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Тема: Новости MWO

  1. #256

    0 Not allowed!
    Да, описание не отражает того, что это пожалуй первый патч после смены движка, в котором реально что-то сделали, причем сделали хорошо. Патч - пушка.

  2. #257

    0 Not allowed!

    LRMs taking a sharp turn right after being fired [QUEUED]

    LRMs taking a sharp turn right after being fired [QUEUED]

    BUG : LRMs being fired without full lock , gaining full lock after firing, would take a sharp turn towards the locked target.

    NOTES : We were shooting some videos and I finally saw it happen. Hopefully I can reproduce it when i need it. The issue is that the 'I AM LOCKED' signal comes from the weapon and is not available yet at the point when the projectiles are launched. And because everything about the weapon system is server authoritative, the message is delayed sometimes. So the solution is to pass it into the projectile as it spawns on the client.

    RESULT : LRMs will never take a sharp turn initially after firing. They may still do an unrealistic sharp path when they regain lock however.

    DURATION : 4h

    ESTIMATED PATCH : Mid February
    [свернуть]

    Weapon Balancing

    Just a heads up.

    Due to an ambitious programmer, the critical hit system has been addressed in terms of new functionality. This allows me to properly tune the effects of both the Machine Gun and the Flamer. Where does it currently sit? It's on my lap and I'm looking into it to see if it's working as intended.

    Intended being:

    IMPORTANT: Crits do not work like normal MMO type games.

    The crit system in both BT and MWO take a percentage per shot of that shot hitting one of the items mounted on the component that has been targeted. There is also a percentage chance that that shot can crit 1,2 or 3 times the amount of damage the weapon deals normally.

    For example, the current Machine Gun does 0.04 damage per bullet. IF the Machine Gun crits, it has the potential of doing 0.04, 0.08 or 0.12 damage to an internal item. Obviously that's not a lot of damage. Hence the new system implemented allows me to add a multiplier to this damage model.

    What does that mean to you? After I've completed my first pass at multiplier numbers and after it goes through testing, you will notice that the Machine Gun will become a formidable weapon when used against a component that has no armor. Basically it will start to shred items that are mounted on the targeted component.

    The same will go for the Flamer.
    [свернуть]

  3. #258

  4. #259

    0 Not allowed!
    переведите пжлста, а то гугл меня еще больше запутал

    Цитата Сообщение от UrPride Посмотреть сообщение
    не факт, возможно ему помощников набирают
    Последний раз редактировалось GuLL; 15.01.2013 в 10:09.

  5. #260

    0 Not allowed!
    Цитата Сообщение от GuLL Посмотреть сообщение
    переведите пжлста, а то гугл меня еще больше запутал
    в 2х словах:
    1. если выпустить LRM до полного лока цели, то после того как цель будет фактически залочена, рокеты изменят свое направление и полетят так же как если бы ты выстрелил при полным локе. Это баг, примерное дата фикса - середина февраля.
    2. Пересматривается система критов, а именно % шанса крита и модификатор критдамага х1 х2 х3
    Последний раз редактировалось Пух; 15.01.2013 в 11:25.

  6. #261

    0 Not allowed!
    т.е. сейчас можно ЛРМ пулять до фактического лока цели? (слов нет, одни эмоции, они как всегда, одно исправят - другое вылезает)

  7. #262

    0 Not allowed!
    Цитата Сообщение от GuLL Посмотреть сообщение
    т.е. сейчас можно ЛРМ пулять до фактического лока цели?
    Можно. И всегда можно было. И будет можно. Это ж не стрики. Другое дело - куда они полетят и что произойдет если ты возьмешь лок после того, как выстрел уже произведен.

  8. #263

    0 Not allowed!
    Цитата Сообщение от GuLL Посмотреть сообщение
    т.е. сейчас можно ЛРМ пулять до фактического лока цели? (слов нет, одни эмоции, они как всегда, одно исправят - другое вылезает)
    Я тебе открою страшную тайну, LRM можно пулять даже без таргета, но полетят они в том направлении куда ты их пошлешь -)

  9. #264

    0 Not allowed!
    спс Кэп, правильнее сказать в ту точку на земле куда ты целишся, я иногда так "наказывал" наглых атласов-д-дс, которые стояли вне досягаемости ТАГа

  10. #265

    0 Not allowed!

    Patch Notes - 1.2.177 - 01/15/2013

    Open Beta Update #8

    Upcoming Patch - Tuesday Jan. 15th @ 10AM – 1PM PDT

    Patch Number: 1.2.177

    Change Log

    ________________________________________

    UPDATE

    Greetings MechWarriors!

    Say hello to the Spider! The spider doesn't pack a big punch, but man he can run and jump! We have been having a blast play testing the Spider on one of our upcoming maps “Alpine” where we managed to fly higher than anything we have seen before. We hope you enjoy the variety that the Spider brings to the battlefield. It should be noted that some people may notice warping with the Spider when they have high ping. We are rolling out new networking code over the next month to improve your gameplay performance. For More details see this post. http://mwomercs.com/forums/topic/779...0#entry1740750

    We have added a few new Modules to boost your Target information that I am sure will be popular, Target Decay Rank 1 and 2, as well as Sensor Range Rank 2. A must for those LRM boats still feeling the pain from ECM.

    My personal favourite pattern is in this patch, Woodland pattern for all Mechs! You can really make some interesting looks when you play with the colour choices. If you use Whites and Greys you can make a really cool winter Camo.

    Enjoy this patch and we will see you next week.

    Matt Newman


    GENERAL

    NEW BattleMechs

    - Spider SDR-5D

    - Tonnage: 30
    - Top Speed: 129.6
    - Armor: 112
    - Weapons & Equipment:
    - Center Torso: 1 Medium Laser
    - Right Arm: 1 Flamer
    - Hardpoints:
    - Left Torso: 1 AMS
    - Center Torso: 1 Energy
    - Right Arm: 2 Energy
    - Jump Jets: 8 (8 Max)
    - ECM Capable?: Yes
    - Module Slots: 2

    - Spider SDR-5K

    - Tonnage: 30
    - Top Speed: 129.6
    - Armor: 112
    - Weapons & Equipment:
    - Left Arm: 1 Machine Gun
    - Center Torso: 1 Medium Laser
    - Right Arm: 1 Machine Gun
    - Hardpoints:
    - Left Arm: 2 Ballistic
    - Left Torso: 1 AMS
    - Center Torso: 1 Energy
    - Right Arm: 2 Ballistic
    - Jump Jets: 6 (6 Max)
    - ECM Capable?: No
    - Module Slots: 2

    - Spider SDR-5V

    - Tonnage: 30
    - Top Speed: 129.6
    - Armor: 112
    - Weapons & Equipment:
    - Center Torso: 2 Medium Laser
    - Hardpoints:
    - Left Torso: 1 AMS
    - Center Torso: 2 Energy
    - Jump Jets: 8 (12 Max)
    - ECM Capable?: No
    - Module Slots: 3

    NOTE: We have noticed in testing some isolated cases of the Spider rubberbanding. If it appears on the live servers to an extreme level, we will either limit the speeds the Spider is capable of or pull the Spider until a fix for it is in place.

    New Modules:

    - New Pilot Module: Target Decay. Target Decay increases the time it takes to lose a target once line of sight is lost. Default time is 2 seconds.
    - Rank 1: Increases target decay time to 2.75 seconds. Costs 5000 XP.
    - Rank 2: Increases target decay time to 3.5 seconds. Costs 7500 XP.
    - Adding a new rank to the Sensor Range Pilot Module
    - Rank 2: Increases the boost to sensor range from 15% to 25%. Costs 7500 XP.

    New Skin Package:

    - Woodland Pattern Added for all mechs.

    Performance:

    - River City has had a performance pass.

    Bug Fixes:

    - Tag/Narc XP and CBills Bonus
    - Assault 2,500 CBills, 25XP
    - Conquest 1,250 CBills, 25XP
    - When you pick a faction on the website the image in the front end will match the correct faction.
    - Numerous front end bug fixes.
    - Fixed an issue where the match wouldn't end if a user disconnected.
    - Users that disconnect and die afterwards will now get a death counted towards their stats.
    - Re-enable ambient temperature in Frozen City and Forest Colony.
    - Create new mini map for River City, shows the correct out of bounds now.


    Patcher:

    - New layout
    - Carousel re-sized, new buttons added, progress messages relocated, new art in places, and RSS feed added.
    - RSS Feed
    - The official MWOMercs Live Feed is now embedded into the patcher.
    - Option to auto-patch
    - If a new patch is found and this option is enabled, patching will start as soon as the patcher is opened.
    Can be enabled in the options menu (accessed via the little "gears" button on the top right, next to the close/minimize buttons).
    - Combined patch types (no in-game)
    - In-game patches were performing terribly due to the overhead of the game itself, so patcher and in-game patches have been combined into a single patch type.
    - General bug fixes

    We thank you for your patience and we look forward to seeing you on the battlefield!

    The MechWarrior® Online™ Team
    [свернуть]

    Net-Code Roadmap

    Another quick update on where we stand with the netcode roadmap. As outlined last time the first phase for the netcode was work to cleanup and solidify the basic movement code for Mechs. This work is complete and is already being phased into production, all initial work related to the movement code should be in by the end of January.

    Internally work has already started on the next, harder, yet much anticipated phase which is to implement correct ‘State Re-winding’ for those not familiar with the term State Re-winding means that when you shoot at a Mech rather than check the shot against the Mechs current hit box location we rewind the Mechs state to the time in the past when the shot was fired and check the shot against the hit box position at that time.

    We anticipate having this running in internal testing in a few weeks’ time, and then obviously it will be dependent on testing the time beyond that to get it onto production. We know that for some of you the lag shield issue can’t be resolved soon enough especially with the new Spider Mech hitting production today. We share your desire to see this issue resolved and wanted to re-assure the community that it remains one of our highest priorities and we’re excited to get this work wrapped up and available to the community.
    [свернуть]

    Следующий HERO MECH - DEATH'S KNELL

    DEATH'S KNELL
    25 TONS
    STATUS: PREPARING FOR LAUNCH
    [свернуть]
    Последний раз редактировалось Пух; 16.01.2013 в 05:53.

  11. 1 пользователь сказал cпасибо Пух за это полезное сообщение:

    pikin (16.01.2013)

  12. #266

    0 Not allowed!
    Молю всех, блять, богов, чтобы они наконец то победили лаг шилд. Когда стреляешь в 3х корпусах от меха и попадаешь при этом в него из AC20 я чуть ли не плачу... А когда снаряд попадает точно в цель - эффекта нету. Блять, я не Ванга.

  13. #267

    0 Not allowed!
    Разработчики в нас развивают экстрасенсорные навыки за смешные деньги (а некоторым и бесплатно!), а вы еще жалуетесь...

  14. 1 пользователь сказал cпасибо K4mil за это полезное сообщение:

    1911 (16.01.2013)

  15. #268

    0 Not allowed!
    Цитата Сообщение от d1mka Посмотреть сообщение
    я не Ванга.
    Воин Клана должен заменять собой десяток сфероидов и не менее двух Ванг . Одна для предсказания положения противника, другая для себя - при схождении обеспечивая высокую точность и скорость нашей стрельбы .

    7-th Talon Cluster

  16. 1 пользователь сказал cпасибо RJF Volkodav за это полезное сообщение:

    RJF_TwiceBorn (16.01.2013)

  17. #269

    0 Not allowed!
    стараемся, развиваем, вон уже всякие сфероиды и недокланеры "по углам" прячутся от нас, в 8ках противников не дождаться

  18. #270

    0 Not allowed!

    JANUARY 18TH-21ST Double XP Weekend!

    MONTREAL – January 15, 2013 – Infinite Game Publishing and Piranha Games launched one of the fiercest and quickest Mechs into the InnerSphere today as the Spider Mech made its way into the MechWarrior Online store. Available now, Spider is one of the most maneuverable and agile of all Light Mechs with a whopping eight jumpjets and an unmatched turning radius. Spider pilots can create nightmares for pilots of heavier Mechs on the battlefield; this is the time to watch your back!

    In addition to the Spider becoming available, an exciting 3-day in-game event is coming Friday, January 18 at 10 am Pacific – the first-ever MechWarrior Online Double XP event. Scheduled to run the duration of the weekend, MechWarrior pilots will hunker down at home in order to defend and conquer in the InnerSphere. The event concludes on Monday, January 21 at 10 am Pacific. To truly maximize XP earning potential, MechWarrior pilots can stack up other XP-boosting techniques such as their Founder benefits, Premium Time and Hero Mech XP-boosts to unlock powerful pilot enhancements quickly.

    "After a much-needed break over the holidays, we're raring to go with exciting 2013 content updates," said Bryan Ekman, creative director, Piranha Games. "The addition of community-focused features such as the Double XP event, new Mechs and performance tweaks let's us kickoff the New Year in a big way. This is just the beginning of a huge year for MechWarrior fans."

    Smaller yet important content additions accompanied the Spider Mech reveal today as the new Decay Target pilot module offers the power to keep the enemy target Mech in sight longer. This valuable time advantage of up to an additional 1.5 seconds (from the default 2 seconds) may make the difference in being able to take down enemies in heated battles, giving pilots the critical edge they need. This week's patch also includes another pilot focused content upgrade – a Sensor Range Pilot Module – boosting sensor range from 15 to 25 percent. Finally, players can also outfit their Mech with the new custom Woodland pattern, which is available in the Mech Bay today.

    MechWarrior Online continues to boost content for players with meaningful, scheduled gameplay enhancements and bug fixes with the January 15 and 22nd content updates. While the Spider offers its own advantages, fans have reason to get excited about the upcoming Commando Hero Mech named, "Death's Knell" available on January 22. A new addition to the MechWarrior universe, Death's Knell is a fast, yet small Mech that packs 176 points of armour and four medium lasers – two in each arm. More details about Death's Knell is available at http://mwomercs.com/game/battlemechs/hero.

    Sign up for MechWarrior Online and jump into the free-to-play action immediately: www.mwomercs.com.
    [свернуть]
    Последний раз редактировалось Пух; 17.01.2013 в 05:57.

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