Public Test 1.0.9 - 11-Jul-2013 - Morning Feedback
#61
Posted 11 July 2013 - 10:12 AM
Bug 2: When assigning joystick buttons, I could double-click on one mapping and on a second mapping and both stayed blinking "assign key" (in-game). This was before I connected my joystick.
#62
Posted 11 July 2013 - 10:12 AM
#63
Posted 11 July 2013 - 10:14 AM
MadMike82508, on 11 July 2013 - 09:42 AM, said:
test server- 30 to 40 fps same settings
First time crashed back to menu and mech was stuck in game. second time keep getting black lines in terrian on big snow map. ran very sluggish. Other than the 12 vs 12 and mini radar map change didnt notice any changes other than fps dropped a lot and overall performance was bad.
Also on side note i don't really understand the frames per second in this game, bf3 with explosions all over the place i can get 80 to 90 fps steady with all kinds of things blowing up. even with the live version this game struggles to stay above 50 a lot. Lowering settings to medium for everything did not imporve performance it actually seems to run the same or better at maxed with shadows done to medium and no aa. AA doesn't to appear to be working in either version as well.
I understand they are two different games and engines but with 64 people and explosions going off this game seems to struggle very bad with just 8 vs 8 staying above 60 if not dropping as low as 30 when in fights. Plus this test version is even worse it seems.
yep agree. you cannot however compare the frostbite engine to the cryengine
#64
Posted 11 July 2013 - 10:15 AM
Uminix, on 11 July 2013 - 10:12 AM, said:
Anyway, the 1 time I got killed, I was looking at the damage report and it said I was damaged by blah wep and blah wep, but also said I was damaged by....
???
yes, 3 ?'s, wtf wep is that supposed to be?
Didn't you hear? They implemented clan weaponry into the game. Someone obviously shot you with an unrecognized clan weapon!
#65
Posted 11 July 2013 - 10:15 AM
My point is that the mechs just don't feel as robust as they should and matches are just quick skirmishes. Where is that feeling of epic survival when you escape with just 1 leg and 1 arm? You lose a limb and you're just a sitting duck with no hope of getting out alive.
One quick idea is that in a high alpha if the armour is stripped away, no damage is done to the internals until that part is hit again. In other words if you get hit with a 40 point salvo and you have 30 points of armour, instead of the 30 points of armour being stripped and 10 damage to the internals, there would be the 30 points of armour stripped but no damage done to the internals. That should stopped the ridiculous situation of some mechs getting 1 shot.
Overall internals are ok but armour definitely needs to see a buff to increase the longevity of the battles and make it feel more like hundreds of tons of mech going hell for leather at each other. I would support an increase in ammo per ton to balance this out.
Also I have concerns that boating heat penalties don't go far enough. I was under the impression that 2 or more of the same weapon type fired in alpha would provide a heat penalty. It needs to be this way along with PPC heat being returned its TT value after it was dropped some while back. At the moment even 2x AC20's fired together will see no penalty and it shouldn't be like this.
Movement archetypes haven't seen any changes and it needs it, badly. The rate of deceleration needs to have momentum added to it, something which has already been suggested over in the patch feedback forum.
PGI you must start listening to your thinning playerbase and not go off on your own tangent thinking you know better. As harsh as it sounds, you've proven time and time again that you don't know better. A developer who admits to making mistakes is better than one who can't admit to them and sticks steadfast to their flawed concepts.
Anyway I've said my piece, not that it'll do any good.
#66
Posted 11 July 2013 - 10:16 AM
#67
Posted 11 July 2013 - 10:16 AM
#68
Posted 11 July 2013 - 10:16 AM
#69
Posted 11 July 2013 - 10:20 AM
I have even lost fps in the mech lab, down to 25-30 fps from 50 - 60. Damned hungry Mechlab
#70
Posted 11 July 2013 - 10:21 AM
#71
Posted 11 July 2013 - 10:21 AM
#72
Posted 11 July 2013 - 10:21 AM
NoBodie, on 11 July 2013 - 10:10 AM, said:
They are stored locally at \Piranha Games\MechWarrior Online\USER\Profiles
Just copy that to the new install folder
#73
Posted 11 July 2013 - 10:24 AM
Fixed it by redownlaoding the launcher/.
Disregard.
Edited by Sprouticus, 11 July 2013 - 10:31 AM.
#74
Posted 11 July 2013 - 10:24 AM
#75
Posted 11 July 2013 - 10:25 AM
Only thing I'm concerned of is the size of particular maps for 12v12 gameplay. Forest colony for one, it was funny at first but it gets quite ridiculous after a while In my opinion. Other than that seems awesome.
#76
Posted 11 July 2013 - 10:25 AM
I would say 2-3 days.
#77
Posted 11 July 2013 - 10:26 AM
Playing 12v12 on default graphics settings yielded < 20 FPS making playing a jenner @ 152kph unplayable.
Reducing graphics settings to bare minimum via user.cfg increased to 25FPS but made the game very unstable; Crashing 50% of the time.
Playing 8v8 on minimum graphics, I get about 40-60FPS and stable client with no crashing.
#79
Posted 11 July 2013 - 10:27 AM
it also seems 4 and 5 medium lasers is hotter than what I'm used to in the normal game server. Can anyone confirm?
Edited by Araara, 11 July 2013 - 10:29 AM.
#80
Posted 11 July 2013 - 10:29 AM
Hit detection seems worse although lag seems to be the same.
When it comes to gameplay I think this will be a great improvement in general since now the game really makes you think about what you are doing. Being stupid is instantly punished with this much firepower on the field so people will have to learn to play better as a team.
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