Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
25 KiB
25 KiB
| 1 | # | Priority | Test Status | Dev Status | Dev Comments | Tester Comments |
|---|---|---|---|---|---|---|
| 2 | 14 | P5 | Queued | ⚪ QUEUED | A checklist of cockpit panel buttons that were wired to nothing - crouch, generator on/off, coolant balance, searchlight, thermal. STATUS: Internal tracking only; clicking a dead button can no longer crash, and most of these buttons have since been built under their own tickets. Nothing to test. | |
| 3 | 17 | P5 | Queued | ⚪ QUEUED | In the cavern, the upper halves of the tall rock towers are see-through to your range finder - aim up at one and the range reads past it. STATUS: Found by us, not in the field; we're first checking whether the original arcade rocks were solid up there before adding anything. | |
| 4 | 23 | P4 | Queued | 🔵 YOUR CALL | The corner MFD panels overlap the edges of the world view. STATUS: Not a bug - the real pod's monitors clipped the eyeport the same way; kept as a design-review item. NEED FROM YOU: On a desktop monitor, do you want a setting to shrink the overlap, or keep it pod-faithful? Say your screen size. | (undated) Gave my feedback |
| 5 | 27 | P2 | Fail | 🟠 NEED INFO | Autocannon and Gauss hits still spread across several damage panels instead of one solid hit. STATUS: single-panel hits shipped, but the field still reports spread. NEED FROM YOU: fire one Gauss and one AFC at a parked mech, say how many panels changed, and read us the boot-screen build number. | 8/10 - Still spreading damage to multiple panels with both Gauss and AFCs. Separately passed along observations about range and behavior seeming like a form of LRM. |
| 6 | 28 | P2 | Queued | 🟡 PATCHED - RETEST | No mech has ever died from a critical hit to a vital internal part - only from sections blown apart. STATUS: The missing machinery is now built; needs a live match to prove it works. NEED FROM YOU: Note the mech, map and time whenever a mech dies with no section blown off. | |
| 7 | 30 | P5 | Queued | ⚪ QUEUED | A jammed or heat-killed weapon looks like a healthy one on the default weapon view. STATUS: Settled as authentic - the jam lamp on that weapon's ENG DATA page is confirmed working, an EJECT tap clears a jam, and only internal cleanup remains here. | |
| 8 | 37 | P3 | Pass | 🟠 NEED INFO | A mech can look twisted backwards - it's temporary, and it also happened to another player's mech. STATUS: Model data is clean; suspect a mirrored pad twist axis or a bad reading sent to others. NEED FROM YOU: a clip of it happening, and does your torso twist the way you push the stick? | (undated) No occurences in a long time |
| 9 | 38 | P3 | Fail | 🟠 NEED INFO | Everyone except the host gets a red patch and VGL badge instead of their pick; colour is correct. STATUS: a fix shipped to send badge and patch through the lobby; the field still fails. NEED FROM YOU: have every player read out their boot-screen build number next session - an older build shows exactly this. | 8/10 - Only host initially spawns with the correct mech, badge and patch color. Everyone else initially spawned with their chosen mech color but a red patch and VGL badge. Host appears correct to others and self in external view. Again, Non-host players had correct mech color but always red patches and VGL badge. Nothing changed when respawning. |
| 10 | 41 | P2 | Mixed | 🟠 NEED INFO | David's launcher sometimes dies instantly with no window, then works after a few retries; antivirus is the prime suspect. STATUS: Not reproducible here; the build now records why it died. NEED FROM YOU: David - after the next failure send lastrun_join.txt from the game's content folder, and check Windows Security Protection History for a block on the game. | 8/14 Oracle - Clarify please |
| 11 | 63 | P5 | Queued | ⚪ QUEUED | The end-of-mission review screen reads player info from the wrong place, so it could show junk numbers or crash. STATUS: harmless right now - that screen never opens during play; it gets rewired before the screen is ever switched on. | |
| 12 | 64 | P5 | Queued | ⚪ QUEUED | An internal mix-up left part of each mech's damage bookkeeping pointing at nothing, which had quietly broken the coolant-leak plumbing. STATUS: the half that could affect play is fixed and shipped; the leftover is code tidy-up you will never see. | |
| 13 | 65 | P5 | Queued | ⚪ QUEUED | Internal: several mech subsystems handle their messages in a way a future change could silently bypass. STATUS: nothing is broken in play today; logged as a single cleanup pass. | |
| 14 | 68 | P3 | Queued | ⚪ QUEUED | If you HOST and the lobby fails to create, the game just closes with no message. STATUS: Reopened - this was closed after fixing the JOIN side; the host side still exits silently. Confirmed in the code. NEED FROM YOU: nothing - but if hosting ever dies without a word, that is this. | |
| 15 | 72 | P5 | Queued | ⚪ QUEUED | Closing the game while a mission is still loading can throw away the shutdown request. STATUS: not a live problem - the game still exits in about a second; logged so a future change cannot turn it into a hang. | |
| 16 | 74 | P2 | Pass | 🟠 NEED INFO | 8BitDo gamepad works (partly) in solo but does nothing in Steam multiplayer. STATUS: Logged; we need your setup details before we can chase it. NEED FROM YOU: the exact 8BitDo model, how it connects (XInput/DInput/Switch mode), whether Steam is applying a controller layout, and which controls do work in solo. | |
| 17 | 76 | P3 | Queued | 🟡 PATCHED - RETEST | The main cockpit and Plasma windows return to the wrong place after relaunch, even with layout saving on. STATUS: the layout-wiping bug is fixed, so these two are ready to re-check. NEED FROM YOU: move the cockpit full-screen and Plasma to your second monitor, save, relaunch, then say which came back wrong. | (undated) Pass this? |
| 18 | 77 | P3 | Queued | ⚪ QUEUED | The Secondary/Radar window is locked to one size, so it cannot fill a tablet or touch panel used as an extra display. STATUS: logged as a real feature request; making it resizable has not started. | (undated) Indifferent |
| 19 | 83 | P3 | Mixed | 🟠 NEED INFO | The incoming-missile beeper is back and speeds up as a missile closes, but two testers say the tone sounds wrong ("clown horn"). STATUS: alarm fixed and confirmed working; pitch under rework. NEED FROM YOU: compare ours to the two pod videos (0:43, 1:10) - is ours too low, too high, or too slow? | 8/14 Oracle - Alarm is back and sounds good with changing tempo based on missile proximity. NARCs and Streaks are orbiting mechs when they miss, possibly a little too much vs how I recall. All missiles are currently able to hit stationary targets out to maximmum possible range they can be seen. 8/14 Oracle - Can see that orbiting NARC missiles will tighten their orbit after about 10 seconds as their fuel is exhausted. 8/14 Oracle - Elengil reports alarm pitch sounds off 8/14 Oracle - Nanook reports larm sounds like a clown horn 8/14 Oracle - Multiple players reporting missiles orbiting too much (18 times on at least two occasions, 10 times is fairly common) 8/14 Oracle - Missiles tracking a mech that dies before they reach it will airburst. In the pods they used to continue flying, someone (Elengil?) recalled that they would fly toward the center of the map. |
| 20 | 90 | P3 | Queued | 🟠 NEED INFO | Fire and smoke on badly damaged mechs look thinner and shorter than the arcade. STATUS: Untuned; the report predates our particle fix, so we need a fresh look. NEED FROM YOU: Name a mech you saw burn, roughly how many seconds it lasted, and whether flames start before the kill or only on the wreck. | |
| 21 | 103 | P4 | Queued | 🔵 YOUR CALL | Ramming damages a mech's insides - gyro, heat sinks, torso - never its armor; grinding does nothing. STATUS: Confirmed as the original's design; the myomer damage you saw was our bug and is fixed. NEED FROM YOU: On the real cabinets, did a hard high-speed ram ever dent the target's armor, or only wreck internals? | (undated) Don't recall |
| 22 | 105 | P3 | Queued | ⚪ QUEUED | Sensor damage currently does nothing - the arcade flickered or dropped the HUD and could kill the radar. STATUS: The behavior is fully described by Lynx and Oracle and logged; the work simply has not started. | |
| 23 | 113 | P3 | Queued | 🟡 PATCHED - RETEST | LRM burn looked too long; missiles now fly slower and shorter with air drag restored. STATUS: Fixed in 4.11.957; flight timings re-checked against the original and found correct. NEED FROM YOU: does it still read too long? Say which half - the flame on the missile, or the effect on the struck mech. | |
| 24 | 115 | P2 | Queued | ⚪ QUEUED | The hot box target-select buttons do nothing, so you can't designate a specific enemy. STATUS: Confirmed dead and understood; wiring the original selector buttons is queued and nothing is needed from you. Oracle's Standard-versus-Expert memory is logged alongside it. | |
| 25 | 117 | P3 | Queued | ⚪ QUEUED | Ronin confirmed every chassis had its own cockpit bounce in the original, on purpose, so each mech felt different from the seat. STATUS: Logged as design knowledge; we still have to check whether our build shakes per chassis or uses one shared bounce. Nothing to test. | |
| 26 | 121 | P3 | Queued | ⚪ QUEUED | Sensor heat has no effect - the bar can peg full and your radar and targeting keep working perfectly. STATUS: Known and logged; the heat penalty for sensors was never built, so nothing is needed from you. | |
| 27 | 123 | P3 | Queued | 🟡 PATCHED - RETEST | The searchlight's visible half landed - night fog pulls back, plus a cone on your mech. STATUS: Fixed weeks ago; never night-tested. NEED FROM YOU: On a night map, toggle the searchlight (F5) and say if the murk pulls back at mid range (close walls stay dark) and whether teammates see your cone. | |
| 28 | 126 | P2 | Queued | 🟠 NEED INFO | From certain positions another player's shots are both invisible and silent; moving makes them show again. STATUS: one report with a log; cause unknown. NEED FROM YOU: note both mechs, the map, your distance, whether terrain blocked the line, and how far you moved before shots returned. | |
| 29 | 132 | P3 | Queued | 🟠 NEED INFO | A yellow line sits on the HUD in every mech; only one tester sees it. STATUS: unreproduced; it may be the same stuck beam that this build's weapon fix cured. NEED FROM YOU: Conn Man - is it still there in the latest build? If so, a full-screen photo plus your screen resolution. | |
| 30 | 136 | P3 | Queued | 🟡 PATCHED - RETEST | Toggling components on a shut leaking loop seemed to stop and restart the alarm. STATUS: ruled authentic - the sound loops while a leak lasts; the flashing button by the radar is the real indicator, now fixed. NEED FROM YOU: next leak, check the button flashes the whole time, even when the alarm is silent. | |
| 31 | 143 | P3 | Pass | 🟠 NEED INFO | Hitting one panel can make smoke pour from many panels at once, often after a big alpha strike. STATUS: reported several times, cause not yet chased. NEED FROM YOU: next time it happens, say whether the smoking panels were already damaged or still undamaged, and which mech was hit. | 8/14 Oracle - Players aren't reporting this anymore |
| 32 | 145 | P3 | Queued | ⚪ QUEUED | The IR / 'predator vision' button does nothing visible yet. STATUS: Oracle's description - a random palette shift, not a heat image - is on file; building the display is queued. | |
| 33 | 147 | P3 | Queued | 🟡 PATCHED - RETEST | The moving range marker can vanish for the rest of the session while the tick marks stay. STATUS: likely cause fixed and the game now records it automatically; not seen since. NEED FROM YOU: if it vanishes again in a multiplayer drop, note the map and time and send your log. | |
| 34 | 158 | P2 | Queued | 🟠 NEED INFO | After respawning in Abandoned Arena you can be stuck until you cycle the throttle. STATUS: two possible causes - the new respawn throttle release, or spawning against scenery - not yet separated. NEED FROM YOU: when stuck, note whether your throttle lever was already pushed forward, whether cycling it frees you, and where you spawned. | |
| 35 | 159 | P3 | Queued | 🟠 NEED INFO | Missiles and cannon fire seen exploding in empty space, away from the target, during laggy drops. STATUS: logs show no dropouts, so this is lag; cannon fire is now instant-hit, which may have fixed half of it. NEED FROM YOU: note shooter, target, clock time, and whether it was missiles or cannon. | |
| 36 | 163 | P2 | Queued | 🟡 PATCHED - RETEST | Some players were left staring at a frozen picture of the finished round; quitting sometimes hung. STATUS: fixed - the game now shuts down in a set order and always closes. NEED FROM YOU: after your next few rounds, confirm the menu returns instantly - especially for the host - with no frozen screen or Task Manager. | |
| 37 | 164 | P3 | Queued | 🟡 PATCHED - RETEST | A laser beam could stick on, hanging from your legs and swinging with your rudder until you died. STATUS: Cause found and fixed; beams now only draw while a weapon is genuinely firing. NEED FROM YOU: If a beam outlives its shot again, note the time and the beam's colour, and send your log. | |
| 38 | 165 | P2 | Queued | 🟡 PATCHED - RETEST | Weapons X'd out as destroyed could still fire and recycle. STATUS: Fixed - crit-killed weapons now stop firing the instant the X appears. NEED FROM YOU: Shoot a weapon until it X's, hold the trigger, confirm nothing fires; name it if it does. A dial cycling under an X is normal. | 8/14 Oracle - Needs more testing |
| 39 | 166 | P2 | Queued | 🟠 NEED INFO | A weapon reads ready on the MFD but refuses to fire until you eject a round. STATUS: One cause fixed; a new case right after respawn says another path remains. NEED FROM YOU: Note the weapon, whether it followed a respawn, and what freed it - eject or repeated pulls - plus your log. | 8/14 - Oracle - Sauron couldn't fire SRM in a Hellbringer after spawning after a minute into the game without any action except repeated attempts to fire, it fired again.Around 9:53 PM ET |
| 40 | 167 | P2 | Queued | 🟠 NEED INFO | For a stretch, the lock circle stops appearing on any target. STATUS: Seen twice in the field, never on our test rig - cause unknown, no fix yet. NEED FROM YOU: Note the time it starts and stops, whether your shots still tracked, and whether dying or picking a new target brought the circle back. | (undated) Oracle - At 10:32PM Oracle had no reticle circle appear on any targets mechs |
| 41 | 170 | P1 | Fail | 🟡 PATCHED - RETEST | Crash when the game returns to the menu after a round; it looks like a crash joining the lobby. STATUS: cause found and the shutdown rebuilt; the repeat report may be the original one re-filed. NEED FROM YOU: play three rounds back-to-back; if it crashes, note the time and send that session's log. | 8/12 - 9:02PM ET crash while joining lobby Oracle 8/12 - 9:43PM ET crash while joining lobby Oracle 8/12 - 9:57PM ET Sauron and Nanook has lobby join crash |
| 42 | 172 | P4 | Pass | 🔵 YOUR CALL | The leak lamp isn't late - weapon leaks light only on the engineering page; a generator leak lights only the button beside the radar. STATUS: Ruled authentic; the voice loops on its own, so repeats aren't new leaks. NEED FROM YOU: On the real pod, was the generator warning light big and bright, or subtle? | 8/14 Oracle - OK 8/14 - Elengil reported coolant leak on AFC 50 in Zanin Neko, twice only started flashing only when the voice said coolant leak for the second time (undated) 8:44PM ET Lynx reported a loop 6 leak that did not flash immediately. |
| 43 | 174 | P2 | Mixed | 🟡 PATCHED - RETEST | Shooting an already-dead section kept grinding fresh critical hits into surviving parts, and kept scoring. STATUS: Fixed - hits on a wrecked section now do nothing and score nothing. NEED FROM YOU: Pour fire into a wrecked arm; if damage or points still register, give your callsign and rough time. | 8/14 Oracle - Clarify please |
| 44 | 175 | P2 | Fail | 🟠 NEED INFO | Missiles used to fly through hills and buildings; a fix now bursts them on the first solid thing they hit. STATUS: Fix shipped, but the 2026-08-14 sheet marked it Fail with no detail. NEED FROM YOU: did a missile pass THROUGH cover, or burst early in open air? Note the map and time. | 8/14 Oracle - We didn't see splash from missiles exploding near other mechs. We tried firing salvos at the ground or wall next a mech. We tried putting mechs against each other and firing missiles at one to see if the damage would spread to the mechs that weren't hit. Cover is intercepting the missiles properly. |
| 45 | 178 | P3 | Queued | ⚪ QUEUED | PPC hits may briefly knock a generator offline - long enough that anything set to AUTO re-assigns itself to a different generator, too short to see the generator read as down. STATUS: Oracle described the signature; we have the brownout machinery but have not confirmed an energy hit actually reaches the victim's electrical chain. | (undated) Oracle - saw sub-systems on auto mode switch generator assignment after PPC hits; never saw a generator actually go offline 8/14 - Tested multiple players firing PPCs at a single mech with all systems set to auto generator for several minutes, no systems changed their generator, inclonclusive result, need more testing. |
| 46 | 180 | P3 | Queued | 🟠 NEED INFO | Coolant loop buttons keep flashing after the leak alarm goes quiet; loop 6 never stopped. STATUS: Logged. Unclear whether the lamp is stuck or loop 6 was still genuinely leaking. NEED FROM YOU: next leak, say which loop, and whether that loop still cooled you (heat dropping) while its button kept flashing. | 8/14 - Loop 6 leak indication and alarm stopped after some time, but buttons on loops keep flashing even after alarms went silent. After further waiting (approx 1 minute) loop 3 button stopped flashing. Loop 6 never stopped flashing. |
| 47 | 181 | P3 | Queued | ⚪ QUEUED | When another player kills you, their name is not appearing on the second screen. STATUS: Logged as a display problem only; scoring and kill credit are already verified correct. Fix not started. | 8/14 - Message showing name of player that killed you is not showing on secondary screen |
| 48 | 182 | P1 | Queued | 🔵 YOUR CALL | If the host leaves the lobby, nobody gets a Launch button and the lobby is stuck. STATUS: confirmed twice; we can build it either way but need a direction. NEED FROM YOU: should another player automatically become host, or should the lobby close so everyone re-forms? | 8/14 - Oracle - If host leaves a lobby, no one gets the Launch button. Confirmed twice, unclear if someone should become the host. |
| 49 | 183 | P4 | Queued | 🔵 YOUR CALL | A weapon with an ammo bay fire shows no symbol in the middle of the MFD, where the jam symbol appears. STATUS: Logged; unclear whether the original ever drew one. NEED FROM YOU: Oracle, on the real cabinet did a bay fire show its own symbol, the jam symbol, or nothing? | 8/14 - Oracle - No icon in the display mode for a weapon that has an ammo bay fire (center of MFD, same area where the jammed icon is shown) |
| 50 | 184 | P4 | Queued | 🔵 YOUR CALL | Some testers recall energy weapons burning out and getting X'd from overheating alone. STATUS: No heat-only burnout for lasers or PPCs found in the original code; only ammo weapons go dark. NEED FROM YOU: If you saw it, name the weapon, whether you were also taking hits, and whether the X stayed all round. | 8/14 - Oracle - Some debate about testers recalling that energy weapons could "fuse" and get X'd out if they overheated too much |
| 51 | 185 | P3 | Queued | 🟠 NEED INFO | In glass mode the coolant window vanished mid-mission; only a hand-edited config file brought it back. STATUS: Logged; unclear whether it never opened or was dragged off during play. NEED FROM YOU: Nanook, check the coolant window is on screen at mission start, then note what you were doing when it vanishes. | (undated) 9:40PM ET Nanook was running glass and lost coolant MFD, didn't know if it was there at the start of the mission, couldn't get it back. Wasn't sure if it was moved off by accident or moved off, so edited his config file to get it back. |
| 52 | 186 | P2 | Queued | 🟠 NEED INFO | Missiles from the Vulture looked like they exploded partway to the target. STATUS: Logged; may be the new cover-blocking behavior hitting an unseen object, or just lag. NEED FROM YOU: was there a hill, building or tree in the line, or did it burst in open air? Note the map and your mech. | 8/14 - Oracle - Missiles fired from Vulture by Draco - VGCorps appeared to explode halfway to target around 9:55 PM ET |
| 53 | 187 | P2 | Queued | ⚪ QUEUED | Ballistic and missile weapons (Gauss, AFCs, Streaks, Narc) still damage targets past the rangefinder's max range; energy weapons correctly stop. STATUS: Report logged with the weapon list; we're checking whether the damage code and the rangefinder read the same range number. | 8/14 - Streak 2, Streak 4, Narc 15, LRM and SRM Observed that these weapons are hitting and damaging targets beyond the maximum range of the rangefinder. Energy weapons were indepentdently tested and found to stop doing damage at their respective max ranges on the rangefinder scale. Gauss, AFC100, AFC50, AFC25 are stopping at their rangefinder limits. Oracle - I believe this is the correct behavior for the missiles as they can glide. |
| 54 | 188 | P3 | Queued | 🟠 NEED INFO | A mech walking past you may make its engine or footstep sound waver in pitch. STATUS: split off from the heat-timing fix; we could only measure this properly with a live ear. NEED FROM YOU: stand still, have someone walk then run a mech past you - does the sound warble or stay steady? Say which chassis and how close. | |
| 55 | 189 | P2 | Queued | 🟠 NEED INFO | After a generator overheats and shuts down, a weapon left on AUTO never comes back online - even once the generator has cooled. Forcing a reassignment revives it. STATUS: Re-described from Lynx's full account (the earlier 'generator will not cool' wording was wrong - cooling works fine). Best suspect: the generator's state stays stale after it cools, so auto-assignment keeps thinking it cannot power anything. NEED FROM YOU: does it also happen in EXPERT? Lynx saw it in veteran and says expert behaved normally - if that holds, it narrows this a lot. | 8/15 - Lynx - Nova, both PPCs seeked to 4, coolant loops boosted, fire repeatedly (~8 min to force the overheat). Loops keep the PPCs cool but seek-4 energy drives generator heat up until it shuts down. PPC forced to manual; left on auto it does not return once cooled. Comes back on a forced reassignment. Flushing coolant DID bring generator temp down. First seen in veteran; expert behaved as expected. 'Deep mojo about heat transfer in the electrical subsystem' - wants more testing before it is documented. |
| 56 | 191 | P3 | Queued | ⚪ QUEUED | Other players cannot see your coolant flush cloud - the manual says they should. STATUS: Confirmed with a 2-node test; the flush never leaves your machine. Same shape as the arm-wreck fix that just landed, so the repair is known. NEED FROM YOU: if you have ever seen ANOTHER mech vent white-blue steam, tell us whether you were in the cockpit or the outside view, and whether your own coolant key was involved. | |
| 57 | 192 | P3 | Queued | ⚪ QUEUED | On the camera/observer seat, the callsign banner can draw as a solid block instead of text. STATUS: Found by code audit - the same bug we fixed for the in-cockpit reticle plate was left in the camera path. Small fix. NEED FROM YOU: nothing - if you use the observer seat and see solid blocks where names should be, that is this. | |
| 58 | 193 | P1 | Queued | ⚪ QUEUED | Once, back in July, everyone froze mid-round about a minute after one player's game died - the round ended early for all six. STATUS: Never root-caused, logs lost, and it was never filed until now. Not seen since; several netcode fixes have landed since then. NEED FROM YOU: if anyone drops mid-round, note whether the rest of you keep playing normally. One clean observation lets us close this. | |
| 59 | 194 | P2 | Queued | ⚪ QUEUED | An ammo bay fire may be doing far more damage than it should - possibly enough that it always kills, no matter how little ammo is left. STATUS: Found by audit. The maths matches the original game; what is unverified is whether one number means per-round or per-salvo. NEED FROM YOU: if you survive (or die to) a bay fire when your bin was nearly EMPTY, tell us - a near-empty bin should not be fatal. | 8/15 - Oracle, a nearly empty bin should not be fatal, I have survived these, though there was still additional damage from the explosing ammo. |
| 60 | 195 | P3 | Queued | ⚪ QUEUED | With 5 or more pilots, the DEATHS number on the Comm screen can run off the edge of the display. STATUS: Measured during an earlier audit and never fixed; a safety clamp hides the worst of it. NEED FROM YOU: a screenshot of the Comm pilot list in a full 6-8 player round would confirm how it looks now. | |
| 61 | 196 | P3 | Queued | ⚪ QUEUED | Smoke trails may be thicker on faster PCs - the game emits particles per frame instead of per second. STATUS: Same class as the heat-timing bug we fixed; found by audit, not yet fixed. NEED FROM YOU: nothing specific. If smoke looks very different between two of you in the same fight, that is this. | |
| 62 | 197 | P3 | Queued | ⚪ QUEUED | On the real pod cab, the red REVERSE button on the throttle does nothing. STATUS: Found during the reverse-gait work. Desktop and glass rigs are fine - this is cab-only, and it needs a decision about which of two wiring routes to take. NEED FROM YOU: nothing - cab-side work with Nick. | |
| 63 | 198 | P3 | Queued | ⚪ QUEUED | A malformed mission file (the same pilot listed twice) can crash the game while loading. STATUS: Seen once during a mass-rejoin last month, then never filed. Probably needs a guard rather than a hunt. NEED FROM YOU: nothing. | |
| 64 | 199 | P4 | Queued | Draco recalls Vulture generally running hotter. He is finding that the myomer heat, weapons heat, gen heat overall is cooling too quickly and as a result he isn't experiencing as many ammo jams/fires as he remembered having to deal with in the past |