Known Bugs: Difference between revisions

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===Eclipse Perks:  They do nothing===
===Eclipse Perks:  They do nothing===


'''Issue:''' Eclipse mech perks do nothing.  Even the passive ones.
'''Issue:''' Eclipse mech perks do nothing.  Even the passive ones.<br>
'''Reproduction:''' Pretty straight-forward.  Take any perk, like the pulsewave damage increase and see no change, even after a mech reset.
'''Reproduction:''' Pretty straight-forward.  Take any perk, like the pulsewave damage increase and see no change, even after a mech reset.<br>
'''Workarounds:''' none.
'''Workarounds:''' none.<br>
'''Other notes:''' I guess Xxander didn't have the time to actually code these.
'''Other notes:''' I guess Xxander didn't have the time to actually code these.


===Sure Footing:  Works in reverse===
===Sure Footing:  Works in reverse===


'''Issue:''' Sure footing reduces your knock resistances.
'''Issue:''' Sure footing reduces your knock resistances.<br>
'''Reproduction:''' Take the perk, get hit with knockdown.  Comparing the knockdown rates with and without paint a clear picture.
'''Reproduction:''' Take the perk, get hit with knockdown.  Comparing the knockdown rates with and without paint a clear picture.<br>
'''Workarounds:''' Don't take the perk.
'''Workarounds:''' Don't take the perk.<br>
'''Other notes:''' This perk is a requirement for a heat management perk, which creates a bit of an issue...
'''Other notes:''' This perk is a requirement for a heat management perk, which creates a bit of an issue...



Revision as of 04:48, 16 November 2012

Here is a list for known bugs for MCM. If you are aware of a bug please add it to the page with as concise information as possible on how it appears and what's precisely wrong.

Perk Bugs

Eclipse Perks: They do nothing

Issue: Eclipse mech perks do nothing. Even the passive ones.
Reproduction: Pretty straight-forward. Take any perk, like the pulsewave damage increase and see no change, even after a mech reset.
Workarounds: none.
Other notes: I guess Xxander didn't have the time to actually code these.

Sure Footing: Works in reverse

Issue: Sure footing reduces your knock resistances.
Reproduction: Take the perk, get hit with knockdown. Comparing the knockdown rates with and without paint a clear picture.
Workarounds: Don't take the perk.
Other notes: This perk is a requirement for a heat management perk, which creates a bit of an issue...

Weapon Bugs

Any bugs with any particular weapon system go here. Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.

Baal: HellFire Napalm Cannon

Issue: Flamer does not shut down and operates even when mech is disabled.
Reproduction: Equip and activate flamer, fire it while being destroyed.
Workarounds: Removing the weapon will prevent it from attacking.
Other Notes: It is possible to attack mechs without your meter activated in this fashion. However, doing so is considered cheating and will result in stiff penalties.

LRM2

Issue: LRM2 missiles have difficulty tracking a target
Reproduction: Get a missile lock with a LRM2 fire them, particularly from long range
Workarounds: Firing the missiles within 64 meters of the target seems to produce far more reliable performance.
Other Notes: I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use. If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.