Known Bugs

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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.

Mech Bugs

Wastelander: Outdated PPCs

Issue: Wastelander uses outdated ordinance.
Reproduction: Compared the wastelander Heavy PPC vs the vendor version.
Workarounds: If you happen to have vendor Heavy PPCs swap them in.
Other Notes: Those version 2 ppcs are much sexier.

Paladin: VP Lasers are duds

Issue: Paladin VP lasers are duds.
Reproduction: Arm your VP lasers that come with the paladin and fire them at anything.
Workarounds: Currently the only workaround is to not use them, or use wall-vendor VP lasers.
Other Notes: I do know lasers are due for an overhaul....

Nanus: Sealth Drive

Issue: Typographical Errors
Reproduction: Activate and deactivate the stealth
Workarounds: you can rename the stealth module at least....
Other Notes: [2012/07/22 19:20] MCM Nanus Sealth [Spine]: Sealth Activeated
[2012/07/22 19:20] MCM Nanus Sealth [Spine]: Sealth Deactivated

White Noise: Shuffle Walk

Issue: Certain users (Mangaman1001) have a shuffling walk with an active whitenoise instead of the proper walk animation.
Reproduction: Me and tsuno are not getting it we both have the speed increase perk, have not verified if that's the cause.
Workarounds: Running forces the animation to be nice
Other Notes: Appears to be a limitation on how SL handles movement speed. You don't animate as running based on input, you animate as running based on absolute velocity. Therefore if a mech puts you at the threshold speed odd shit happens. Perhaps if we made the walk/run the same animation?

Conscript: Stop shooting yourself!

Issue: Default weapon arrangement of the Conscript blows shells up in your face
Reproduction: Get a conscript fresh from the box. Put it on. Boot it up, move around and fire. First barrage may not do it, but you'll be taking damage from your own shells in no time.
Workarounds: Swap them or don't alpha.
Other Notes: I suppose this might be a job for a later 'rebirth' of the mech, if you ever have such a thing planned. I know you got plenty on your plate and this can be edited around.

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.

Xbeam

Issue: Xbeam does not report hits.
Reproduction: Shoot a mech with Xbeam lasers
Workarounds: At the moment all you can do is not use them

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.

Meter Bugs

Reload Terminals: Force weapons to display as active

Issue: Using an ammo depot, from either tech or bio causes any disarmed weapons to show as armed, even when it isn't.
Reproduction: Boot up. Ready nothing. Drop a ammo depot. Get reloaded. Notice every weapon shows green. Try to fire. This also applies to weapons that were disarmed due to 0 ammo.
Workarounds: Pay attention to what was and wasn't armed when reloading. Flick it on and off to get the meter reading right.
Other Notes: This always gets me when I exhaust a weapon and then refuel it. I really really really hate this bug.

Jump Heat: Doesn't always apply

Issue: Jump heat doesn't apply consistently.
Reproduction: Hard to make this appear consistently, get a mech with a noticeable jump heat, jump around a while and you'll notice it's not a rather exact science.
Workarounds: This is kind of one of those bugs beneficial to the player.
Other Notes: When mentioned to Nash it was noted that we'd need a reblance of jump-heat since it'd actually be applying properly and a stiffer penalty.

Bunny

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