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[Bugs]Bug reports for March 22 - |
Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-28 21:01  
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On 2005-03-28 16:44, Doran wrote:
20. hyper mass accelerator, JD2 class, swaps for icc WH cruiser's WH1. supposed to be for stations yes? (JD3/WH2)
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-Was mis-slotted, updated in next Patch.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-28 21:05  
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On 2005-03-27 21:42, Max Kepler wrote:
-The ICC Interceptor does not work at all against enemy fighters. It just fires a few quick rounds of Gauss (or whatever weapon it is), which miss the fighter horribly. Even if the hit box on the fighter was bigger, they'd still miss by a _long shot_ if the fighter was maneuvering at all. This was probably meant to be fixed already, but thought I'd mention it anyway. They also like to fire and then pull away... I kinda thought they'd be the fighter that sticks close to the enemy fighter's tail and keeps shootin'.
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Dogfight code not implemented yet.
Assault fighters have missiles and cannon, if you zoom up camera onthem you see it fire. The projectiles graphics are not appearing, but its still hitting.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-29 00:51  
Bug: UGTO Command Dread pcm's firing same side
- Fixed, one Fore/Starboard, one Fore/Port
Bug: EAD running out of power to quickly compared to other ships in same grade
- Fixed, changed all Auxillary Reactors from lvl0 to lvl4
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Ragglock Marshal BIOnics Industry Syndicate
Joined: May 29, 2001 Posts: 1955 From: Denmark
| Posted: 2005-03-29 01:45  
22:
missing fighter rendering on device slot on colony
23:
not a single weapon on the lvl 1 kluth worker/surply ship ?
for real should atleast have a few disruptor beams plz for pd
all enginers and workers on kluth:
if you install heavyer armor from lvl 0 it comes with to 4 - 8 it dont install and still have same armor value
one emp blast from an ugto ead killed one kluth enginer with an reload it was even hiding under an gangelina
1 shoot kills anyone
i know that yo want to nerf kluth becaus of all the whining but making basic ships so weak, enginers / workers, that they actuly cant be used without you getting killed after 2 sec around 1 enm ship well thats a bit to much dont you think ?
24:
Fighters:
bomber fighters should return to bays when they out of bombs, now they just stay in the air doing nothing
also fighters should be able to return to a cloaked ship
we need an command to single out fighters and return them to bays if more than one type installed
eg. target fighter or fighter type push key combo
[ This Message was edited by: Ragglock on 2005-03-29 04:28 ]
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LOVE the smell of human flesh in the morning smells like MVictory
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-03-29 04:40  
22: missing fighter rendering on device slot on colony
- Already fixed in next update, noted early this evening
23: not a single weapon on the lvl 1 kluth worker/surply ship ?
- Kluth have more supply style ships plus autorepair than anyone else, trade off is the lowest level supply requires protection from the fleet or remain cloaked.
23.1: all enginers and workers on kluth: if you install heavyer armor from lvl 0 it comes with to 4 - 8 it dont install and still have same armor value
- Armor points do go up, but overall armor factor is reduced by the hull size proportional to its size.
23.2: one emp blast from an ugto ead killed one kluth enginer with an reload 1 shoot kills anyone
- Havent been able to test this scenario, but Frigates on other factions have withstood a single Flux wave if their armor is full.
24: Fighters:
24.1 bomber fighters should return to bays when they out of bombs, now they just stay in the air doing nothing
- Fighter code is not fully complete, they have been rolled out to bring their firepower in line with the new armor, some features and microcontrol of fighters may be put off till another patch in order to close beta and start on the next major update.
24.2 also fighters should be able to return to a cloaked ship
- Have had no problem getting fighters to return, there was an issue in the code causing them not to return to any ship, but this has been resolved in the next update.
24.3: we need an command to single out fighters and return them to bays if more than one type installed
- as above, full fighter code not in yet
25. Some fighters attacking full arc.
- Some fighters bays were not set to the propper full arc because of weapons port concern, as Fighters can only interchange with Mines, they have been restored to full arc status. Will reflect in next update. Went through all cruiser and above ships for all 3 factions to make update.
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Captain Sternn Grand Admiral
Joined: March 18, 2004 Posts: 225
| Posted: 2005-03-29 16:26  
The new kluth cloak does render a ship unseen for the most part with the exception of scanners which apparently can light up a cloaked ship momentarily..however not unheard it seems.Some pilots are getting particularly adept at locating cloaked ships by turning up the volume on their speakers and listening for the tell tale engine noise then firing everything they have at that location ..makes use of the cloak in battle only good for not allowing you to fire weapons.
Tried the telekinetic bomb again on a new ganglia ..still seems limited to 2 salvos in flight.
p.s. was kluth armour downgraded? could be my imagination but it seems alot weaker than a few days ago.
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