Public Test 1.0.9 - 11-Jul-2013 - Morning Feedback
#101
Posted 11 July 2013 - 10:57 AM
#102
Posted 11 July 2013 - 10:57 AM
#103
Posted 11 July 2013 - 10:57 AM
#104
Posted 11 July 2013 - 10:57 AM
Played some 12 mans and had a blast. Mediums are useful as fast flankers now that you have more mechs to work with to hold the line.
Tweaks still needed include movement mechanic, wallhack (seismic), and high damage pinpoint alphas.
Edited by BlueSanta, 11 July 2013 - 11:00 AM.
#105
Posted 11 July 2013 - 10:58 AM
6 M-Las should not produce additional heat, only the seventh one will cause that.
#106
Posted 11 July 2013 - 10:58 AM
HansBlix WMD, on 11 July 2013 - 10:54 AM, said:
However the 3PPC + Gauss Misery that 2 shot my dragon was able to alpha away with no issues whatsoever (missed me 5 times, hit me 2, I die, he doesn't overheat). Is this for real?
Saw a 6ML or more BJ blow himself up on Tourmaline.
#107
Posted 11 July 2013 - 10:59 AM
As game play goes I'm sure tactics will have to change as running in a 12 man pack doesn't mean you will be successful. I was worried that the smaller maps would be to cramped with 8 more mechs joining it, but I found it allowed for a very enjoyable and intense game. I had a few blow out games, but most games were pretty evenly matched up.
#108
Posted 11 July 2013 - 10:59 AM
But over all it was fun even some have diconects and the blackscreens at the beginning, but that was fixed i supposed.
Thumbs up great test until now!
#109
Posted 11 July 2013 - 10:59 AM
50+ fps as on normal server
~140 ping as on normal server
1 crash to mechlab: searching and entering a game -> no beginn of round screen -> back to mechlab, mech in game
12vs12 is an interesting setup.
On large maps, mech distribution is in order. However, small maps are a bit overcrowed, since one wrong move brings you in loads of enemies.
Ammo-related builds reach their limits faster.
Battlegrid becomes more important. A way point system would be nice for company and team commanders.
#110
Posted 11 July 2013 - 11:00 AM
You were exceedingly fun.
Real feedback: FPS dropped a bit for me. Still playable but it's noticeably jerkier when it gets hairy. From like 30-60 avg to 20-60. I pilot mostly mediums and occasionally hop into my spiders so it's kinda a problem but the game is really a lot more fun for it. For what it's worth I'm on a Phenom II 965 @ 3.8GHZ and a 2GB 7850 with max settings.
I also got that launch to black screen bug once but seems you guys are already on top of it.
I'm also experiencing what I think are more teleporting issues. But I also play with a nearly 300 ping so any network performance issues are probably compounded by that.
That said, please live this as soon as possible. In those short 2 hours I've already had some of the most interesting games I've had in a while. From managing to score a kill while outnumbered 10 to 3 to scoring 330dmg in an MG spider, it's been awesome.
Edited by Farpenoodle, 11 July 2013 - 11:35 AM.
#111
Posted 11 July 2013 - 11:01 AM
- FPS: unchanged
- Latency: Unchanged
- Hit Registration: not noticeably changed, but this is a difficult thing to notice in the thick of battle. At the very least I never noticed any overt hit reg issues.
- No crashing or freezing.
#112
Posted 11 July 2013 - 11:01 AM
In general it looks to be suffering a little bit of fps drops, therefore the tearing kicks in randomly albeit it shouldn't.
I feel hit detection is slightly worse, but I noticed that a few shots didn't suffered from weapon crossing the paths due to silly convergence issues when firing from covers to your side/corners and so on.
About the gameplay I've entered in a match with like 5 LRM 80 stalkers and 1/2 catapuls plus some atlases bearing them and it was absolute hell, LRMs covered the sky and I've seen my mate getting melted in less than 1". The same happens with all the huge direct fire, stay or step in the wrong spot/time you can get demolished like nothing. If you devs stated that you wanted longer battles then I guess you'll have an hard work keeping them being longer, since they potentially can be extremely shorter. I've experienced also a whopping 12-0, and in another match we ended 10-12 on frozen and that has been one hell of a fight (the same with the uber lrm rain).
I say.. you'll have to look into ammunition per ton. It should be raised I think, otherwise as a result we'll see more and more energy based weapons. For the rest I can't wait to try the volcano map, a friend of mine tried it in testing ground but of course I was unlucky to drop into that one during the playtime. That by the way it's ******* short, I also had to almost jump my dinner to play it a while more, two hours are quite tiny time to truly playtest.
I also say that smaller maps such as Forest Colony are a real destruction derby, 24 players on them looks to be completely out of scale for the available space. This is less impelling on Canyon and on Frozen, River City seems to work decently, probably thanks for the many buildings to duck behind, Tourmaline is perfect.. I couldn't drop on Alpine (thankfully ).
Edited by John MatriX82, 11 July 2013 - 11:02 AM.
#113
Posted 11 July 2013 - 11:02 AM
Wales Grey, on 11 July 2013 - 10:56 AM, said:
The user count on the test servers was only a small fraction of the number of users on production at the same time. This would have made finding full 12 man group matches much more difficult.
#114
Posted 11 July 2013 - 11:03 AM
Second three attempts, crash on startup, mechs locked in mech bay (probably server load issues?)
Sixth match, River City night, worked fine, tons of fun.
Seventh through 10th, started a 12P group, made 4 attempts, no match found (not too surprising though)
11th, back to 4P groups, got a cap race on Alpine.
12th, failed to find match
13th, brawl on Tourmaline, fun.
14th, Forest Snow, cap race with some fighting.
15th, River City Night
16th, Tourmaline, useless pugs
17th, Canyon, included some douche whining about PPC builds (even with the high alpha nerf)
18th, Tourmaline, big brawl
So other, than the hiccups early on, it seems quite stable and lots of fun. It also seems like this build might have slightly fewer map bugs that hurt movement, which is a good thing since the new movement restrictions were TERRIBLY implemented.
#115
Posted 11 July 2013 - 11:03 AM
#116
Posted 11 July 2013 - 11:04 AM
#117
Posted 11 July 2013 - 11:04 AM
FPS is about the same or worse, I didn't notice any shots missing.
Overall very fun!
#118
Posted 11 July 2013 - 11:04 AM
#119
Posted 11 July 2013 - 11:05 AM
This was a total blast, the feeling of chaos was impressive. I also felt like, as a support class, my mech was much more valuable for some reason. I'm not sure why, could have just been great PUG drops.
Overall very very impressed, and I can't wait for this to go live.
#120
Posted 11 July 2013 - 11:05 AM
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