Public Test 1.0.11 - 18-Jul-2013 - Afternoon Feedback
#21
Posted 18 July 2013 - 05:08 PM
#22
Posted 18 July 2013 - 05:09 PM
2. Had some issues with freezing. 2 or 3 times my screen just stopped updating. Sound worked while the screen was frozen, and I continued to be hit.
#23
Posted 18 July 2013 - 05:09 PM
Performance on absolute lowest settings is just as slow as high settings before ~23-30 fps. Not good. Maybe I need an upgrade.
Edited by CYBRN4CR, 18 July 2013 - 05:10 PM.
#24
Posted 18 July 2013 - 05:10 PM
Unsure why the difference other than the maps. I played Forest Colony for most of the drops this afternoon.
#25
Posted 18 July 2013 - 05:12 PM
#26
Posted 18 July 2013 - 05:13 PM
The only bug I have to report is the weird ability to free look 360 degrees in ANY direction inside the cockpit of a Victor. At one point I had the camera upside down just for kicks... though I don't recommend playing that way. I tried repeating the bug in my chataphract and my raven, but those mechs appeared to be unaffected.
My only other comment would be that the forest map felt almost claustrophobic with 24 mechs playing at once. The tunnel in particular was very prone to congestion. None of the other maps I played seemed to have an issue with the extra mechs.
#27
Posted 18 July 2013 - 05:13 PM
Dracol, on 18 July 2013 - 04:59 PM, said:
During a match on frozen city and one on river city, the game became very choppy.
Outside of those two issues, ran smoothly and was a blast. River City and Forest Colony are now intense battles, while Alpine and tourmaline play more strategically.
We had the same issue. 12 vs 12 is definately much more strategic and fun to play. The rolls happen hard and fast though.
However, 24 man light battles have immense rubber banding.
Hit detection is better once again this week than the normal servers, not perfect, but better. FPS was fine for the most part but I did notice a fair drop with a lot of Centurions in view (with assorted other mechs too).
It may just be the shear amount of SRM's from them perhaps.
In other news, 1200tons of enemy mechs steamrolling towards you is not a pretty sight.
Edited by Rippthrough, 18 July 2013 - 05:18 PM.
#28
Posted 18 July 2013 - 05:14 PM
However, nothings perfect so one bad thing: Hit detection on the faster mechs wasn't very good for me. They come running straight at me a couple times and my SRMS, PPC's and sometimes lasers didn't hit them, even though it was a dead-on hit on my side. It got kind of frustrating because it felt like I could have had those pesky lights down sooner, especially on conquest and they run away and cap stuff.
Thanks for the experience. Looking forward to the next test run.
Edited by MoonUnitBeta, 18 July 2013 - 05:14 PM.
#29
Posted 18 July 2013 - 05:14 PM
Performance was stable, slight FPS drop in crowds, looking into the back of my mech was... annoying.
#30
Posted 18 July 2013 - 05:17 PM
Bootsock, on 18 July 2013 - 03:37 PM, said:
As much promise as 12x12 has, it's pretty much unplayable for me on this test version with exactly the same settings (low), so much so that I probably can't tell how accurate hit accuracy is, but it seems poor - probably because I'm frames behind everyone else!
This release, not for me I'm afraid.
[For reference again, PC is ASUS X53SJ, i7-2630QM 2Ghz, 8GM Ram, GT520M 1GB, Windows 7]
I had a 520M and upgraded to a real computer and it was like day and night.
#31
Posted 18 July 2013 - 05:17 PM
#32
Posted 18 July 2013 - 05:19 PM
#33
Posted 18 July 2013 - 05:19 PM
#34
Posted 18 July 2013 - 05:19 PM
Edited by yamishan, 18 July 2013 - 05:24 PM.
#35
Posted 18 July 2013 - 05:20 PM
#36
Posted 18 July 2013 - 05:21 PM
Only bug I realized (besides the known cockpit rear view):
Sometimes when I hit Tabulator to view the teams, the HUD didn't come back when I released the button. I was able to reproduce the bug afterwards. Usually the HUD reappeared after opening and closing the team screen a few times.
#37
Posted 18 July 2013 - 05:22 PM
I use low settings and my FPS was significantly better for me than the last 12v12 test. It felt just as good as the regular game.
LESS GOOD
I experienced 6 crashes to mechlab in a row at one point; It happened once the maps had finished loading. Restarting my client fixed the issue and it did not happen again.
#38
Posted 18 July 2013 - 05:22 PM
So...about 12 mans...
Edited by BlueSanta, 18 July 2013 - 05:23 PM.
#39
Posted 18 July 2013 - 05:23 PM
Previous test builds where comparatively more stable, and I do not experience these issues on the live server.
#40
Posted 18 July 2013 - 05:27 PM
Phalanx100bc, on 18 July 2013 - 05:12 PM, said:
You could turn and look out the open back of the cockpit (since they have yet to close them).
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