Public Test 1.0.11 - 18-Jul-2013 - Morning Feedback
#81
Posted 18 July 2013 - 12:14 PM
Hitreg could certainly be better, by far.
#82
Posted 18 July 2013 - 12:18 PM
July 18 Test 1
I will not be at the afternoon test
Bottom Line
Much better than last week. From my experience, In my case, and my case only, this could go live. No reduced performance, and gameplay is awesome. I like variety though, and hope we can still do 8v8 or even 4v4 if we wanted. Had NO crashes. Last time crashed at least 3 times, IIRC.
Specs & Settings
AMD Phenom 9850 2.5 GHz (quad core)
6GB DDR2 RAM
nVidia 9800GT (1bg ram)
MOBO: Gigabyte ma785gm-us2h
Win 7 x64 Pro
1920x1080 Monitor, running game at 1440 res
Graphics settings set to all HIGH
Location: Pennsylvania, USA
Poll Question Summary
Ping: ~58 NORMAL
FPS: ~14-18 at first (LOW) but soon went up and stayed at 18-23 (NORMAL)
Hit Detection: MAYBE a little less than normal. I'm bad shot, so I wouldn't know, but I DID have a few moments of "didn't I hit him?? that should have killed him!"
Testing Commentary
I took these games a bit more seriously and commanded 3 forest colony games to urge pushing the game.
What and Why
I watching out for a couple of things from last week's experience:
- Frame Rate
- Times of Lag / FPS drops.
- any sudden crashes
I WAS hit by lag last week, when too many mechs were on screen shooting nearby, and especially if they were shooting at me. Smoke effects especially can make me lag; sometime even just if the dust from my walking backwards obstructs my view. This also happens in the current live version though.
How it went
First two games I asked everyone to rush to open water for a brutal, chaotic match. Most of my team was with me, while less of opposing team did. Quite a lot of fire exchanged, LRM volleys, and I Was in the middle with it, and had no issues at all. A little drop in frame rate as expect, but no noticeable lag or stuttering that impacted my play.
3rd game I asked everyone to head to caves for close-quarter mayhem. I was especially looking forward to seeing how masses of smoke would impact me. However, few listened to me. I did, however, get a decent test when I walked out of the cave, right into maybe 6 mechs. They were on me for probably 10 full seconds with a variety of weapons (im in a stalker and stil try fighting smartly to survive long enough). I was being knocked around and slammed with LRMs and faced no lag.
I played maybe 5 other games with similar results. the 12v12 was not creating any special lag.
Faced no crashes, drops-to-main, d/c, failed starts, etc. All good. When I DID think I crashed, it was because time was up.
Gameplay Commentary
It's great so far, I'm enjoying 12v12. The big maps feel much more suited for it and the small maps are great as you can barely hide. I think it'll force people to be more focused, though I'm sure more people will complain about dying too quickly.
All maps should be awesome in proper, careful team play with voice chat. Hopefully I'll join a group by next week.
I do suggest one thing though:
Some people WILL have problems with 12v12, whither it's lag or dying quickly.
Even if no problems, there's fun in being able to sneak around better with 8v8
.
For community vote: consider ways to make battle size a choice or at least randomized.
I, personally, would LOVE to play a 4v4 game sometime. I'd like to go back to 8v8 sometimes. And I'll definitely be looking forward to more 12v12.
End Report
Sp3ctre18 out.
PS: Actually, personally I can't wait for 72v72 on Alpine, but, that's just me dreaming.
Edited by Sp3ctre18, 18 July 2013 - 06:21 PM.
#83
Posted 18 July 2013 - 12:27 PM
Awesome:
Visibly watching limbs fly off the mech.
Notable graphics optimization.
Not out of control frame loss.
12v12!!!
Awful:
360 view bug
New gauss animation. (it looks different on the test servers for me then it does on the live server)
Changing resolution in game forced crash.
More collision issues than in live servers.
12v12 is amazing all around though, keep up the good work!
#84
Posted 18 July 2013 - 12:41 PM
#85
Posted 18 July 2013 - 12:44 PM
#86
Posted 18 July 2013 - 12:45 PM
If you stand still, its better than before, but if you start moving and shoot while you are moving you hit much worse than before!
#87
Posted 18 July 2013 - 12:55 PM
#88
Posted 18 July 2013 - 01:16 PM
#89
Posted 18 July 2013 - 01:51 PM
I had a problem updating to this patch.
It kept freezing after downloading patch one of three.
The only way i got it to patch was by rebooting and renaming the mwoupdate folder.
On reboot it ran the update fine.
In the last two matches I played it crashed to desk top after the match.
My mechs from doth drops were listed as in game.
~S~
DB
Edited by DarkBringer, 18 July 2013 - 01:54 PM.
#90
Posted 18 July 2013 - 02:22 PM
#91
Posted 18 July 2013 - 02:31 PM
#92
Posted 18 July 2013 - 02:38 PM
This really isn't enough battles to really tell if hit detection is outside the norm. I am use to the lights being lag shielded. :dead: Most of my shots seem to be doing the same as outside of the PT but more games are needed to make sure
I did hit some bug problems on the first drop redoing my configs from the options menu while in-game.
To reproduce scroll to the bottom and try to change the secondary throttles residing there to up and down. After updating it will scroll back up to the top and effect the change on the top of the page at the exact portion of the menu.
Insert didn't launch UAV's
Weapon animations seemed to be toned down a bit too.
Edited by Deathshade, 18 July 2013 - 02:39 PM.
#93
Posted 18 July 2013 - 02:47 PM
Spinning Burr, on 18 July 2013 - 01:16 PM, said:
It's because it's not up yet
#94
Posted 18 July 2013 - 03:13 PM
Matthew Craig, on 18 July 2013 - 10:16 AM, said:
I already play with everything low to get decent performance on the live server. I can't go any lower if 12v12 tanks my FPS.
#95
Posted 18 July 2013 - 03:16 PM
I am still downloading the client ... it is now about 8 hours in.
It claims I am at 2661.13 Mb of 2485.99 with an ETA of -12:12
I am guessing that the 2485.99 is not a true representation of the download size? The progress bar is just past half way.
On the other hand, the MWO Public Test/MWOUpdate/ contains a file called FrontendPatch_ZTN.zip.<letters> that is just over 2Gb and still growing.
Geographically I am located in the greater Toronto area. I do not have issues downloading the regular patches and my connection download speed is 25Mbps which should download a gigabyte in about 5 minutes.
P.S. The client install finally finished and I had time to play one match on the test server before it closed down at the end of the afternoon test.
Edited by Mawai, 19 July 2013 - 03:27 AM.
#96
Posted 18 July 2013 - 03:52 PM
Edit: yes I'm on the lowest everything settings.
Edited by Mokyu, 18 July 2013 - 03:52 PM.
#97
Posted 18 July 2013 - 04:00 PM
#98
Posted 18 July 2013 - 11:58 PM
Sp3ctre18, on 18 July 2013 - 12:18 PM, said:
I was in that match going water too, I think Koniving was there too in his jager.
The jager was the first to cross the ship, followed by my BJ. We immediately got focus fire on and have to fight tooth and nail back to our side of the ship.
It was a glorious viking funeral at sea in end.
#99
Posted 19 July 2013 - 09:04 AM
#100
Posted 19 July 2013 - 09:48 AM
xengk, on 18 July 2013 - 11:58 PM, said:
I was in that match going water too, I think Koniving was there too in his jager.
The jager was the first to cross the ship, followed by my BJ. We immediately got focus fire on and have to fight tooth and nail back to our side of the ship.
It was a glorious viking funeral at sea in end.
We all got our battle scars in that one. No one came out unscathed.
Did we end up winning? I remember winning one of them, and was on chat attributing it to team bravery, haha. I don't remember at all if we won or lost the 2nd one.
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