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CP matches since 1.3.1
Calico Jack:
was on Anglean yesterday when trying to cap outside of alphabetic order didn't get the cap, but following the points in alphabetic I didn't have any problems - could this be MKOTH affecting regular CP matches?
Pickle:
The capping mechanics were definitely changed with 1.3.1 back to the pre-1.3 altitude-dependent mechanic where you have to be below the aerial buoy to register. With 1.3 you could cap at any altitude within the capping range of the buoy. So something was definitely changed and it doesn't feature on the change log so it's very possible that it's unintentional.
Having now played Anglean, Refinery and Labyrinth in 1.3.1 I'm even more convinced there's at least two problems:
1. Buoys are frequently failing to register the presence of individual ships, the problem is random between games but the relationship between individual ship and error buoy is persistent within a game
2. The block radius is not altitude dependent and is significantly more sensitive than the capping radius
I've experienced or seen the first problem (not registering) affect Squid, Goldfish, Galleon and Pyramidion, So it's not ship dependent.
Eric, can you confirm that the definite change (altitude dependent capping) was intentional and someone just forgot to add it to the change log?
dragonmere:
I already sent in a report and log file, but I'ma go head and post here what I sent to MUSE;
Attempting to cap point "D" in Raid on the Refinery as red team, all three ships were on the point (I know the distance requirements, we were on it properly ;) ), and could not get a cap. Enemies came in, we fled. Somewhere about 1/2+ a grid square to the north east of the cap point, one of us got a contest on the point. Could not get a contest reliably. Enemy took point despite us being within normal cap range.
Flew to point "E", all three of us directly under the cap balloon, but the cap counter only registered 2 ships. As the enemy came in and we moved slightly out from under the balloon, still well within the cap radius, the counter was very unpredictable in terms of how many ships were on the point. Again, it appeared that one of our ships was capping from a long distance (over 1/2 a grid square) but it was not possible to say for sure.
N-Sunderland:
Has the same problem on Labyrinth. We were underneath the balloon and not capturing at all.
Watchmaker:
There's definitely a bug with capture points in general (it's not map- or gametype-specific) that was introduced in 1.3.1. We're working on a fix and will be rolling out a hotfix ASAP.
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