PM

I think Spider engine rating should be bumped up. It's as fragile as a commando with no missile hard points. Jenners and Cicadas can take more of a beating and put up a fight against the ssrm lights but spider can't outrun or outgun the other lights. Escaping by jumping away doesn't help against guided missiles and really only works sometimes and in dense environments like river and frozen cities. If I see an ECM raven in my spider I run unless I have help. And since I can't outrun him, I run to help.

Edited by Spinning Burr, 16 January 2013 - 10:46 PM.


#33 prox

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Posted 17 January 2013 - 10:17 AM

View PostKataris, on 16 January 2013 - 12:48 PM, said:

Confirmed, I've noticed this as well.


+1 to this, skiing all over the terrain now. Also, I get stuck in the geometry more often. Way to go.

#34 Boogie Man

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Posted 17 January 2013 - 10:31 AM

View PostBastitch, on 16 January 2013 - 08:42 AM, said:


I had the same problem, it is not the sun actually, it is the cockpit lights. Press the . (period) key once in game, to dim the lights, the glare vanishes!


Well I double checked and you are in fact correct it is the cockpit lights. Apparently there is a big light directly over your head and I guess that is what you are seeing on the screen.

#35 Gristle

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Posted 17 January 2013 - 11:18 AM

Anyone else think the ambient temps are messed up? My 4xLL CTF can shoot nearly non-stop on Frozen City, have to be careful on Forest colony, and overheats like crazy on Forest Colony snow.

#36 Kobold

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Posted 17 January 2013 - 11:25 AM

The hill slipping is a pain, especially if you are trying to peek over a ridge.

#37 TruePoindexter

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Posted 17 January 2013 - 11:48 AM

View PostKaelus, on 15 January 2013 - 12:20 PM, said:

#6 (unconfirmed) Some people are reporting that their mechs are slipping around when on hills. Haven't tested this myself yet.


I've noticed this before - it's hard to stand still on the very top of some of the sharp peaks on Caustic. It was there before the patch.

#38 M3atloaf

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Posted 17 January 2013 - 11:52 AM

Minimap has been changed for River City. I've not paid enough attention to see if it has been changed for River City Night though.

#39 Aym

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Posted 17 January 2013 - 11:59 AM

View PostKaelus, on 15 January 2013 - 12:20 PM, said:

Well, as per usual, I have noticed a few changes that the patch notes haven't mentioned. Please chime in with your observations so we can make a comprehensive list. Will update as I confirm.

#1. Mech readout on left on JJ capable mechs now shows how far they can jump in meters. This feature has been in for awhile.

#2 JJ's now cause significant heat.

#3 Mech readout for heat efficiency has changed many report higher #'s. Maybe they weren't considering DHS before?

#4 It appears the ammunition icons got fixed from when last patch broke them.

#5 (unconfirmed) Hunchback 4SP has crazy sun glare on the bottom right display screen in the cockpit especially on forest colony. It appears the cockpit lights glare is causing it.

#6 (unconfirmed) Some people are reporting that their mechs are slipping around when on hills. Haven't tested this myself yet.


Please let me know if you notice anything undocumented.

JJ's have been creating significant heat for many patches, more JJ's created more heat months ago. That was one of many problems for trial mechs, 1 JJ was as good as 4 or 5 but the trial mechs generated 4 or 5 times a much heat from jumping.

#40 BerryChunks

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Posted 17 January 2013 - 01:13 PM

155 KPH = 96 MPH, just a heads up.





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