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MechWarrior Tactics


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Ключики у нас есть и думаю без проблем сомжешь и так поиграть. Но с продажей бэты они тоже торопятся, чувтсвуется рука IGP, закрадываются и тут сомнения в светлом будущем :(

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В хроме стабильно все. В опере иногда глючит, но в принципе играбельно. Иногда нужно перезагружать страницу в обоих браузерах.

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Создатели MechWarrior Tactics идут по проторенной дороге MWO. Запилили "Founder's Program".

Доброе утро :Cherna-facepalm:

а) Об этом написано было еще с неделю назад.

б) У них издатель один.

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Фаундеры они могут в одно место плашмя засунуть))

Вышел очередной патч :

1458.45 Patch Notes

User Data

- All user data has been wiped

- We are NOT wiping Currency this round.

- All users will be granted 250,000 Scrap. We will likely inject different amounts for each founders level in future iterations.

- All games in progress have been wiped

General Stability

- 3 main causes of players becoming stuck at “Getting Player Data” have been fixed. If you are continuing to experience problems at this location please contact support.

- Optimization for memory footprint has reduced the frequency of memory related crashes across all web browsers.

- It should now be possible to launch consecutive VS AI matches in Chrome and IE9, IE10 (previously crashes).

- Rejoining a match in Chrome, IE8 and IE9 should be more stable.

- Various back-end optimizations related to internal data.

Menus

- Navigation between Mech Bay, Mission Control and other menus is now much clearer.

- Cards should no longer be lost from the inventory when clicking on the first Pilot Card.

- Rapidly clicking on Tech, Armor and Paint cards will no longer remove them from the inventory.

- Assigning a Pilot to a new Mech will no longer un-equip tactics cards from other Mechs when they are subsequently loaded.

- Tech cards are now correctly returned to players inventory when removing a Mech from a lance.

Games/Lobby System

- PVP Games created through ‘Invite’ are no longer always subject to a 2min turn timer.

- It is now possible to decline a match if all lances are currently engaged.

- If more than 4 invites received, invite tabs no longer spill out of Lobby.

- ‘Declined/Choose Lance’ should no longer pop up inappropriately when two people invite each other in quick succession.

- The game will no longer continue to search for a match after declining and inviting a player.

- XP required for ranking up is no longer always a round number plus 1.

- A new lance is no longer added if the user forfeits a match and re-launches the game.

- It should now be possible to successfully search via ‘random human’ with the default lance.

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Ночью с играл 5 матчей) в итоге 3 победы)) асалто катком) 1 раз заглючило, один раз судя по всему оппонент вылетел... в принципе если особо не привередничать..... ))) Есть желаюшие с играть пару-тройку матчей?

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  • 3 недели спустя...
  • 3 недели спустя...

Build 1761.11 - 28th February 2013

Player inventory, player progression and games currently in progress have been wiped.

An injection of 50,000 scrap will be processed all Beta participants following the deployment of this build.

Build Notes

Users that were previously stuck ‘Authenticating’ should no longer be stuck. Please contact support if the problem persists.

Combat modifiers now include Movement Mode, Jump modifier and delta hexes moved modifiers:

Mechs generate these modifiers when moving. Combat in the current turn takes into account the movement type of the attacker and number of total hexes moved (relative to the starting position, not hexes moved along the path) for the defender. Jumping adds additional modifiers to both to-hit and to-be-hit. Further details will be posted in the forums.

All weapons now resolve their damage in a prioritized order, based on how much damage each weapon does. Weapons will resolve in the order of most damage to least. The resolution priority is not explicitly linked to the weapon damage, but the “priority” field for each weapon that currently uses the damage value of the weapon.

Mechs will also resolve in a priority order based on the MechWarrior assigned to the Mech. There is a (currently) hidden value for each MechWarrior that is used to determine which Mech (within a single Lance) has their attacks resolved first. This is called the Reaction Score. Mechs will resolve all of their weapon attacks in an order based on their MechWarrior’s Reaction Score, from highest to lowest.

Fixed terrain definitions on Jungle01 and corrected all water definitions for all maps to fix Depth 0 (now Depth 1)

MechWarrior Abilities should work and are ready for testing.

Mechs that count as having intervening Partial Cover from their attacker, can no longer be hit in the Leg location with attacks from that attacker. Those attacks will not transfer to the torso locations, but instead will count as a miss (as per TT rules).

In the game UI, the “Objective” button has been removed until such a time as we have “Objectives”.

Mechs should no longer become Disabled for no apparent reason

Combat Log: Remaining Armor, IS and hp (for items that more than one crit) are now shown.

More tooltips have been added to gameplay elements

MWT TECH:

Added new rule, outcome, and logic for a mech damage state called "Disarmed" that represents when all of a mech's weapons are destroyed or are out of ammo.

Added a new mech state called "Surrendered" that is used when testing for the game ending to see if a mech is no longer able to compete in the match. The surrender logic is set up to be able to have different conditions depending on the scenario type of the game.

Partial fix for a bug where locations, weapons, and add-ons were reporting as destroyed when they were not. The root is that once one torso location has been destroyed, all other torso, arms, and legs may report as destroyed.

Combat Log Colorization Improvements:

Roll to hit now in yellow.

Added damage details such as amount of damage, and reorganized text output

Mech Bay: If you drag a card offscreen then it becomes unselected.

Engines that are attached to Mechs now show the number of built-in Heat Sinks.

Updated how the game rules handle a mech with one leg destroyed:

Mech's always start with a minimum of 1 movement point.

If a mech's leg is destroyed the mech only has one movement point.

A mech with a leg destroyed cannot select to run.

A mech with a leg destroyed, when walking, can move into any hex they are facing or make one turn.

Known Issues

In the Armory view, Paints, Pattern, Decals, MechWarriors and Tactics cards are missing the “number of copies” indicator number in the top left corner. We will have a fix ready for this in the next build.

There is a chance, as games go on longer, that some of the game data gets out of sync with the Mech “paperdoll” UI. We are working on a fix for this for the next release.

There appears to be an issue around the Mech paperdoll misreporting destruction of Left/Right Torso and associated arm when an Ammo Explosion occurs in that location. The Combat Log reports the event correctly and the game state should also be valid.

Hexes continue to sometimes not work if the mech lance was edited prior to launching a match. Refreshing the browser and rejoining the match is the current workaround.

Other Notes for Beta Participants

Fixed - Destroyed parts can still be rolled on to-hit table.

Fixed - Movement Phase & Attack Phase - Often, rejoining games heals Mechs.

Data Update

New Player Rewards per Match

PvP Win: XP = 150, Scrap = 750

PvP Loss: XP = 75, Scrap = 450

AI Win: XP = 100, Scrap = 350

AI Loss: XP = 50, Scrap = 225

New Matchmaking Tiers

<= 3000 CV

<= 4500 CV

<= 6000 CV

> 6001 CV (to a max of 15000)

Ultra Rare Mechs should be enabled again

COM-1X1

SDR-5DX1

HBK-4SPX1

CPLT-KX1

CPLT-CX1

Tactics cards should be enabled again in STACs

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  • 5 месяцев спустя...

Так вроде инвайты или как-то так. Но если не прокатит, турну акк погонять чей нибудь, например твой, спасибо за предложение.

Там также как в MWO было - или выбрали случайно, или покупай фаундер.

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  • 1 месяц спустя...
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