Public Test 1.0.11 - 18-Jul-2013 - Morning Feedback
#61
Posted 18 July 2013 - 11:38 AM
#62
Posted 18 July 2013 - 11:39 AM
#63
Posted 18 July 2013 - 11:39 AM
2 - Camera bug where you end up looking through the back of your mech popped up quite often.
3 - Tremendous FPS issues on River City Day. They were pretty random as well. In some cases I would be in the thick of the fighting and things would be great, other times almost nothing around me and getting 2 fps. Had this to a lesser extent on a few other maps.
4 - Smaller maps felt tremendously over cluttered with mech where as Alpine just rocked with 12 vs 12. Game modes need to really be tremendously revised before going 12 v 12 with some sort of objective system being implemented that requires people to spilt up their forces to accomplish a win. Conquest is not the awswer, we really need Missions or Scenerios.
Conclusion: While there where times when it was fun, in general I didn't enjoy the 12 vs 12 environment. Aside from the bugs and issues, the smaller maps were just too small to really employ any tactics. On the small maps It was impossible to end around the flank or use cover to screen yourself to get the drop on the enemies because everywhere you looked there were enemies. Larger maps were definately better but without some sort of objective that will require a team to split up a bit even there the mechs just ended up just massed in one little area slugging it out. As far as the graphics, I went from very crisp, sharp graphics with 30-50 FPS to grainy, blurry graphics at 20-30 FPS with tons of FPS drops to unplayable levels. I definately wouldn't be playing the game right now if I had to deal with the graphics isssues I had on the test servers.
#64
Posted 18 July 2013 - 11:40 AM
On most maps I had better performances then last week.
#65
Posted 18 July 2013 - 11:40 AM
I just logged out of the test and here are my observations:
FPS for me is still worse than the live version, although compared to last test they have improved a bit. And Apart from the hit detection issues that currently also plague the live version of the game, other aspects of the test were ok
THanks all!
<S>
my system specs:
AMD phenom 9850 quad core CPU at 2.5 GHz
Asus M2N32 Sli Deluxe Mainboard
Asus HD7770 HD 1GB DDR5 Graphics card
4 GB DDR2 800MHz memory
#66
Posted 18 July 2013 - 11:41 AM
CPU: AMD Phenom II x6 1090T 3.2Ghz
RAM: 16Gb 1333 DDR3
GPU: Sapphire Radeon HD6850
M/B: Gigabyte GA-MA770T-UD3P
OS: Windows 7 64bit Ultimate
DX: DirectX 11
Country: Malaysia (South East Asia)
Settings
Resolution: 1440 x 900
Quality: High, Medium and Low
Motion Blur: Off
Vsync: On
Display: Sony Bravia 40inch LCDTV BX450 Series
Pros
- Flickering are gone from frozen city map and forest map.
- FPS remain above 50+ in both low, medium and high, no noticeable FPS drop in brawl.
- Ping improve slightly over previous test, from 300~400ping to 300~380ping.
- Phantom damage still occurs, taking damage with no damage indicator or screen shake. Possible due to HSR and high ping.
#67
Posted 18 July 2013 - 11:41 AM
FPS: 21.9
And as for 12v12 Really PGI, is this how it's going to be for the future of MWO. More ROFL stomps?
#68
Posted 18 July 2013 - 11:42 AM
Also had the exorcist head turning problem (glad that's only in the test build) I think that it might have also caused my hard lock up but I was unable to repeat the conditions. FPS was a little down on the current live version but much better than last week and I have turned some of my settings up to match my settings in the live release. Ping was a little higher but that might be environmental.
#69
Posted 18 July 2013 - 11:42 AM
Another inetresting thing was that i was able to turn my vision 180 backwards and look through a hole in the backside of the cockpit. This I noticed with Jager 6S in Canyon Network. Fortunately it was possible to switch back to normal view by just turning the camera to the side.
#70
Posted 18 July 2013 - 11:43 AM
Ping was about 10ms higher than usual.
Experienced no rubber banding.
Experienced a little more mech on mech glitching (Twitching and warping in position when hitting another 'mech, to be expected no doubt with more 'mechs on the field)
Hit registration was notably worse with, at times, as many as 1 in 3 shots seemingly missing even though I saw full impact on-screen.
My personal opinion is that, as it stands now, from what I experienced, it feels ready to go live. Hit reg needs tweaked but, that's the same case in standard MW:O right now. In fact, I'd go as far as to say my perception of hit reg being worse could be attributed to me firing more shots due to having more targets to shoot at.
#71
Posted 18 July 2013 - 11:44 AM
#72
Posted 18 July 2013 - 11:46 AM
#73
Posted 18 July 2013 - 11:46 AM
#74
Posted 18 July 2013 - 11:47 AM
#75
Posted 18 July 2013 - 11:48 AM
#76
Posted 18 July 2013 - 11:50 AM
Boogie Man, on 18 July 2013 - 10:04 AM, said:
Same here. I could even look trough my Firebrands back, like it'd have rear window. Though if I did that it got stuck looking backwards for a little time.
#77
Posted 18 July 2013 - 11:58 AM
Didn't have time for the full 2 hours this time.
FPS generally seemed the same overall except;
Putting everything on very high and then running river city day seemed ok to slightly sluggish. Bit of a drop of fps while looking out to the water while standing on the east bridge. But thats somewhat to be expected I believe.
Saw some guys comment on river city night and was lucky enough to end up in that map aswell.
I can confirm that despite having a build that should run the map easily, I was getting really odd framedrops to 20 where I have 3-50 on live with the same settings. Think he was right in saying there is something with the lightening or nightvision. Again near citadel.
I get that the changes weren't really targeted at my spec type, but some of the more major issues were still present from last time.
So again as a suprising outcome, I ended up with overal better ping(100-120 instead of 100-150) while having slightly less to sometimes oddly less fps in certain places and maps.
Still if the framedrops get fixed I'd want 12v12 on live.
#78
Posted 18 July 2013 - 12:05 PM
#79
Posted 18 July 2013 - 12:08 PM
#80
Posted 18 July 2013 - 12:10 PM
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