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#81 Koniving

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Posted 07 February 2013 - 10:41 AM

Going to need some more specifics.

If you're referring to weird damage from Gauss Rifle at close range (Day before yesterday a Centurion shot me at least twelve times and was ignored while I dealt with another stalker in my stalker using gauss rifle within 40 meters. I remained yellow the entire time despite every shot hitting), well then I point to the Gauss Rifle minimum range, and that its bug seems to be fixed.

The rest, it could be. I experienced a teleport once while on snow valley. I didn't teleport but a cataphract appeared out of nowhere, fell through the map, then disappeared.

Invisible enemies -- you mean the ghost targets? Been happening a lot.

#82 SixstringSamurai

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Posted 07 February 2013 - 10:48 AM

Yeah, I just did a match on Forest Colony Snow and the other team was invisible across the water but I could see their shots. Did matches there yesterday and I could see them walking out of spawn. Some times on Frozen City my sky is red or green too, but its random.

#83 Snib

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Posted 07 February 2013 - 11:10 AM

View PostCodejack, on 07 February 2013 - 10:19 AM, said:

All sorts of new bugs; is the invisible/teleporting issue just the new netcode/lagshield problem?

Pretty much, has been going on since the previous patch when they changed the netcode.

#84 sycocys

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Posted 07 February 2013 - 11:12 AM

It really does help if you describe the issues you are having.

-When you get some time please fill us in with more info on what you are experiencing.

Edited by sycocys, 07 February 2013 - 11:54 AM.


#85 TheSprinkle

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Posted 07 February 2013 - 11:29 AM

View PostHobietime, on 07 February 2013 - 10:31 AM, said:

Problem: On Caustic Valley, running damages my legs in my SDR-5V. That's weird.

I don't have a spider so I can't really comment on that. Does it happen everywhere? Just in the caldera?


It seems like everywhere but especially at the beginning of the map, on the end with all the buildings. It happens with the trial Jenner, too.


View PostHobietime, on 07 February 2013 - 10:31 AM, said:

Problem: I died twice from ammo explosions on my SDR-5V. That's not supposed to happen.

This is interesting. I have heard others mention this as well. I have only been using my dual ppc CN9-AL but will take the A out when I get home and see for myself. Smurfy.net says the damage from ammo explosions equals the damage of being hit by one round. I'm not sure if that is per ton or per unit of ammo. My guess is that we were having no ammo explosions, just like we had invincible BAP and ECM.

Until we know for sure, the only thing I can recommend is CASE.


Also, you do know that the 5V has no ballistic ammo, right? So there shouldn't be an ammo explosion at all,

Edited by Sprinkle42, 07 February 2013 - 11:32 AM.


#86 wickwire

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Posted 07 February 2013 - 12:30 PM

BUG: Writing 'H' or 'N' in the "You have been destroyed" screen activates thermal view/night vision.

View PostHobietime, on 07 February 2013 - 10:31 AM, said:

Question: Are the "AUTO-DETECT" screen things in the cockpit going to have something on them eventually?

Yes, eventually. In fact, depending on your mech, they already have things like kill count, maybe not so useful, but cool; available vs total heat sinks, useful if you run a mech stuffed with heat sinks and want to check if you have lost any; and ammo left, redundant for now, but I hope they will eventually have location given so that I can check if I've used all the ammo in my arm before I use it as a shield.

Right now there is a bug where even if it does show information, the "AUTO-DETECT" screen is superimposed over the data.


Are you sure? Didn't they say in Ask The Devs #30 that no useful screens were planned?

#87 Thorqemada

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Posted 07 February 2013 - 01:23 PM

I feel that i sometimes get no client side feedback when someone shots at me - i get damage but not any visual sign of being shot.
Also i had a a very few times that if Mechs walk close together and tackle each other i see them start to dance in wild circles, warping, jumping and at one time when i saw 2 Mechs they became 5 when they stopped "dancewhirling" around simply plopping up on my screen.

#88 Olibob

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Posted 07 February 2013 - 01:33 PM

Really minor one, but mechs seem to stay "in game" for much longer. Even if I stay in the game until well after the end of the match, I still have to wait a couple of minutes to use the same mech again.

#89 Mad Elf

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Posted 07 February 2013 - 03:27 PM

In the mechlab view, my house affiliation is shown as "Staff".

I look forward to my paycheck... :D

#90 Lohmis

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Posted 07 February 2013 - 09:17 PM

1. Why was the shut down/override sequence broken? I won't call it changed because it's just broken. All you did with the original change was completely break the way it worked when it was just fine the way it was. I see the "mechanics" behind what you did but you guys are severely over thinking and over complicating that mechanic. Please just change it back.

2. Much less minor of an issue, but setting us up to be typing when we load in or when we die/finish a match is a major annoyance for anyone using a voice chat system because all it does is spam my PTT key while I'm talking on Team Speak. This seems like an easy fix to me on an uber annoyance.

I know you guys have a LOT of bugs you're still working on and I know one little guy doesn't mean much. However I think changing mechanics that aren't broken is time that could be used on fixing things that are broken. IE: no minimap bug or no HUD bug. I do realize this is a beta and a work in progress but let's get some priorities straight here. Before we make changes, please fix bugs.

That being said, this is an amazing game and I am completely hooked. I love a lot of things you guys are doing with it and a lot of things that have been added since I've started playing. Keep up the good work and try to cut out the over thinking stuff. :)

Thanks, Lohmis

Edited by Lohmis, 07 February 2013 - 09:20 PM.


#91 Fiachdubh

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Posted 08 February 2013 - 07:29 AM

Small bug, in conquest mode the cockpit screen is saying no ammunition loaded when should be displaying missile ammo. The ammo is still there and showing on the firing groups HUD display so not affecting game play so its not a big issue. Do not know if it is the same for ballistic ammo yet.

Not happening in every round but most.

Edited by Fiachdubh, 08 February 2013 - 08:08 AM.


#92 Corruptor

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Posted 08 February 2013 - 02:38 PM

After playing about a hour my feeling is that the matchmaking became more unbalanced. Of 10 games only one i did win with my team and the difference between winner team and looser team are bigger. Maybe i just had a very unlucky hour.

#93 Lugh

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Posted 08 February 2013 - 02:51 PM

Given that I am experiencing this:

BackupNameAttachment=" Build(4418) 08 Feb 13 (17 38 17)" -- used by backup system
Log Started at 02/08/13 17:38:17
Running 32 bit version
Executable: C:\Games\Piranha Games\MechWarrior Online\Bin32\MWOClient.exe
FileVersion: 3.4.1.4418
ProductVersion: 3.4.1.4418
Using STLport C++ Standard Library implementation
Added MOD directory <engine> to CryPak
Executable Command Line: "C:\Games\Piranha Games\MechWarrior Online\Bin32\MWOClient.exe" flowthru

Total number of logical processors: 8
Number of available logical processors: 8
Total number of system cores: 4
Number of cores available to process: 4

Processor 0:
CPU: Intel Intel® Core™ i7 CPU 950 @ 3.07GHz
Family: 6, Model: 10, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 3.0 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

Processor 1:
CPU: Intel Intel® Core™ i7 CPU 950 @ 3.07GHz
Family: 6, Model: 10, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 3.0 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

Processor 2:
CPU: Intel Intel® Core™ i7 CPU 950 @ 3.07GHz
Family: 6, Model: 10, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 3.0 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

Processor 3:
CPU: Intel Intel® Core™ i7 CPU 950 @ 3.07GHz
Family: 6, Model: 10, Stepping: 5
FPU: On-Chip
CPU Speed (estimated): 3.0 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled

[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainLodRatio' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainTextureLodRatio' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'e_TerrainTextureLodRatio' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'sys_spec_Quality' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_environment' key 'r_ssreflections' is not missing in default
[Error] Error: ConsoleVariableGroup 'sys_spec_postprocessing' key 'r_UseEdgeAA' is not missing in default
Windows 7 64 bit SP 1 (build 6.1.7601)
System language: English
Windows Directory: "C:\Windows"
Prerequisites...
* Installation of KB940105 hotfix required: no! (either not needed or already installed)
Local time is 17:38:18 02/08/13, system running for 164 minutes
12280MB physical memory installed, 9508MB available, 4095MB virtual memory installed, 22 percent of memory in use
PageFile usage: 28MB, Working Set: 19MB, Peak PageFile usage: 28MB,
Current display mode is 1920x1200x32, (Unknown graphics card)
IBM enhanced (101/102-key) keyboard and 16+ button mouse installed
--------------------------------------------------------------------------------
Stream Engine Initialization
GameName: MechWarrior Online
BuildTime: Feb 8 2013 11:37:27
Windows Error Reporting is enabled setting exception handler
Font initialization
Physics initialization
Sound initialization
<Sound> Initializing AudioDevice now!
<Sound> Initialize FMOD with dynamic memory callbacks
<Sound> Starting to initialize Windows Audio Session API output!
<Sound> Drivers found: 1
<Sound> Available drivers:
1. Headphones (Vengeance 2000)
<Sound> FmodEx-AudioDevice: Now running on driver: Headphones (Vengeance 2000)
<Sound> Using speaker mode: FMOD_SPEAKERMODE_STEREO
<Sound> Initializing FMOD-EX now!
<Sound> Initialized FMOD-EX
<Sound> Available record drivers: 0 Microphone (Vengeance 2000) !
<Sound> Record config is set to autodetect using record driver 0
<Sound> Using FMOD version: 00044004 and internal 00044004!
<Sound> Initializing SoundSystem now!
Renderer initialization
[Error] NVAPI: Unable to get SLI state (-113)
used GeomInstancingThreshold is 8
Localized language content(english) not available or modified from the original installation.
Localized language content(english) not available or modified from the original installation.
Network initialization
[net] using iocp socket io management
network hostname: Shawn-PC
ip:192.168.1.120
[Network Version]: RELEASE PURE CLIENT
MovieSystem initialization
Console initialization
Time initialization
Input initialization
AI initialization
Initializing Animation System
Initializing 3D Engine
Initializing default materials...
Script System Initialization
Entity system initialization
Initializing AI System
[PlayerProfiles] Login of user 'Shawn' successful.
[PlayerProfiles] Found 2 profiles.
Profile 0 : 'Lugh'
Profile 1 : 'default'
[GameProfiles]: Successfully activated profile 'Lugh' for user 'Shawn'
Patch Complete Received
Patch Complete Received
Patch Complete Received
Patch Complete Received
Patch Complete Received
============================ Loading level mechlab ============================
======== mechlab is loaded in 3.6 sec ========
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.4 sec
Game rules class: Assault
============================ PrepareLevel rivercity_night ============================
Initializing default materials...
[Error] Runaway thread
[Error] locomotion-group not found: animations/mechs/stalker/lmg_files/land_to_fwd_fp.lmg
[Error] [UIAction] HUD (0): UIElement does not have object _root.mcMain.mcCurrentLayout.mcSpecHud.SetName
======== rivercity_night is loaded in 17.8 sec ========
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.6 sec
sv_gamerules = mechlab []
============================ Loading level mechlab ============================
Initializing default materials...
======== mechlab is loaded in 4.3 sec ========
[Error] [UIAction] MainScreen (0): UIElement does not have object _root.
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.4 sec
Game rules class: Conquest
============================ PrepareLevel forestcolony_snow ============================
Initializing default materials...
[Error] locomotion-group not found: animations/mechs/stalker/lmg_files/land_to_fwd_fp.lmg
[Error] [UIAction] HUD (0): UIElement does not have object _root.mcMain.mcCurrentLayout.mcSpecHud.SetName
======== forestcolony_snow is loaded in 11.1 sec ========
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.5 sec
sv_gamerules = mechlab []
============================ Loading level mechlab ============================
Initializing default materials...
======== mechlab is loaded in 4.2 sec ========
[Error] Runaway thread
[Error] Runaway thread
[Error] Runaway thread
[Error] Runaway thread
[Error] Runaway thread
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.1 sec
Ammo Pool Statistics:
[Error] Runaway thread
[Error] Runaway thread
System Shutdown
[Error] Runaway thread
DXInput Shutdown
Closing PAK file: game\animations.pak
Closing PAK file: game\bumpers.pak
Closing PAK file: game\gamedata.pak
Closing PAK file: game\objects.pak
Closing PAK file: game\scripts.pak
Closing PAK file: game\shadercache.pak
Closing PAK file: game\shadercachestartup.pak
Closing PAK file: game\shadersbin.pak
Closing PAK file: game\sounds.pak
Closing PAK file: game\textures.pak
Closing PAK file: engine\engine.pak
Closing PAK file: engine\shaders.pak
Closing PAK file: game\localized\english.pak
Closing PAK file: game\causticvalley_ig.pak
Closing PAK file: game\desert_ig.pak
Closing PAK file: game\forestcolony_ig.pak
Closing PAK file: game\frozencity_ig.pak
Closing PAK file: game\industrial_ig.pak
Closing PAK file: game\rivercity_ig.pak
Closing PAK file: game\skyboxes_ig.pak

Almost every other match. I'd have to say that PGI still has a long way to go before they can be said to have their stuff together.

#94 Rocket2Uranus

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Posted 08 February 2013 - 10:13 PM

I took a break from MWO about a month ago, because of few reasons. I came back last night to drip my feet into the cold waters to see if the pool was right to play in. And so far, I've got a mixed feelings about what has happened so far.

1. The UI of joining a match is nice. It's pleasing to the eye. But over all that is just cosmetic touch up which I didn't even really care for.

2. The mech start up animation is nice, but like I said about the UI when you join a match, it just cosmetic touch up which, didn't really care for. I guess I actually feel like a pilot now inside a mech.

3. Light mechs seem to take damage now. I don't know if there was an official update with a fix, but I feel like light mechs aren't immortal as they once was two months ago. Which I find it to be extremely awesome because everyone was switching to Light Mechs because of this issue.

4. ECM still seems to dominate the map. I feel like ECM was IGP's way of keeping some of the players complaining about LRMs happy. But I think the ECM solved that issue, but brought more problems with it. I feel like ECM just completely destroyed LRM/SSRM use on top of making ECM overpowering by having huge range for teammates and ability to hide them completely from enemy radar. I feel like this NEEDS to be balanced out. Or you guys need to buff TAG/NARC to be immune to ECMs. Or IGP needs to make ECM a PERSONAL cloaking device. Not a team boosting item that is way over powering. (its not like you guys are doing your best to stick to table top rules. You guys are nerfing things why not just keep changing things until the game feels right). Or you guys might want to look into making AMS to be more effective. Because, when I used AMS, that thing did BARELY ANYTHING.

5. Trial Mechs seems to be still way too weak against Owned mechs. Their fire power and cooling is just not up to par with Owned mechs. If I was a new player I would be either FORCED into spending money for a Owned mech or I would have to stick it out being useless in battle.

6. In relations to the Trial Mech issue, I've been getting stuck in multiple games with more then half my team being Trial Mechs piloted by very new players. Most of them will run alone and die quick. Some of them will stay near me only to just be useless when battle begins. Either way, it's frustrating to see so many trial mechs/new players being stuck against a team of premades so frequently. This is starting to ruin my gaming experience as a PUG player (i don't have time for a clan) because, its like IGP is handing me a teammate of incompetent players just to laugh at me and say "YOU CAN DOOOO EEEET". I'm pretty sure there are tons of experience players with who know what I am talking about.

7. Game Matching System needs to be adjusted. I know it's not an easy thing to do, but I feel like Trial Mechs/New Players should be first to be matched up against Trial Mechs/New Players. I think it would be better if IGP (since they keep player stats) to use those stats to determine what their opponents should be. I am pretty sure Premades would rather have a tougher challenging game against other Premades than steam rolling Trial/Noob Mechs. And I for one, would like to go up against other premades with team of experience players with owned mechs. It would just make this game that much more enjoyable to me. But I'm sure this would make it enjoyable for new, old and elite players as well.

8. Having the ability to pick a mech after you join a map would be ultimately BETTER in my opinion. I have three types of Mecs in my mech lab. 2 Long Range Mech and 1 Short range mech. It really is frustrating going into battle AFTER i pick a mech. I have never heard of soldiers deciding what he is going to need before he knows where he is headed off to. I would like to be able to make a low HeatSink Mech which will thrive in the icy planet while I would like to make a load out for heavy heatsink mech which will thrive in the hot planets. But this would also be nice so PUG players and Premades can watch teammate load outs so they can best pick a role to play in the game.

9. I know people keep talking about VOIP, but I mean you guys REALLY need to look into it.

10. I think you guys should really consider lowering prices of MC. I feel like a hero mech costing me $30 dollars is a bit too high. Buying 2 hero mechs is equivilant of buying a Triple A title game. I feel like if I was going to pay for a Triple A title, I would have be able to have more than just 2 mechs for it. Perhaps if you guys lower MC costs so buying a hero mech costs $15 each and regular mechs costing around $5-$10 you guys will start seeing players who never spent any money spend some money on mechs. I for one would spent $30 dollars when I started out the game, but I want to get the hero mechs, but for the price they are at now, I feel like I'm getting ripped off. If you guys watched some of the other free to play models, they really focus on selling LOTS of cheap items instead of trying to sell just a few really expensive items. Just my two cents.

Over all I feel like the game is MOVING in the right direction. But as a PUG player, I get burned out and frustrated really fast with the current match making system.

#95 Malzel

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Posted 08 February 2013 - 10:27 PM

Several performance patches and fixes have made light mechs mortal, with more promised tweaks incoming.

PPC will disable ECM on a hit starting on the 19th, for what it's worth. I personally like ECM as-is, but I won't start that debate in another thread.

Matchmaking went in this patch, and is gathering info to help match players with like-skill players. It will go live on the 19th.

Most of the things you want are incoming!

#96 Rocket2Uranus

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Posted 08 February 2013 - 10:48 PM

View PostMalzel, on 08 February 2013 - 10:27 PM, said:

Several performance patches and fixes have made light mechs mortal, with more promised tweaks incoming.

PPC will disable ECM on a hit starting on the 19th, for what it's worth. I personally like ECM as-is, but I won't start that debate in another thread.

Matchmaking went in this patch, and is gathering info to help match players with like-skill players. It will go live on the 19th.

Most of the things you want are incoming!


oh nice, yeah but the PPC has serious convergence issues (more serious) than any other weapons. unless they fixed that too.

hmmm seems like they are heading in the right direction indeed. but I would still like to see TAG/NARC start playing a deeper role in anti-ECM role.

but they still got some way to go.

Edited by Rocket2Uranus, 08 February 2013 - 11:03 PM.


#97 riverslq

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Posted 09 February 2013 - 04:55 AM

I mean the stealth one from earlier today.
The one where I now crash out of most games, or the game itself just freezes up?
Yeah, that one.

No changes on my end here, nothing at all.
after today's small patch, goodbye have a nice day crash.

optimization fail.

#98 Arnold J Rimmer

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Posted 09 February 2013 - 05:50 AM

Yeah I can't even Ready a 'mech or start a match. Good stuff!

EDIT: Not sure if this is related, but my PC has bluescreened twice while running the game post-patch.

Edited by Arnold J Rimmer, 09 February 2013 - 08:59 AM.


#99 Amberite

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Posted 09 February 2013 - 05:51 AM

HUD issues such as :
(all effects occuring when -not- affected by enemy ecm)
Targetting reticule "jumping" across the screen randomly.
Enemy target box not visible.
Friendly target box not visible.
Friendly markers not visible on screen.
Enemy target box jumps to left hand side of screen and does not move back.

#100 Dustein

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Posted 09 February 2013 - 06:12 AM

View PostRocket2Uranus, on 08 February 2013 - 10:13 PM, said:

9. I know people keep talking about VOIP, but I mean you guys REALLY need to look into it.
+1 Agreed.
C3 VOIP is a live in game feature but the way people STILL post in the Announcement Thread for it; you would think it was an upcoming feature.





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