

#41
Posted 23 January 2013 - 07:32 PM
#42
Posted 23 January 2013 - 07:32 PM
#44
Posted 23 January 2013 - 07:36 PM
Armadaus Baldwin, on 23 January 2013 - 07:28 PM, said:
I strongly disagree. I played at least 30 or so matches and only once did one person have a problems [yellow screen bug]
I think this was a very good beginning of PGI to address the concerns of their community.
The animation sequence at the start is GREAT!
This was a good day for MWO.
A good patch! Keep up the good work

#46
Posted 23 January 2013 - 07:38 PM
#47
Posted 23 January 2013 - 07:39 PM
- TAG no longer marks (#) allies
- TAG is more consistent with lock-on vs ECM mech
- Face correct direction when drop-in (believe this was from last patch)
- Less damage from "touching" things (mechs aren't as fragile)
- Cockpit has cleaner look; looks more cozy (I've noticed some padding
)
- Gotten stuck a couple of times; couldn't break free from any direction (twice in Frozen City)
- Sometimes after selecting a game mode, I could not click on mechs/buttons/tab within mechlab; clicking on "SOCIAL" button seemed to fix it
Edited by StalaggtIKE, 23 January 2013 - 07:59 PM.
#49
Posted 23 January 2013 - 07:44 PM
#50
Posted 23 January 2013 - 07:46 PM
A complete reinstall does not fix this issue.
This is over a variety of chassis types, Hunchback, Atlas, Dragon, Cataphract. Finish countdown, where animations SHOULD begin on the new launch occupy your attention animations, the game crashes to desktop.
Having the mech selected makes ZERO difference as well.
Edited by Lugh, 23 January 2013 - 07:47 PM.
#51
Posted 23 January 2013 - 07:48 PM
ooops wrong thread
#52
Posted 23 January 2013 - 07:51 PM
#53
Posted 23 January 2013 - 07:51 PM
Armadaus Baldwin, on 23 January 2013 - 07:28 PM, said:
Please add some more concrete and productive information than "Now most people can play three... maybe four, before crashing out".
I am cautiously moving this topic to patch feedback - possibly there are others that can support the issues you are describing.
#54
Posted 23 January 2013 - 07:55 PM
I will search for newer drivers (toshiba has crap driver support) and maybe things will be better but I don't think this is the issue.
What changed in this patch that could've caused this?
Edited by themanwithsauce, 23 January 2013 - 07:57 PM.
#55
Posted 23 January 2013 - 07:55 PM
#56
Posted 23 January 2013 - 07:57 PM
YAAAAAAAA.....






#57
Posted 23 January 2013 - 08:27 PM
#58
Posted 23 January 2013 - 09:03 PM
Dukarriope, on 23 January 2013 - 07:32 PM, said:
Even a matte screen will catch some glare when exposed to a bright light, just not as much as a glossy screen. This feels like it is somewhere in between.
#59
Posted 23 January 2013 - 09:12 PM
2. Weird wavy lines during pre-match part of drop. He didn't get a screen capture, but we will look out for this one next time.
3. One guy's client froze 3 matches in a row. This one is completely new as far as I can tell, also it unfroze post match.
4. After one of these freezes, one of us seemed to unsync from the server (my best description). I was the group leader, he saw he was out of the group while the rest of the team saw him in the group un-readied (at one point he tried closing the client and he stayed in the group but went red). I could not boot him, yet when he came back online he received boot messages even though he showed on his end not being in the group. I log cycled and we disbanded the group, seem to fix it - so it appears to me that I somehow got un-synced as the group leader.
5. Unfortunately no screenshot again - I blew off a Hunchbacks right torso, but his arm was still there with partial energy and a weapon. Both visible in the paper doll and on the mech itself, in fact it took a few shots with the laser on that arm.
6. Pre start-up screen flicker still occurring just minus the yellow color. (Not sure if this is a bug or not, but it's been there for every match I loaded tonight.)
7. I know it's been reported, but we had one instance of the not being able to 'ready' bug that didn't sort out by the suggested mechlab in/out procedure.
8. PPC's shooting well above the place they are aimed. My experience - ER PPC, Lake map (edit- Forest Colony), shooting from the water/lake area up to both the lower base and the hills nearer the cave, I'd zoom in - line up the shot - and watch it sail 50-100+ meters above my target.
I think that's all that's potentially bug related at the moment, we are still working out and adjusting to some of the possibly unmentioned tweaks that have been made. Heat/Hit Detection.
Thanks for the great patch, so far things seem to be running far more smoothly and have balanced out many of the previous issues we were experiencing from a gameplay standpoint. Keep up the good work!
Edited by sycocys, 23 January 2013 - 09:25 PM.
#60
Posted 23 January 2013 - 10:23 PM
I honestly had my doubts about the direction of this game, until this patch. While I enjoyed the game before, now it is a complete JOY. So much polish has been put on the game that it's great. My damage per round has skyrocketed because I can actually hit things with large lasers, my Raven and all its brethren has lost its Jedi-esque dodging skills, I'm seeing a better mix of mechs on each side of a match, ECM lights are not everywhere, this really feels like a huge step forward.
AND I JUST WANT TO SAY THANK YOU!!!!
I'm looking forward to whatever it is you guys are doing next, because you are cooking!
If this good moods lasts for more than four hours, I'm seeing my doctor, and telling him to play this wonderful game!
HOWARD DEAN SCREAM: YAAAAHHH!!!!!
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