If I'm reading this right, all Accel/Decel and turn rate quirks have been nonfunctional for, well, nobody knows how long. Spoiler Greetings MechWarriors, We will be rolling out a hot-fix today, Monday February 22nd, scheduled for 2:00 PM PST [10PM UTC], with the following fixes: • Fixed an issue where all Accel/Decel and Turn Rate Quirks were not functional (full details below).• Fixed an issue with certain 'Mechs where the firing delay caused by a closed weapon door could apply even when the door was open. • Fixed an issue where cycling through 'Mechs as a Spectator could cause other Specators to also cycle through 'Mechs. That first one requires some explanation. During an investigation into reported issues with the behavior of Acceleration/Deceleration and Turn Rate Quirks we discovered a more significant problem was at play. In the December 1st balance pass the original three-tier Low/Mid/High system for handling Accel/Decel Quirks was transitioned to a single ‘All’ system, both to reduce the number of Quirks per-'Mech and to make the Quirk entry system more efficient. As a result of this change there were two sets of Quirk builds in our internal version control system. We used a method for consolidation that allowed us to enter just one value for each of the Acceleration and Deceleration Quirks, instead of needing to add separate values for each of the Low, Mid, and High speed tiers. The tier system was technically still in place, but the consolidation method treated them as ‘All’ Quirks, and the client only checked against those ‘All’ values. Unfortunately this consolidation method was only added to the internal test builds. It was not brought into the main build. As a result the Quirk system functioned correctly during testing, but when everything was pulled into the main build for live release the ‘All’ consolidation system wasn’t utilized. This caused any and all Acceleration, Deceleration, and Turn Rate Quirks to become non-functional, for every 'Mech that had such Quirks. Todays hot-fix is correcting that issue. All Acceleration/Deceleration and Turn Rate Quirks will now be active. Any ‘Mechs with these Quirks will now behave correctly, according to the values displayed in their current Quirk list. We realize this will likely have a clear effect on how matches play out, as a large number of ‘Mechs on the battlefield will see a sudden increase to their mobility. We will closely monitor the result of these changes and make adjustments as needed. We sincerely apologize for this oversight. We are taking steps to ensure this doesn’t happen again. http://www.mwomercs.com/news/2016/02/1485-hotfix-scheduled-for-february-22nd-at-2pm-pst10pm-utc
What is nice is that they fixed it now. Shame that they didn't catch that issue, but this isn't the first time something has slipped by.
Impressive noone here noticed,... And to think I found the Rifleman already agile,... Eager to see how it will behave now,...
Agreed, I was actually pleasantly surprised with the Rifleman. It will be interesting to see how it performs.... fixed.
Will change some brawls a lot. Jenners, Spiders and Locusts will particularly benefit in lights. Shadowhawks, Trebuchet, Hunchback, Centurions, Vindicators, Blackjacks and Cicada's in the mediums. Ice Ferrets and Nova's for Clan mediums. Actually who am I kidding plenty of heavies will benefit a lot too......
Oh I noticed immediately when taking out the RFL-5D. Knew something was wrong almost instantly and was streaming as well. Documented evidence and kept tweeting Russ x Paul about it. https://www.reddit.com/r/OutreachHPG/comments/46t1uz/rfl5d_acceldecel_quirks_dont_work/ Not saying it wouldn't have been fixed if I didn't test it with real evidence and brought it to light... but we probably would still be oblivious... Initially, I never guessed it was EVERY movement quirk. But I ran the same test on the Top Dog and it was broken as well. This is the third rather major bug that has been discovered by players recently. First was the Cap Accel module not working. Second was leg structure quirks increasing fall damage. Wonder what the next one will be.
Four. You forgot players immediately abusing Flamer heat interaction to have diet-Flamer: heat free, all the punch! ...oh, wait, that was a 'feature' they just decided they didn't want anymore so they added something to break it differently. That's a whole different list. Apologies, carry on!