Author Topic: Mechwarrior: Living Legends 0.4.4 Open Beta Released  (Read 5554 times)

0 Members and 4 Guests are viewing this topic.

Offline (TLL)CapperDeluxe

  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2470
  • Karma: 127
  • Life is cheap, mechs are expensive.
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #30 on: January 27, 2011, 12:03:44 AM »
"An update for MWLL Launcher to version 0.8.9 is available.  Do you want to start downloading now?"

is that the right message?  thats what i get when i launch the launcher for Wars and for Crysis

yes, the launcher has different versioning than MWLL
Play my free open source web game MiniMek - Urbie Defense!  Its "mega fun" but with mini meks!

Offline Stahlseele

  • Living Legend
  • *******
  • Posts: 4111
  • Karma: 43
  • 2nd Level TechSupport Agent(BOFH)
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #31 on: January 27, 2011, 12:04:39 AM »
Hmm, Tanks do less damage and have less armor, no change to the VTOL Damage Multi? O.o
Also, the HMED Laser on BA is probably going to be a bit cumbersome now . . how does a BA deal with heat anyway? o.O
No new Tank Variants, probably because the time for playtesting was missing. I can understand this.
Has the crashing from Huey/Parti-Prime been looked into a bit?
I only crash, when using one of the two for some time <.<
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline ~SJ~Azov

  • Lance Sergeant
  • **
  • Posts: 364
  • Karma: 20
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #32 on: January 27, 2011, 12:07:09 AM »
I like that the summoner has been fixed some what including its new variants.
However the reload time of the lbx could be adjusted.

Madcat c should have ssrm6s instead of the 4s

[~Pytak@cute.fluffyfurries.com] has joined the room

Offline Mekabuser=12thVR=

  • Star Captain
  • ***
  • Posts: 798
  • Karma: 40
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #33 on: January 27, 2011, 12:44:19 AM »
cbills? and losers being able to field assaults at the outset
??
imho, what needed to be done first but am only concerned about loosing players.

S~ devs

Offline ~SJ~{CDT} Ro0t

  • MechWarrior
  • **
  • Posts: 236
  • Karma: 18
  • Smoke Jaguar
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #34 on: January 27, 2011, 12:47:10 AM »
0.4.4 removed the invertMousePitch console command that enabled me to work around the invmaxis_y issue... so now I can't fly at all anymore! Wtf guys!?? That's kind of a major oversight in your QA process!
~SJ~{CDT} Root
(Formerly known as Dazzlenut)


Offline Stahlseele

  • Living Legend
  • *******
  • Posts: 4111
  • Karma: 43
  • 2nd Level TechSupport Agent(BOFH)
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #35 on: January 27, 2011, 12:47:54 AM »
NOPE
Huey Prime STILL Causes Crashes for me!
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline Deathbane

  • MWLL Developer
  • Star Colonel
  • *
  • Posts: 1912
  • Karma: 117
  • =CJW KHAN= 'Passion in my pants for dead girls'
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #36 on: January 27, 2011, 12:49:18 AM »
Huey prime causes crashes for nobody else, so it cant be that asset.

Whats not in the changelog, and a massive plus in my eyes, is that the summoners pitch problems have been fixed.


"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

New idea- would I be able to use an external hard drive to add RAM and/or improve gigahertz?

Offline ~SJ~ Atlessa

  • Star Captain
  • ***
  • Posts: 791
  • Karma: 45
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #37 on: January 27, 2011, 01:05:47 AM »
Quote
- Changed variants of: Loki, Madcat, Thor, Shadowcat, MKII, Cougar, Shiva

Anyone have some details on this? I'm still waiting for the DL to finish.
(And it won't finish before I need to go sign my new work-contract)

/Atlessa - finally no longer unemployed!


In soviet clanspace, trinary bids you.

Offline KingLeerUK

  • Hawkmoth D arise!
  • Project Director
  • Living Legend
  • *
  • Posts: 3454
  • Karma: 345
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #38 on: January 27, 2011, 01:11:01 AM »
0.4.4 removed the invertMousePitch console command that enabled me to work around the invmaxis_y issue... so now I can't fly at all anymore! Wtf guys!?? That's kind of a major oversight in your QA process!

Thankfully you guys being beta testers, are part of the QA process.
 
Also, please ensure that you have first deleted your actionmaps.xml file and let the launcher rebuild them, then go in and customise them.  If you are still having issues create a bug report.
Proud vendor of Soon™, brought to you by the makers of Someday™, Make Me a Ticket™ and Let's Talk About it Later™

Moving forward with UltraSim™ Mode

Offline sleepysheep

  • Star Colonel
  • ****
  • Posts: 1936
  • Karma: 35
  • I'm me deal with it
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #39 on: January 27, 2011, 01:19:03 AM »
Huey prime causes crashes for nobody else, so it cant be that asset.

Whats not in the changelog, and a massive plus in my eyes, is that the summoners pitch problems have been fixed.

Harassher does the same thing for me, when driving it. Not sure about when I see one. Not all the time it happens but is stay away from using it becuase of the crashing.
Sandy 2500k @ 4.6ghz
GA-Z68X-UD3H-B3 V1.0 - Worst Motherboard ever.
2x GTX 580 3gb
8gb DDR3 dual channl 1600mhz
HX 1000W Corsair
Win 7 x64 Home Edition
5970x1200 Or 1920x1200 Triple Screen 26" Monitors
Dx10 Max settings 16xAF 8xAA

Offline Come and See

  • Star Captain
  • ***
  • Posts: 1182
  • Karma: 25
  • Thunderbolts, apply directly to the forehead.
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #40 on: January 27, 2011, 01:35:53 AM »
Haven't had a chance to deep dig into the changes yet, but there was a smile put on my face when I looked over the variant changes.

The nerf to the dual LBX-20 / UAC-20 boats was definitely needed because some of them were just ridiculously insane! That Loki UAC-20 variant use to make my Atlas crap it's pants and it could rip me up faster than I could deal damage back. That new Thor variant also put a smile on my face. 1 ATM9, 1 CLHL, and 1 LBX-20 is definitely a beast to be feared. :)

I also like the changes to the Shiva variants. The LBPL (lol, useless) variant got tossed out the window for an interesting 4x UAC-10 variant. I'm a big fan of dual UAC-10's, but now it's twice the fun! But, the H-gauss, UAC-20, and LXPL is a rather awkward variant if you ask me. Nothing seems to mesh well here. Still seeing that LBX Shiva variant made me cringe. I was hoping the flying beat stick would get its wings clipped cause it's overpowered as hell.

Sadly though ... there was no fix to the Sulla landing issues from my testing and you still have to land at minimum 150 speed or go boom.

Offline Toth

  • Project Director
  • Star Captain
  • *
  • Posts: 1069
  • Karma: 103
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #41 on: January 27, 2011, 01:40:23 AM »
Those change log notes were a bit rushed. They missed quite a few balance changes.

The pitch invert was removed for a better set of cvar options.

All 3 axis's can now be inverted from the console, hopefully it should work at anytime now (no longer cheat protected). I thought capper deluxe added these to the actionmapper, but if not you should ask him for it :D

Once again the change log left a fair bit out, VTOL armor for instance was nerfed.

Offline Toth

  • Project Director
  • Star Captain
  • *
  • Posts: 1069
  • Karma: 103
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #42 on: January 27, 2011, 01:41:48 AM »
Hmm, Tanks do less damage and have less armor, no change to the VTOL Damage Multi? O.o
Also, the HMED Laser on BA is probably going to be a bit cumbersome now . . how does a BA deal with heat anyway? o.O
No new Tank Variants, probably because the time for playtesting was missing. I can understand this.
Has the crashing from Huey/Parti-Prime been looked into a bit?
I only crash, when using one of the two for some time <.<

Tanks do less damage? No thats wrong. They have less armor per ton, but not by a lot. VTOL Damage multipliers were adjusted to just slightly lower than aerospace.

BA weapons generate no heat, what gave you that idea? Nothing changed there.

As for crashing in the Huey/Parti? No idea what you mean we have no heard about this before.

Online Snow Gibbon

  • MechWarrior
  • **
  • Posts: 330
  • Karma: 28
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #43 on: January 27, 2011, 01:45:24 AM »
LBX Partisan has fixed fire rates! not sure about LBX10s though.

BA laser impact particle/texture/whatever has been changed, sorta supports the fact that lasers vaporise their target. maybe the same for mech lasers?

No more LBX/UAC20 Loki anymore!

12th Vegan Rangers - Missile spam is the best kind of spam!


Offline Evgen

  • Recruit
  • *
  • Posts: 152
  • Karma: 8
Re: Mechwarrior: Living Legends 0.4.4 Open Beta Released
« Reply #44 on: January 27, 2011, 01:47:19 AM »
All 3 axis's can now be inverted from the console, hopefully it should work at anytime now (no longer cheat protected). I thought capper deluxe added these to the actionmapper, but if not you should ask him for it :D

If you invert it in game it is iverted for all assets (grounds, air, ba) and previously you can fly with inverted while pilot Mech or tank with normal axis.