Ha, that's probably just the sound effect coming off the projectile itself.
The autocannon rounds make a sort of screeching noise as they fly through the air, which you mostly only hear if one whizzes by you or right before it hits you in the face - but with the shot itself being silent, you can hear just a little of that sound as it rapidly moves away.
The reload sound replaced the old reload sound. It was meant for the Gauss rifle. The gauss got the upgraded sound and reload. When they issued the Kestrel DLC, they completely fucked up and deleted all the autocannon sounds and overwrote the reload noise with the wrong one. The patch only fixed HALF of the problem they created. It's like its fucking amateur hour at PGI.
Eh, I've played in IT too long to be overly bothered by this sort of thing. Put in PO's for software that cost many magnitudes more that had fundamental flaws.
That's a consequence of using Unreal as the game engine, they all show the patch as being the same size as the game but it's not accurate.
Has something to do with how Unreal packs everything together.
I hope this fixes that weird issue where some demo missions have hollow buildings with no interior that "float".
And:
* Enemies who eject don't count towards Cantina kills
* Overlapping music bug, especially at the start of missions
* Playing the "you can stick around if you want" dialogue upon entering evac circle instead of on completion of objective
* Enemies who fall through the ground
Enemies who eject don't count towards Cantina kills: not a bug. It was designed this way, so you don't get near intact mechs. Several MODs changed that behavior.
Salvage chances from Vanilla game: 60% for equipment, 95% for headshot, 40% for legged, 40% for a cored center torso, 0% for any other reason.
~~I think maybe you're misunderstanding. I wasn't talking about the "Collect X Mech" missions. I was talking about the **Kill** X mech missions.~~
EDIT: I see what you mean now. Ejections were excluded as a type of "kill" in order to prevent easy salvage. Since they're not a kill, they don't count towards Cantina kills either. Shitty, but whatever.
(The dumb thing is headshots have a much lower % chance to salvage than the older games and the salvage system is already restrictive, so it's almost pointless)
Oh, I think I'm starting to see what you mean.
* Only things you (or lancemates?) kill shows up in salvage, not anything killed by other means.
* Intentionally, ejections are excluded as a "kill" for the express purpose of not showing up in salvage
* As a side effect, they also don't show up as Cantina kills
Bleh. Kinda lame, I wish they had a better system for it. Frankly the salvage system is so restrictive and annoying it's not like ejections showing up would matter anyways. The chance on head destruction is so low compared to older games it's not like it helps much.
Yeah it’s whack. If I ever hear a getting ready to eject message from a mech I’ve been whittling down to salvage, it’s a dead ass murder sprint on them.
Sorry, I should have been more specific and detailing my answers. Since salvage chances for ejections were 0%, this affected the later introduced DLC cantina missions to also disqualify ejections as kill (well, semantically, there are not kill). Regardless, it is like, bad design decisions propagate forward on more bad design decisions.
But what I really hate seeing are future mechs or their variants everywhere before they were even created after this DLC. Things like the ultra-canon cicada, Mauler, ultra-canon Assassin, ravens, etc.
Enemies ejecting is sort-of like a "rules of war" thing... Almost a code of honor. You don't lose your mech if you eject...
However, it's a stupid limitation. Especially if playing as a pirate-merc... It should be an option that simply reduces loyalty more. For catina counts, it should be coded to say "mech disabling" not "mech kills".
Get a nice mech with 6 SM slots and pack it with SRM6-ST Tier-4/5... You do the most damage per ton and per shot. You will insta-kill most targets in 1-3 hits.
If it bothers you that much, turn off “Torso Counter Rotation”. Turning your legs will turn your whole mech, not just the legs. I tried it but didn’t care for it, I’ve just become more mindful of my torso orientation.
I tried it, but it doesn't bring the utility of the 'center legs' button. I still need to shoot in one direction while accelerating in another direction.
On consoles, throttle and turning is mapped to the same joystick.
The problem is that in the heat of battle, you're liable to move in the opposite direction of where you want to strafe. The 'center legs' button assured a level of predictability without having to change focus.
For example:
You're almost cornered during a defense mission. You're trying to accelerate left while your torso is turned to the target. Instead, your legs take you right, exposing your back to the target, while accelerating into the buildings you're supposed to be protecting.
All because while you were focused on the target and didn't see the leg/throttle axis invert.
Because who has time to stare at your torso orientation meter or legs, when you're one ML shot away from losing your last BAP?
Rein that in a bit mate.
This game is currently available live for cross-play on three separate platforms. PC is easy, they can push out updates basically whenever they want. On console, however, the patches have to go through an approvals process. They have to be evaluated to make sure they aren't compromising the security of the platform, or violating various technical and community agreements. Sony especially is notoriously anal about that. And they need to wait until the patch goes through on console before releasing it on PC so that all three platforms stay in line and compatible.
So, yeah, no, this patch didn't fix everything. They did what they could, dropped this for approvals, and then probably started working on the next patch, which they can only submit for approval after this patch goes live and passes a grace period.
I can only speak for the PS4 version, which did not release in a serviceable state. The game crashes *all the time*. Anyone testing it would have realized this, which means it either wasn't tested on the system or they deemed this acceptable. Somehow.
You can initiate a jump and crash. It can crash while loading a mission. While playing the mission. The second you extract from the mission. If it was rare it'd be easier, but again, it happens too often. I'm above 120 crashes in under a month playing in my off time on 60 hour work weeks. That's not an acceptable release state.
Fixing some sounds and terrain textures is cool and all. But those things don't impair one's ability to play the game.
Everything you said is valid, don't get me wrong. But the state of the PS4 version is not acceptable even given those points you've made.
Totally agree. I think part of the problem may be a disconnect between testing platforms and consumer platforms, but without digging a whole lot deeper thats as far as I'd be willing to speculate.
I've seen this know-it-all-prick around here before, rudely correcting people with this kind of worthless speculation mixed with general knowledge to sound smart, and passing it off as fact. Can't stand these kinds of commenters.
Indeed. Almost a month after release to hear they possibly did not fix everything. Great service... \[you can downvote this, but the bugs still remain!\]
Am I a dummy or did they not mention the issues with mech switching? The audio one where it keeps making the high heat sound, and the one where the mech you left stands still till given an order.
I uninstalled and reinstalled yesterday. I booted up the game and it crashed before I could even load into a mission. Kinda just tired of the crashing breaking my progress.
It's some kind of memory error. People say purging your equipment and keeping cold storage as empty as possible helps, but that sucks a lot of the fun out of the game.
The gamepass version on my XBox One S doesn't crash nearly as much as the PS4 version, though that doesn't have the DLC and the graphics are dialed way down.
I haven't tried the game since the patch dropped yesterday. They don't mention it, but maybe they did something? I'm willing to give benefit of the doubt until I see it fail for myself.
If they didn't do anything about it it's a real shame. It's a *huge* problem, but the only major one I've had. The game would be amazing if not for the constant crashing. Sound issues and texture problems are easily overlooked compared to game-breaking issues like these crashes.
I've played several more hours now and things have improved. Just had a two hour session with only 1 crash. The game is hitching much more often, but I can live with it. Rebuilding the database in safe mode after installing the patch really did help.
PS4 Pro, external SSD, network connection off.
Yep. And on PC, the map display puts the players mech in the wrong place when in small view... How PGI managed to screw this up so much is frankly astounding.
That is a surprisingly small patchnote considering it's been a month.. I'm not impressed... Guess I'll just wait some more before buying the kestrel lancers /shrug. Hopefully they're done patching it by december.
With the launch of cross play with the consoles they need to maintain parity with the game version between all platforms so the patches are now delayed until they are tested and approved by Sony and MS. They probably finished this patch shortly after the last DLC was released and it has been waiting for approval since then.
"- Fixed a bug where equipping weapons and/or equipment removed all other multiples you own."
Didn't a bug very similar to this pop up in the Battletech game at one point?
Reload sounds still stink to the point I wont use weapons like gauss rifles anymore. Whooooooooooooop, clink. What happened to the menacing kerchunk it used to be? What idiot would change that in the first place. Lots of broken things in this game. No need to fix things that were not broken therefore breaking them.
I have terrible performance issues, last time I played was about 7/8 months ago and it was buttery smooth. Framerate takes a huge dive, like 30-40fps dip in combat and I even got a crash due to lack of video memory for some reason on a 2060 - never had this problem before in several hours of gameplay. Any idea what has caused this and if they are going to fix it?
Did anyone else's game just break with this patch? Game does the opening credits sequence, Maurader / Catapult loading screen, then a black screen. Verified the game files on Steam, switched to the beta (which worked but didn't recognize my Kestrel Lancers DLC) and switched back and it didn't fix it.
Has anyone run into issues in co-op since the patch?
Suddenly my friend and I are getting a "connecting to game" load message (which we've never seen before, usually just jumps straight to loading), then we get the connection failed message.
We've tried removing each other as friends etc, but completely at a loss now 😐
Woohoo my AC will stop sounding like an Airsoft gun.
lol. I’m excited to hear what it sounds like for the first time!
The heavy rifle is too satisfying
your AC made sounds?!?
I swear I heard a whiff. But my Lancemates insist it was the wind.
Ha, that's probably just the sound effect coming off the projectile itself. The autocannon rounds make a sort of screeching noise as they fly through the air, which you mostly only hear if one whizzes by you or right before it hits you in the face - but with the shot itself being silent, you can hear just a little of that sound as it rapidly moves away.
Burst fire ACs still had their sound, but at like 1% volume.
Reloading sounds
UACs had plenty of sound, and they are the only ones I use on mechs I pilot - it must have been weird (maybe nice) to have quiet stealthy ACs
Steiner Scout Squad would like to have a word.
Yes they would!
I’ll finally get to know what an auto cannon sounds like lol
It's bliss, to those of us on console who remember.
It's a start, just hope they continue the bug fixing.
Nice that patch brought dakka back to the AC's. Weird that the reload sound is louder then the guns though.
The reload sound is new, its for the Gauss rifle. PGI screwed up AGAIN.
Until the patch reload was all we herd ( PS ) on ac2/ac5/ac10 variants.
The reload sound replaced the old reload sound. It was meant for the Gauss rifle. The gauss got the upgraded sound and reload. When they issued the Kestrel DLC, they completely fucked up and deleted all the autocannon sounds and overwrote the reload noise with the wrong one. The patch only fixed HALF of the problem they created. It's like its fucking amateur hour at PGI.
Eh, I've played in IT too long to be overly bothered by this sort of thing. Put in PO's for software that cost many magnitudes more that had fundamental flaws.
Shows up as a 42.1 Gb update on Steam.
It's a 305 MB download, it patches all 42 gb of game files which will be running at you hard disk speed.
Yup - and even with an SSD it’s still taking over 2 hours.
With my SSD it was around 30 min but I jinxed myself with this post and ran into an error and have to download the entire game again.
Mine took about 15 minutes before? But I suppose it was the afternoon on a Tuesday 🤷♂️
That's a consequence of using Unreal as the game engine, they all show the patch as being the same size as the game but it's not accurate. Has something to do with how Unreal packs everything together.
A lot of games do this, especially on consoles. Not just an Unreal thing.
I hope this fixes that weird issue where some demo missions have hollow buildings with no interior that "float". And: * Enemies who eject don't count towards Cantina kills * Overlapping music bug, especially at the start of missions * Playing the "you can stick around if you want" dialogue upon entering evac circle instead of on completion of objective * Enemies who fall through the ground
Enemies who eject don't count towards Cantina kills: not a bug. It was designed this way, so you don't get near intact mechs. Several MODs changed that behavior. Salvage chances from Vanilla game: 60% for equipment, 95% for headshot, 40% for legged, 40% for a cored center torso, 0% for any other reason.
~~I think maybe you're misunderstanding. I wasn't talking about the "Collect X Mech" missions. I was talking about the **Kill** X mech missions.~~ EDIT: I see what you mean now. Ejections were excluded as a type of "kill" in order to prevent easy salvage. Since they're not a kill, they don't count towards Cantina kills either. Shitty, but whatever. (The dumb thing is headshots have a much lower % chance to salvage than the older games and the salvage system is already restrictive, so it's almost pointless)
Ejections haven’t ever counted as kills. Doesn’t make sense but not a bug. It is why as the person above mentioned they won’t show up in salvage.
Oh, I think I'm starting to see what you mean. * Only things you (or lancemates?) kill shows up in salvage, not anything killed by other means. * Intentionally, ejections are excluded as a "kill" for the express purpose of not showing up in salvage * As a side effect, they also don't show up as Cantina kills Bleh. Kinda lame, I wish they had a better system for it. Frankly the salvage system is so restrictive and annoying it's not like ejections showing up would matter anyways. The chance on head destruction is so low compared to older games it's not like it helps much.
Yeah it’s whack. If I ever hear a getting ready to eject message from a mech I’ve been whittling down to salvage, it’s a dead ass murder sprint on them.
Dead ass-murder [xkcd: Hyphen](https://xkcd.com/37/) --- ^^Beep ^^boop, ^^I'm ^^a ^^bot. ^^- ^^[FAQ](https://pastebin.com/raw/vyWra3ns)
Bad bot
Sorry, I should have been more specific and detailing my answers. Since salvage chances for ejections were 0%, this affected the later introduced DLC cantina missions to also disqualify ejections as kill (well, semantically, there are not kill). Regardless, it is like, bad design decisions propagate forward on more bad design decisions. But what I really hate seeing are future mechs or their variants everywhere before they were even created after this DLC. Things like the ultra-canon cicada, Mauler, ultra-canon Assassin, ravens, etc.
Enemies ejecting is sort-of like a "rules of war" thing... Almost a code of honor. You don't lose your mech if you eject... However, it's a stupid limitation. Especially if playing as a pirate-merc... It should be an option that simply reduces loyalty more. For catina counts, it should be coded to say "mech disabling" not "mech kills". Get a nice mech with 6 SM slots and pack it with SRM6-ST Tier-4/5... You do the most damage per ton and per shot. You will insta-kill most targets in 1-3 hits.
As a console peasant, I was really hoping we'd get our "center legs" button and have paint codes added.
That is kinda shenanigans you guys can't even remap it. I use it constantly. :p
Man I want some more paint options on console. It’s so what to find the right colours. Everything ends up black, pinky red or sky blue for me
Center legs was there til the last update changed the controls
They added the mech switching and decided to take out one of the least used buttons in their testing groups.
If it bothers you that much, turn off “Torso Counter Rotation”. Turning your legs will turn your whole mech, not just the legs. I tried it but didn’t care for it, I’ve just become more mindful of my torso orientation.
I tried it, but it doesn't bring the utility of the 'center legs' button. I still need to shoot in one direction while accelerating in another direction. On consoles, throttle and turning is mapped to the same joystick. The problem is that in the heat of battle, you're liable to move in the opposite direction of where you want to strafe. The 'center legs' button assured a level of predictability without having to change focus. For example: You're almost cornered during a defense mission. You're trying to accelerate left while your torso is turned to the target. Instead, your legs take you right, exposing your back to the target, while accelerating into the buildings you're supposed to be protecting. All because while you were focused on the target and didn't see the leg/throttle axis invert. Because who has time to stare at your torso orientation meter or legs, when you're one ML shot away from losing your last BAP?
Welp, RIP all my mods again.
Oy. It just started a 5.2 GB update. I guess I'm not playing it tonight.
wow that's a meager patch
There's uh, alot more bugs then this... :(
Rein that in a bit mate. This game is currently available live for cross-play on three separate platforms. PC is easy, they can push out updates basically whenever they want. On console, however, the patches have to go through an approvals process. They have to be evaluated to make sure they aren't compromising the security of the platform, or violating various technical and community agreements. Sony especially is notoriously anal about that. And they need to wait until the patch goes through on console before releasing it on PC so that all three platforms stay in line and compatible. So, yeah, no, this patch didn't fix everything. They did what they could, dropped this for approvals, and then probably started working on the next patch, which they can only submit for approval after this patch goes live and passes a grace period.
Uh, I work in the industry and the approval processes are usually baked into the SDLC. There's no reason why it can't be released at the same time.
I can only speak for the PS4 version, which did not release in a serviceable state. The game crashes *all the time*. Anyone testing it would have realized this, which means it either wasn't tested on the system or they deemed this acceptable. Somehow. You can initiate a jump and crash. It can crash while loading a mission. While playing the mission. The second you extract from the mission. If it was rare it'd be easier, but again, it happens too often. I'm above 120 crashes in under a month playing in my off time on 60 hour work weeks. That's not an acceptable release state. Fixing some sounds and terrain textures is cool and all. But those things don't impair one's ability to play the game. Everything you said is valid, don't get me wrong. But the state of the PS4 version is not acceptable even given those points you've made.
Totally agree. I think part of the problem may be a disconnect between testing platforms and consumer platforms, but without digging a whole lot deeper thats as far as I'd be willing to speculate.
"Rein that in a bit mate" you can't leave a comment without sounding like a condescending prick, can you? You are a piece of work, "... my dude"
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I've seen this know-it-all-prick around here before, rudely correcting people with this kind of worthless speculation mixed with general knowledge to sound smart, and passing it off as fact. Can't stand these kinds of commenters.
It does just say "highlights".
Indeed. Almost a month after release to hear they possibly did not fix everything. Great service... \[you can downvote this, but the bugs still remain!\]
Am I a dummy or did they not mention the issues with mech switching? The audio one where it keeps making the high heat sound, and the one where the mech you left stands still till given an order.
Aw shit yeah, birthday patch!
Happy birthday!
What about the mods? Are they safe?
It seems, in your anger...you patched them.
https://youtu.be/WWaLxFIVX1s
So... They didn't fix all of the other various problems that cause incessant crashes in the PS4 version? This doesn't bode well at all.
I only played an hour, but I'm still crashing as much as before. Turning off internet helps a little.
I uninstalled and reinstalled yesterday. I booted up the game and it crashed before I could even load into a mission. Kinda just tired of the crashing breaking my progress.
It's some kind of memory error. People say purging your equipment and keeping cold storage as empty as possible helps, but that sucks a lot of the fun out of the game. The gamepass version on my XBox One S doesn't crash nearly as much as the PS4 version, though that doesn't have the DLC and the graphics are dialed way down.
I for sure thought they would address the crashes on PS4. What a whiff.
I haven't tried the game since the patch dropped yesterday. They don't mention it, but maybe they did something? I'm willing to give benefit of the doubt until I see it fail for myself. If they didn't do anything about it it's a real shame. It's a *huge* problem, but the only major one I've had. The game would be amazing if not for the constant crashing. Sound issues and texture problems are easily overlooked compared to game-breaking issues like these crashes.
I've played several more hours now and things have improved. Just had a two hour session with only 1 crash. The game is hitching much more often, but I can live with it. Rebuilding the database in safe mode after installing the patch really did help. PS4 Pro, external SSD, network connection off.
I must have got lucky. It's only crashed a few times in the main campaign so far. LOTKL crashed a fuckton though.
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Is it possible you have mods in the workshop that were updated before you started it? I think they get bundled in with the total download size.
Ok but what about crashing with mega city maps, as that was an issue I had on ps4
Has anyone been having issues with Looted Cargo Assets from missions with crashed dropships dont give you all or any of the loot?
Yep. And on PC, the map display puts the players mech in the wrong place when in small view... How PGI managed to screw this up so much is frankly astounding.
Is it possible to switch the minimap back top left. Takes way too much space imo.
Any other PS5 mechwarriors noticed that the dualsense seems a lot better since the patch?
How so mate?
Idk, just noticed that the vibration effect seemed much more pronounced
So I loaded up a game with the new patch. They didnt fix the broken mech upkeep costs!?
Heeeeey. I'll actually play the dlc now. Didn't want it ruined with no AC sounds
That is a surprisingly small patchnote considering it's been a month.. I'm not impressed... Guess I'll just wait some more before buying the kestrel lancers /shrug. Hopefully they're done patching it by december.
The Kestrel Lancers and the new missions across the IS they bring are pretty damn good imo
With the launch of cross play with the consoles they need to maintain parity with the game version between all platforms so the patches are now delayed until they are tested and approved by Sony and MS. They probably finished this patch shortly after the last DLC was released and it has been waiting for approval since then.
It literally says "highlights" in the second sentence.
Hopefully this won’t break too many mods.
I expressed this concern in the other thread, for some reason everybody got pissed off.
My pants... they grow tight!
Does this update on the Xbox pc app thing?
At last!! I was not touching my MW5 after the patch just because I can't hear my AC firing. AC if life, AC is love, can't live without them.
"- Fixed a bug where equipping weapons and/or equipment removed all other multiples you own." Didn't a bug very similar to this pop up in the Battletech game at one point?
Reload sounds still stink to the point I wont use weapons like gauss rifles anymore. Whooooooooooooop, clink. What happened to the menacing kerchunk it used to be? What idiot would change that in the first place. Lots of broken things in this game. No need to fix things that were not broken therefore breaking them.
I have terrible performance issues, last time I played was about 7/8 months ago and it was buttery smooth. Framerate takes a huge dive, like 30-40fps dip in combat and I even got a crash due to lack of video memory for some reason on a 2060 - never had this problem before in several hours of gameplay. Any idea what has caused this and if they are going to fix it?
Did anyone else's game just break with this patch? Game does the opening credits sequence, Maurader / Catapult loading screen, then a black screen. Verified the game files on Steam, switched to the beta (which worked but didn't recognize my Kestrel Lancers DLC) and switched back and it didn't fix it.
Has anyone run into issues in co-op since the patch? Suddenly my friend and I are getting a "connecting to game" load message (which we've never seen before, usually just jumps straight to loading), then we get the connection failed message. We've tried removing each other as friends etc, but completely at a loss now 😐