Edited by coolcook007, 11 July 2013 - 12:06 PM.
Public Test 1.0.9 - 11-Jul-2013 - Morning Feedback
#201
Posted 11 July 2013 - 12:00 PM
#202
Posted 11 July 2013 - 12:02 PM
some specs:
nvidia 9800GT
6GB DDR2 RAM
Phenom I quad core 2.5ghz
WD Blue hard drive
27" monitor running at 1920x1080
initially ran ran at my normal game settings (all max except for textures, shadows, and environment). Frame rate was lower than usual while recording gameplay through Razer Game Booser, so I lowered it to 16xx rez and all HIGH setting, but there was no real difference, even with normal MWO, so I guess today the connection not too good, so I did no in game recording.
TECHNICAL
So, I played at 16xx resolution and HIGH settings, no in-game recording; nice and normal.
ping was same on both versiona; 45-50
Test MWO fps slightly lower; just a few frames (19-21 vs 21-23); not noticeable:
stability was same; every 4 or 5 games, MWO crashes as I leave a game, or upon launching, or d/c in game as I notice everyone walking in place. Again, this happens to me on BOTH versions.
hit registration I guess is the same; I voted "about the same or 95%" because I didn't have any major instace of "I HIT that guy!!"
GAMEPLAY
Some games were pretty chaotic in a fun / cool way. Sadly, I was only playing PUGs here so most people were understandably clueless. Sometimes they spread all over the map, other times they stayed in a single group and just tanked through everyone. A lot of them got stuck in bottlenecks and there was probably a good bit of friendly fire.
They'll adapt; over time they'll realize they need to play differently.
Any possibility of rotating 4v4, 8v8, and 12v12 games?? Something among those lines would be cool if you want to mix things up! If you want to encourage 12x12, you can all add settings like "12v12 only, or 12v12+8v8, or all 3."
Premade and peoples in corps/clans will coordinate; maps are fine
Overall impression
Looks fine, game just needs improvement in stability. Other than a few extra crashes, I don't think the 12v12 affected much.
Edited by Sp3ctre18, 11 July 2013 - 12:05 PM.
#203
Posted 11 July 2013 - 12:03 PM
Letting 12v12 go live without any sort of weight restrictions will be a disaster.
Also if it is possible some maps should be 12v12 and others 8v8. Tourmaline and Alpine 12v12 sure...River City 12v12....I beg you to not do this.
#204
Posted 11 July 2013 - 12:07 PM
Roheryn, on 11 July 2013 - 12:03 PM, said:
Letting 12v12 go live without any sort of weight restrictions will be a disaster.
Also if it is possible some maps should be 12v12 and others 8v8. Tourmaline and Alpine 12v12 sure...River City 12v12....I beg you to not do this.
How about, let the players choose what they want? I Don't want PGI telling me I can't do 12v12 on forest colony if I want.
#205
Posted 11 July 2013 - 12:10 PM
#206
Posted 11 July 2013 - 12:11 PM
CPU: Intel 2600K (put it back on stock clockspeed for this)
Intel 520 SSD
Radeon 6900 series GPU 13.1 drivers
Twin 23" 1920x1080, ran the game on a single monitor.
8+Gb Ram
Win 8 x64
FPS: Mostly the same with everything maxed(45-60), fps drops in what seemed to be shadowed areas around river city. (25-30) Also with 4+ mechs firing on the screen near buildings/hills. (backcorner of citadel in rivercity for example)
Put all settings on low and tried again, fps drops still happened but general gameplay seemed capped at 60 fps. Everything put together nothing that seems unfixable.
Ping: Remarkably stable, even checked during shooting because i didnt believe the counter. Varied around 110-150 which is what i normally get. (Europe)
Hit detection: Can't be to sure but seemed slightly worse, up close it seemed ok. medium range seemed to do less damage then on the live server. (talking 500-ish M here) There were also a phew shots from ppc's that seemed within 800m but did no damage whatsover. Generally felt ok, shooting a spider seemed no worse then on the live server.
Had no crashes or freezes, but i simply pugged. No groups.
Also I love the new minimap icons, but because engagements seem longer ranged on the bigger maps I also find myself wishing for a more zoomed out minimap allot. Hard to judge wether a flank is viable.
Gameplay seemed pretty good other then that, can't judge much on it since it will probably take pug's a while to figure out common tactics.
Edited by Rema86, 11 July 2013 - 12:20 PM.
#207
Posted 11 July 2013 - 12:14 PM
oh well, if you don't need me, I'm uninstalling the test client
#208
Posted 11 July 2013 - 12:15 PM
However I noticed a significant drop in FPS. Usually I get 50-60 before combat and drop to the 40's during combat. River City Night I running thermal would drop my FPS into the 30s.
With 12v12 I was still getting 50-60 during the start of the match, dropping down to the 30s in combat. A lot of LRMS would drop me down to sub-30FPS and River City Night was pretty much unplayable in combat with thermal vision on. Talking mid to upper 10's in FPS in combat with thermal vision.
System Specs:
Windows 8 Pro x64
AMD Phenom II X4 980 BE 3.7Ghz
8GB DDR3 1600Mhz
EVGA GTX 570 1.2GB
Settings 1920x1200, All Very High except Post Processing set to low, Shadows to High, and Particles to High. Post AA is also On. No options forced in NVCP.
If there is an afternoon feedback thread I plan on running benchmarks using FRAPS during the 12v12 test session then some on the live servers to get a better comparison.
#209
Posted 11 July 2013 - 12:21 PM
formed a 12 man group, could find a match for 10 minutes.
broke up into teams of 4 man, no problem finding matches.
game clock needs to go up to 20 minutes a match.
last one to die with a minute remaining. up until then, it was a draw, team failed a rush as time was running out.
Jump Jet "shake" needs to go:
- Keep the random convergence/ aim
- lose the random crosshair pattern motion
- lose the cockpit shake
#210
Posted 11 July 2013 - 12:22 PM
#211
Posted 11 July 2013 - 12:23 PM
#212
Posted 11 July 2013 - 12:24 PM
Thing is i recognized some of the names on my team and if the matchmaker simply switched some of the lances around the balance would have been better
Stomping happens in the current game but I tend to lose a game or two every two hours.
#213
Posted 11 July 2013 - 12:26 PM
#214
Posted 11 July 2013 - 12:29 PM
In the final match of testing for the lulz I purchased a Stalker and loaded it with LRMS and joined a roving band of other LRM boats in Tourmaline Conquest. LURMageddon was glorious. The best part about that match though was that the servers went down right as our team reached 750 points.
On the technical side of things, the game played more or less the same as usual for me. Framerate was holding steady around 29-30, my ping was bouncing around with an average of 120, and overall it seemed pretty smooth. The one time I got a bit of lag was on Frozen City in portion that overlooks where Theta is located.
#215
Posted 11 July 2013 - 12:32 PM
Valdemaar, on 11 July 2013 - 12:29 PM, said:
In the final match of testing for the lulz I purchased a Stalker and loaded it with LRMS and joined a roving band of other LRM boats in Tourmaline Conquest. LURMageddon was glorious. The best part about that match though was that the servers went down right as our team reached 750 points.
On the technical side of things, the game played more or less the same as usual for me. Framerate was holding steady around 29-30, my ping was bouncing around with an average of 120, and overall it seemed pretty smooth. The one time I got a bit of lag was on Frozen City in portion that overlooks where Theta is located.
Lol hey i was in that match with you cause i remember seeing the 750 but not getting a chance to see my personal stats.
#216
Posted 11 July 2013 - 12:36 PM
More time and more Conquest points (or slower points gain) for a win, please.
#217
Posted 11 July 2013 - 12:37 PM
xengk, on 11 July 2013 - 11:33 AM, said:
This was a routing issue actually, which was found and fixed by the good folks running live-ops at IGP who don't often get much attention here. They were kind enough to keep a very close watch on the test environment throughout the course of it being opened to the public.
#218
Posted 11 July 2013 - 12:39 PM
Other than that, Queue times seemed a bit longer, and Assault really punishes anything other than: the entire team in weightier mechs all bunched together waiting for somebody to focus down with 50% more firepower, or a group of 4+ lights rushing to the enemy base and capping it in 30 second, preventing anybody from getting good damage (and thus rewards). Nothing particularly new, just that with more people it ended up being the same just more of it. Conquest was good though, the larger teams could cover more ground and ended up having more combat going at once.
All that said, I was running in the solo queue so it's possible the full-group queue had different issues.
#219
Posted 11 July 2013 - 12:40 PM
At some point in the middle of that hour, I did take my USER subfolder from my MWO folder and copied it into the "Public Test" folder so I could get my throttle (HOTAS) back in the game. Someone in the game chat said it would copy my settings from my everyday MWO game. I don't know if that matters...did it carry over other setting changes that improved my FPS? IDK...just thought it was worth mentioning.
Thanks.
#220
Posted 11 July 2013 - 12:48 PM
FPS was OK, but probably a little lower than the regular game (although, I should do more testing). I think this has more to do with more mechs to be rendered on the field.
Hitreg was the same... but more or less still bad.
The hitreg issue needs to be fixed, but for the most part, 12v12 is viable, but needs major hitreg help.
I did like the chaos of the 12v12 matches.
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