Страница 8 из 283 ПерваяПервая ... 6789101858108 ... ПоследняяПоследняя
Показано с 106 по 120 из 4245

Тема: Новости MWO

  1. #106

    0 Not allowed!
    если мне не изменяет мой склероз - клановые дхс охлаждали лучше чем ИС...
    изменяет. Одинаково охлаждали, размер только на один слот меньше.

  2. #107

    0 Not allowed!

    Patch Notes - 1.1.155 - 11/27/2012


    Open Beta Update #4
    Upcoming Patch - Tuesday Nov. 27th @ 10AM – 1PM PDT
    Change Log

    ________________________________________

    Update

    Greetings MechWarrior’s and welcome to Open Beta Update 4!

    We have some exciting things to talk about in this patch, but first off, we want highlight the start of Banked Premium time button. The Community spoke and we listened! It has been a while coming, but Founder's premium time will now be reset and banked allowing you to activate it when you desire. This won’t stop you from purchasing premium time right now and activating your founders time later. Any of the bonus XP and C-bills you earned while your premium time was active are retained.



    Next up we have Frozen City Night. This relight of the Frozen City map changes things up by creating long clear sightlines and some cool new effects in the sky. It may not be a night map that requires Night vision but that will be in another patch.

    I can’t talk about Visual Customization without giving props to Mark Hayden, aka Hayden on the forums. Mark has been customizing Mech patterns on our concept art since the beginning and now he works on the game! So if you want an idea of the kinds of skins are going to be in your future take a look at this thread. http://mwomercs.com/...ed-concept-art/ We are extremely proud that Mark has decided to join our team to give you guys the best options for customization.

    It doesn’t stop there either, you have all seen the Coconut Monkey and the nVidia Dawn bobbleheads right? I now present to you HULA GIRL! Along with a bunch of other cockpit customization items and more is in the works!

    Last but not least BETTY is in the game! Yes that is Carrol Ruggier’s voice, of MechWarrior 2 fame, in the game! We still have more audio to add (*cough*, start-up sequence, *cough*), and some more system refinement, but we just couldn’t make you wait any longer!

    Lastly, I want to let everyone know we are working on networking, performance, and bug fixes. This is the heart of any great game and we are committed to getting the best experience we can for our players. Some things take longer to turn around.

    See you on the Battlefield!

    - Matt Newman


    VISUAL CUSTOMIZATION

    Players will now be able to customize the outer visual looks of their BattleMechs. This includes applying patterns and adjusting the colors that make up those patterns.

    * Patterns - Patterns are made up of color elements which give them a unique look when applied to a BattleMech. Not all Mechs have skins available to them. Check out the matrix in the link below to see what is currently customizable.
    * Paint Colors - The colors that can be applied to a Pattern are broken down into channels. Each pattern has from 1 to 3 channels. Colors can be changed on any channel that is available for the chosen Pattern.
    * Cockpit Items - Items can now be purchased for the player's BattleMech cockpits. More items are being implemented and they will be coming out soon.

    For more in-depth detail on Visual Customization, follow this link: http://mwomercs.com/...zation-phase-1/

    With this, we found a rendering issue that would cause colors to not show up properly. This was fixed and now Mech colors are properly reproduced in the game. You will notice a slight shift in colors for your Mechs including Founder's Mechs and Yen-Lo-Wang.

    LEVEL

    * Frozen City Night
    Dropped into what once was the city centre of a thriving metropolis, expect unpredictable terrain in this now lifeless wasteland. After dropping into the new frozen city environment, you will find challenges the original map did not have. From the gorgeous borealis in the background, to the moonlit night effects, you will have to be much more careful about checking for enemies; the fog has dissipated however.

    As with normal frozen city, this map is very cold, and it will affect the way your mech produces heat. Heat will take much longer to buildup allowing for lengthier, more intense battles with less chance of overheating your mech.

    GENERAL

    * An “Activate” button has been added to the main screen allowing Founders to activate their banked premium time.
    * The following applies to Founder's Accounts ONLY:
    * Your premium time is now zeroed out.
    * If you have purchased premium time with MC during Open Beta, that time will remain in tact.
    * Once the "Activate" button is clicked, the amount of premium time that came with your Founder's package is injected into your account.
    * Again, if you purchased premium time with MC during Open Beta, and you click the Activate button, your remaining purchase time and your Founder's time will be combined. (i.e. you will not lose any Premium Time).

    WEAPONS

    * LRM damage has been increased from 1.7 to 1.8 per missile.

    GAMEPLAY

    * Betty v 1.0
    * Your Mech's onboard computer will speak to tell you of the following events:
    * a location on your Mech is critically damaged
    * a location on your Mech has been destroyed
    * a weapon has been destroyed
    * a weapon's ammo is at 25%
    * a weapon's ammo is depleted
    * a weapon's ammo is destroyed
    * a heat sink has been destroyed
    * jump jet fuel is at 25%
    * jump jet fuel is empty
    * your Mech is out of bounds
    * your heat level is critical
    * your Mech has shutdown
    * you have overridden shutdown
    * your base is being captured
    * the enemy base is being captured
    * your target an enemy Mech
    * you switch to target a different enemy Mech
    * The volume of these messages is controlled by the Dialog Volume slider in the options menu
    * Some weapons/ammunition announcements are not in yet but they will be added with subsequent patches.

    MECHS

    * Decreased the horizontal arm movement on the Cataphract's, to avoid clipping the torso cannon
    * Added Cataphract's walking backward animation.
    * Mechs with jump jets have their take-off animations adjusted to 40 frames.
    * The number of weapons seen on the Ravens' right arms changes to properly reflect the number of weapons equipped
    * Cockpit/head hit area tweaks: reduced for Cataphract, Cicada and the Awesome

    BUG FIXES

    * Fixed a desync that could occur when a Mech had a destroyed leg.
    * Users will no longer have a blurry screen after they die. This was caused when a user would die from a missile.
    * Users will only be able to launch one game client now.
    * Fixed Lock-on reticule not showing up for spectators.
    * Cool-down bar stutter fix.
    * User can no longer change weapon groups while shut down.
    * Numerous text updates/corrections.
    * Fixed LOD rotation issue on certain buildings in River City
    * Minor visual improvements to some rock materials in Forest Colony
    * Minor visual improvements to some materials in the Mech Lab
    * First art pass of adding buildings to crevasse in Frozen City
    * Target bones updated for all Mechs to ensure that S-SRMs will hit the proper enemy locations.
    * Jenner/Founder's cockpit materials fixed
    * Rear torso hit-unregistered-bug fixes: Dragon

    KNOWN ISSUES

    MechLab:

    * Newly bought Cockpit Items are not always automatically equipped on Mechs.
    * You need to re-access the cockpit and re-equip the items manually.
    * Colors cannot be changed on default patterns of the Commando, Hunchback, Dragon and Awesome for the moment.
    * After purchasing MC, you may receive a ‘Not enough MC’ message if trying to buy a Camo Spec or Cockpit Item without a previous logout/login.
    * Restart your game client after Purchasing MCs.
    * Rarely, purchasing a Cockpit Item right after exiting a match will cause the game to lock.
    * Camo Spec color palette may incorrectly display previous colors after changing patterns and coming back to re-change colors.
    * Selecting Cockpit Tab too quickly after saving Cockpit settings may lock the camera outside of the Mech.
    * The two first Mech Bays you purchase will not immediately accept new Mechs.
    * Select another working Mech Bay and then your newly purchased Mech Bay will function normally.

    Ingame:

    * Betty is missing certain prompts and repeats “AMS ammo at 25%”.
    * Targeted by enemy, Locked by LRMs or Streaks, Flamer Destroyed and Start Up Sequence are missing.
    * Frozen City Night can have red/green sky textures in low settings with certain system specs.

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

    The MechWarrior® Online™ Team
    [свернуть]


    Hero Mech: Ilya Muromets


    Pilot: Grigori Kovalenko

    Mech: Ilya Muromets CTF-IM Cataphract
    Mech Identification Number: CTF2X0042A-1013
    Tonnage: 70
    Top Speed: 64.8 kph
    Armor: 432 points
    Weapons: 2 Medium Lasers, 2 AC/5s, 1 AC/10, 1 Small Laser
    Hardpoints: 3 Ballistic, 3 Energy, 1 AMS
    Jump Jets: n/a

    Grigori Kovalenko was born on planet Hassad in the year 2995. His family had lived in Capellan Confederation space for generations, until Hassad was taken by the Free Worlds League in 2917. While he did not embrace his Capellan roots, as he was a Free Worlds citizen, he did respect them and he grew up into a man with a heavy reverence for the concepts of honor and heritage. To that end, he joined up with the Second Regiment of the Twelfth Star Guards mercenary unit, having been impressed by their Star League Defense Force lineage, and the Twelfth Star Guards having been impressed by his piloting abilities. He served with them dutifully, fighting for the Federated Suns and the Lyran Commonwealth, up until the start of the Fourth Succession War in 3028.

    When the Federated Suns launched their initial attack against the Capellan Confederation, Grigori was incensed, seeing the assault as little more than a cowardly sneak attack. Not wanting to participate on any attacks against the Capellans, he abandoned the Twelfth Star Guards and took his Mech, a Centurion, into Capellan space. It was there that he offered his services as a mercenary to the Capellan Confederation.

    Shortly into the war, the Federated Suns captured the planet Tikonov and, with it, the Capellans’ newly up and running Cataphract production facility. Grigori took the theft of the Cataphract design and production as his new cause. He styled himself as a noble knight of old, with a quest to take back all Cataphracts from non-Capellan hands. Fatefully, it was not long before he encountered a Cataphract on the battlefield. With careful shooting, he disabled the Mech with minimal damage and took it as his own, replacing his aging Centurion. He dubbed it Ilya Muromets, after the legendary knight of Slavic myths, and emblazoned it with the noble Cameron Star of the Star League as a nod to his time with the Twelfth Star Guards and their connection to the SLDF. For the last 21 years he has been using Ilya Muromets to hunt down Federated Suns’ Cataphracts, meting out justice for their theft. Their salvaged remains have been used to repair and refit his own Mech to the point that it now operates with a unique loadout.
    [свернуть]
    Последний раз редактировалось Пух; 28.11.2012 в 06:41.

  3. #108

    0 Not allowed!
    Ночной обмороженный город доставил =) Светлее чем днем, но с тенями норм поигрались, красиво =) А вот голос не особо впер =( пичаль и разочарование.

  4. #109

    0 Not allowed!
    Много букв про развитие сетевого кода:

    Net-Code Roadmap


    We know that one area of the game that comes correctly under constant scrutiny is the netcode, after all what is an online game without solid stable netcode? So where do we currently stand with the games netcode and what improvements can we all look forward to in future builds.

    Well we certainly haven’t been standing still, though to be fair we can understand how it may look that way from the outside looking in. After all we not long ago disabled Mech Knockdowns and currently lights are still very difficult to hit due to lag issues.

    We know the decision to disable Mech collisions wasn’t the most popular; however, as was stated at the time we wanted to disable the feature until we could do it justice and it also helps to simplify the situations we deal with in the netcode while we take a back to basics approach starting from the ground up.

    This is exactly what we are doing and have been doing for weeks now our network engineers have been going over the movement code and re-factoring it with everything they’ve learned so far working with CryEngines netcode and simplifying the system to make it more robust and less prone to bugs. This isn’t a fast process but as mentioned weeks ago we had meetings discussing the long term roadmap for Mech movement and weapon firing and we decided to take the time to get it right from the ground up.

    The first phase of this as mentioned is the re-factor of the net movement code which is already a ways along and we’re looking forward to seeing the new improved version internally soon. From here our goal is to correctly handle basic rigid body collisions (knocking over trees/lampposts) and then when we are happy the core movement code is now solid re-visit weapon firing (again building upon the newly solidified core).

    Finally we will re-introduce Mech collisions in a hopefully much improved state (for those who saw it in closed beta that means no teleporting snapping or knocked down Mechs and proper damages being dealt for all Mech types). We are aiming to release all this work in phases to the community as it progresses.

    We know there is a great desire in the community to see the netcode improve and it isn’t easy for us to make the call to take more time getting it right but ultimately we feel it is the best course for the game and hope that the community can get behind our decision to do what is best long term for the game.
    [свернуть]

    Очередные "заметки" по реболансу оружия:

    Скрытый текст


    Dear MWO Forums,

    I know this sounds too good to be true but...

    I've just finished a quick pass at how much the screen shakes for all weapons. I showed the results to Bryan and he was like "OMG this isn't an earthquake simulator!". So I went back and tuned the numbers down to something more respectible and they seem to be a lot better.

    The amount of screen shake will be reduced quite a bit. The only "big" hit will be from the AC/20.

    The next thing I want to tune before pushing these numbers out for testing is the amount of smoke generated by AC fire in general. Again, I'll be working with the artists on this one to see if we can come up with something that doesn't make you blind yourself when firing the ACs.

    One other update... I've sped the AC/20 up from 750 to 900 m/s. This means the lead time you need to put on targets is about 20-30% less and you should be able to put more rounds on target when playing in a fast paced match. The other ACs will scale up from there.

    On the SSRM direct front, another fix has gone in where the SSRMs will now use arm and leg joints as viable lock-on targets. This spreads damage out more. I'll be working with David B on testing to see if the current implementation of SSRMs along with the reduced cockpit shake and smoke reduction will be enough of a nerf to help counter the SSRM effectiveness without having to directly hit damage/cooldown/heat etc.

    New numbers will be coming out soon and again.. I'm not giving you a direct date but we should be able to get this stuff into testing within the next week.

    -Paul

    p.s. then there was a pillow fight.
    [свернуть]

    то же самое в 2х словах


    - будет уменьшины встряски мехов от попадания балистики/рокет
    - встряска от попадания АС/20 не изменится
    - бедет изменено количество дума от попаданий АС оружия
    - скорость полета АС/20 будет увелична с 750 до 900 м/с
    - SSRM будут использовать в качестве цели еще руки/ноги что бы "размазать" поврежения
    - точной даты выхода всего этого нету, но мы планируем запустить все это в тесты в течении следующей недели
    [свернуть]

    4го декабры планирыется ввод Guardian ECM Suite.

    Guardian Ecm Suite


    Hi folks!

    The upcoming patch on December 4th will see the addition of the Guardian ECM Suite to the game. Because it's a somewhat complicated system, I've put together this post to let you know what to expect.

    STANDARD DISCLAIMER: All values given are subject to future tuning and revision.

    The Guardian ECM (electronic countermeasure) suite is a piece of equipment that weighs 1.5 tons and occupies 2 critical slots. When it is equipped to your Mech, an entry for it shows up in the weapon groups HUD element that displays the ECM’s range as well as the mode it is currently in.



    The ability to equip an ECM suite to a Mech will be limited to specific variants. At first, only the following variants will be ECM capable:
    - Commando COM-2D
    - Raven RVN-3L
    - Jenner JR7-D
    - Cicada CDA-3M
    - Atlas AS7-D-DC

    As we add new Mechs into the game, some of them will be ECM capable, and we may even go back and reconsider existing Mechs deserving of the capability.

    By default, the ECM is in “disrupt” mode. While it is in this mode, it creates a bubble of sorts that scrambles enemy communications and sensor systems. Mechs carrying an ECM in disrupt mode are marked with an ECM icon.




    All friendly Mechs (including the one with the ECM) within the range of an ECM in disrupt mode (180 m) are ‘cloaked’ from enemy sensors. Mechs that are hidden in this manner are marked with a symbol that looks like an eye.

    When a Mech is hidden by a friendly ECM:
    - Enemy Mechs will have to come within 1/4 the normal distance (200 m instead of 800 m, by default) for hidden Mechs to show up on their battlegrid and HUD.
    - The Beagle Active Probe is of no use in extending this range.
    - It takes twice as long to achieve a missile lock against a hidden Mech.
    - Narc beacons will stick to hidden Mechs, but they won’t provide their normal bonuses until the Mech leaves the ECM’s range.
    - Artemis IV does not provide any bonuses against hidden Mechs.



    When you enter the range of an enemy ECM in disrupt mode, your Mech will be cut off from communications with your teammates and some of your targeting equipment will cease to function. Mechs that are within the field of a hostile ECM are marked with a symbol that looks like low signal bars.

    When your Mech is disrupted by an enemy ECM:
    - You will not know where your teammates are, and they won’t know where you are, unless you have direct line of sight to each other.
    - You cannot share any targeting data with the rest of your team, and vice versa.
    - Your Beagle Active Probe ceases to function.
    - You cannot achieve any missile locks.
    - Your TAG laser can still fire but provides no bonuses.
    - Your battlegrid and targeting information will flicker.




    Between the ECM’s 180 m range, and the 200 m range for detecting Mechs hidden by ECM, there’s a 20 m radius band where you can detect a hidden Mech, target it, and get a missile lock and/or share the targeting with your teammates.

    If you are not being disrupted by an enemy ECM, any hidden Mech on the other team that you hit with a TAG laser will be revealed as if it wasn’t being hidden. This allows you and your teammates to target and lock on it for as long as you can keep the TAG beam trained on it.

    If you press the button to toggle the mode of your ECM (‘J’ by default), you can switch from “disrupt” mode to “counter” mode and back again.



    Counter mode provides none of the benefits of disrupt mode. What it does do is counter enemy ECMs that are in disrupt mode.

    Your ECM in counter mode will:
    - Cancel the effect of one enemy ECM on Mechs (friendly or enemy) within range of your ECM (180 m)
    - However, two enemy ECMs affecting the Mech would require two counter ECMs, three would require three, etc.
    - Completely cancel all effects of an ECM in disrupt mode equipped on an enemy Mech that is within range (180 m)
    - Mechs countered in such a way have their ECM symbol replaced with a crossed out version.
    - You can only counter one enemy ECM in this manner.
    - I.e. If there are two enemy Mechs with disrupt mode ECMs in range, one will be countered while the other will function normally. But two counter ECMs will counter two disrupt ECMs, etc.




    Coming into the game at the same time as ECM is your Mech’s status bar. This is a series of icons on the right hand side of your HUD that denote various effects your Mech is experiencing. Currently you’ll see if your Mech is being hidden by a friendly ECM (including your own), if your communications are disrupted by an enemy ECM, and if your ECM is being countered by an enemy. In the future, more status indicators will be added to this area.



    [свернуть]

  5. #110

    0 Not allowed!
    Если они введут ребаланс и ЕСМ в след патче, тогда думаю они реабилитируются... хотя простому люду всегда мало.

  6. #111

    0 Not allowed!
    ЕСМ, - меня пугает, по описанию люто страшная штука. D-DC Атлас продавать не буду, хотя планировал оставить толко фаундеровский. Радует, что это хорошая прибавка к командной игре.
    Ваши права заканчиваются там, где начинаются интересы моей Родины!

  7. #112

    0 Not allowed!
    таки да, притом недостаточно иметь ЕСМ на 1 мехе, чем больше тем лучше, если я правильно разобрался с переводом.

  8. #113

    0 Not allowed!
    Правильно правильно, в общем рулить будут премейды из 8 атласов с ЕМС, эдакий ноу брэин конфиг.
    Ваши права заканчиваются там, где начинаются интересы моей Родины!

  9. #114

    0 Not allowed!
    Matchmaking Phase 2
    Target Date: December 4th - 90%
    Status: Working on FE UI.
    Notes: NA

    Скрытый текст


    LAST UPDATE: November 27th, 2012 FAQ
    Some content is not poster here. Super secret stuff.
    Percentages = likelyhood of making the patch.

    December 4th
    Ilya Muromets Hero BattleMech
    Urban Block Pattern (Most Mechs)
    Holiday Cockpit Items Part 1

    December 11th
    Kill a Dev Banner
    Community Contributor Banner

    December 18th
    Stalker BattleMech
    Phranken Pattern (all Mechs)
    Dazzle Pattern (all Mechs)
    Urban Pattern (all Mechs)
    Holiday Cockpit Items Part 2

    January 15th
    Spider BattleMech
    Woodland (all Mechs)
    Desert Map (80% chance)
    [свернуть]
    Последний раз редактировалось GuLL; 28.11.2012 в 11:47.

  10. #115

    0 Not allowed!
    а нету перевода по ECM?
    Последний раз редактировалось Road_RunneR; 28.11.2012 в 11:52.
    Master of man and machine,
    servitor to none,
    The Coyote awaits.
    Skilled and tenacious,
    a predator without peer,
    The Coyote strikes:
    Fear in the hearts of its enemies,
    Pain at their sides,
    Death at their throats.

  11. #116

    0 Not allowed!
    Цитата Сообщение от Road_RunneR Посмотреть сообщение
    а нету перевода по ECM?
    пока нету. у меня уже 2 часа дня а я еще, из работы, только в аське с заказчиком перекинулся парой фраз. А по MWO еще запланировано одно дело не учитывая перевод ECM... когда работать пока вообще не понятно -)

  12. #117

    0 Not allowed!

    изменение списка мехов для установки ECM


    After some discussion within the dev team, we have decided to remove the ECM capability from the Jenner JR7-D. The first post will be edited to reflect this.

    We would also like to remind people that the ECM is not all powerful. The rock to its scissors is the TAG laser. If you use it to hit anyone cloaked by an ECM, you and your team will be able to target them. Like any new addition to the game, this just requires a shift in thinking how to equip your Mech and/or team.
    [свернуть]

    :too_sad:
    Последний раз редактировалось Пух; 29.11.2012 в 06:47.

  13. #118

    0 Not allowed!
    ппц... все ближе и ближе времена, когда придется собирать билды меха не под себя, а под команду:
    зафигачить в меха АМС, БАП, ТАГ /НАРК, ЕСМ и "что-то там еще, чего еще не ввели в игру" : Rolleyes: придется изголяться при собирании мехов...

  14. #119

    0 Not allowed!
    Сволочи, я их ненавижу. Придется качать этих беспонтовых рейвена или коммандо

  15. #120

    0 Not allowed!
    D-DC атлас тебя чем не устраивает? 8 атласов каждый с ЕМС в режиме глудения, очень бравая разведка.
    Ваши права заканчиваются там, где начинаются интересы моей Родины!

Ваши права

  • Вы не можете создавать новые темы
  • Вы не можете отвечать в темах
  • Вы не можете прикреплять вложения
  • Вы не можете редактировать свои сообщения
  •