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trevor54
Team:
Main: Trevor50
Level: 4503 Class:
Shield Monkey
Joined: Wed Jul 12, 2006 10:01 pm Location: Alabama
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Re: Patch 9/10/10 - Issues / Bugfix
Aurora Ex Machina wrote: trevor54 wrote: There is a bug in the Level before Poseidon , caused two team mates to not be able to see anything. Ie, they saw themselves, and thats it. I even personally logged onto there accounts and could see nothing either(my client was fine). Kraken level or 1st level? Kraken...
_________________
Ricoh wrote: might sound hard 4 u...but learn reading? Stay strong, live long, and walk humbly.
Strawberry Blueberry Pancakes
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Sat Oct 09, 2010 7:12 pm |
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Aurora Ex Machina
Joined: Mon Jul 19, 2010 1:43 pm
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Re: Patch 9/10/10 - Issues / Bugfix
Ok, thank you. That's very strange, and worth a long look.
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Sat Oct 09, 2010 7:14 pm |
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landswimmer
Team:
Main: DemonBlood
Level: 1761 Class:
Shield Monkey
Joined: Tue Jul 01, 2008 1:09 am
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Re: Patch 9/10/10 - Issues / Bugfix
Tyler Durden wrote: Ships being exactly 0 distance away from you when they blow up will send you into negative distance and have to log out for 5 min to get recentered. its time travel! maybe when that happens, make players jump to a special solo content galaxy?, then have a whole mission chain on it or just fix the bug, but that wouldnt be as cool also, concussions are way too strong
_________________ it is the mark of an educated man, to entertain a thought without accepting it. - aristotle
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Sat Oct 09, 2010 9:46 pm |
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thebattler35
Team:
Main: thebattler36
Level: 1791 Class:
Shield Monkey
Joined: Sun Apr 24, 2005 3:24 am Location: Glasgow, Scotland
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Re: Patch 9/10/10 - Issues / Bugfix
Quiet Thrust.
why is it 10 vis now.
_________________
Octo wrote: QFT Octo either owned the fish initially, or scooped it when he podded any/all of the above.
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Sun Oct 10, 2010 10:01 am |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Patch 9/10/10 - Issues / Bugfix
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Sun Oct 10, 2010 10:44 am |
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yugioh124
Team:
Main: yugioh
Level: 1854 Class:
Fleet Commander
Joined: Mon Aug 22, 2005 8:17 am Location: Classified
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Re: Patch 9/10/10 - Issues / Bugfix
You used the crappy arena code for Olympus. Aggro bugs galore, and there's no way to make slaves shoot the drone.
_________________
Dorin Nube wrote: Nipples aren't the only danger here.
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Sun Oct 10, 2010 10:46 am |
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Aurora Ex Machina
Joined: Mon Jul 19, 2010 1:43 pm
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Re: Patch 9/10/10 - Issues / Bugfix
yugioh124 wrote: You used the crappy arena code for Olympus. Aggro bugs galore, and there's no way to make slaves shoot the drone. Olympus had to be placed by hand this uni - and yes, its an arena gal. Looked into Kraken, and I think I know the issue - fixed, awaiting a patch.
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Sun Oct 10, 2010 11:57 am |
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Bonecrusher
Member
Team:
Main: Bonecrusher
Level: 2144 Class:
Shield Monkey
Joined: Tue May 04, 2010 5:18 pm
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Re: Patch 9/10/10 - Issues / Bugfix
/lockout printout no longer put a "Return" char after each lockout listing. It just prints one long line... very hard to see what you are locked out of.
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Sun Oct 10, 2010 2:49 pm |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Patch 9/10/10 - Issues / Bugfix
AEM wrote: /Lockout listing incorrectly - Known, will be fixed soon Thats your answer, Thummper; It was already known.
_________________ Axis Industries
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Sun Oct 10, 2010 2:58 pm |
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yugioh124
Team:
Main: yugioh
Level: 1854 Class:
Fleet Commander
Joined: Mon Aug 22, 2005 8:17 am Location: Classified
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Re: Patch 9/10/10 - Issues / Bugfix
Not sure if this is intentional, but ruins have an absurd mod chance. It's more common to get a double/triple modded item than a single modded atm, and an unmodded one is almost unheard of.
_________________
Dorin Nube wrote: Nipples aren't the only danger here.
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Sun Oct 10, 2010 9:34 pm |
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Macedonn
Team:
Main: Seronys
Level: 1963 Class:
Speed Demon
Joined: Sat May 23, 2009 8:22 pm Location: Somewhere
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Re: Patch 9/10/10 - Issues / Bugfix
no idea if this is a bug or intended feature, not even sure how it works tbh, but everytime a grav interruption is used, tractors no longer become operable until you unequip and requip them, kinda annoying tbh when your in fast paced pvp. Is this a bug? or does i have to hotkey my tractor now -.-
_________________
Julian wrote: blindside is the guy who fetches us our beers. No matter what you do, no matter what you say, no matter how hard you try, I will ALWAYS win. iWin
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Sun Oct 10, 2010 11:24 pm |
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gary1992
Team:
Main: thebeast
Level: 2787 Class:
Gunner
Joined: Sun Dec 14, 2008 11:32 am
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Re: Patch 9/10/10 - Issues / Bugfix
rand4505 wrote: saran wrote: knockback pushes missiles away... recommend making missiles immune... or possibly just handing gunners a pistol and a bullet each so they can save the Ai the trouble. LOL, I noticed this on test, proceeded to point this out, then was told to shut up and let the devs do there work. Can't say that I didn't say this would happen. I noticed this as well on test and didnt think it to be much of a problem at the time; However, after going to kill AI tonight on my gunner i noticed very fast that gunners kinda got a case of the unintentional ( I hope at least ) nerf here. Annoying to take alot more time to kill a frigging Green Battleship because missiles wont connect due to knockback.
_________________ Albert Einstein - “I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.”
Napoléon - “Never interrupt your enemy when he is making a mistake.”
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Mon Oct 11, 2010 12:31 am |
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basebot
Team:
Main: Diabolus
Level: 1941 Class:
Berserker
Joined: Wed Feb 13, 2008 9:25 am Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
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Re: Patch 9/10/10 - Issues / Bugfix
Tyler Durden wrote: Ships being exactly 0 distance away from you when they blow up will send you into negative distance and have to log out for 5 min to get recentered. Hahahaha, tried that.
_________________ I recently got Warp 4, told the people in Sol about it. Admin response:
got a new ship for my alt:
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Mon Oct 11, 2010 1:40 am |
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aeljuga
Team:
Main: ahileus
Level: 3088 Class:
Berserker
Joined: Thu Feb 01, 2007 2:06 am
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Re: Patch 9/10/10 - Issues / Bugfix
Seer mission in Bipolar doesnt work again, pls fix it.
_________________ ahileus
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Mon Oct 11, 2010 2:07 am |
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Aurora Ex Machina
Joined: Mon Jul 19, 2010 1:43 pm
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Re: Patch 9/10/10 - Issues / Bugfix
Bi-polar: Systems have to be manually altered mid-uni patch; the change will go live on uni restart. (If the fix doesn't hold for the nth time, I'm simply going to re-write the damn mission)
Missiles: I personally tested this using the suggested limits for Launchers / Hull - using the intended number of launches, and using a hotkey not macro, this wasn't a problem (maybe 1/10 missiles suffered). Put simply: this change only effects people who are missile spamming beyond the intended capabilities of the class, and as such, is intended. The gunner setup I was testing (I pulled a top end gunner's zebra setup and another's dread setup) worked fine; personally, I think that people being able to "missile spam" are using macros (i.e. click.exe or others to spam clicks multiple times / second) and as such...
Turtle: It is indeed designed to only have 1 weapon. I take it from the lack of other feedback that the ship is otherwise "nicely balanced" for its tech level?
Ruins mod chance: I've seen this reported, I'll have to get Jeff to look at it, as it is his code. Thank you for the honesty!
Tractors: Hmm. Putting this to HAL, who changed the code on grav disrupters.
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Mon Oct 11, 2010 4:03 am |
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