Public Test 1.0.11 - 18-Jul-2013 - Afternoon Feedback
#1
Posted 17 July 2013 - 10:33 AM
This Poll will automatically open in time for the Test.
#2
Posted 18 July 2013 - 03:37 PM
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]
#3
Posted 18 July 2013 - 03:49 PM
#4
Posted 18 July 2013 - 04:08 PM
Framerate and ping are identical to live.
Still, 12v12 on Forest Colony and River City is very, very tight - it's much better on the larger maps.
Performing very well for me anyways. I'd be very happy with this live.
#5
Posted 18 July 2013 - 04:11 PM
Able to reproduce the bug where you turn & can see into the neck or back of head by holding "Q" while turning. This will get your view stuck in the back of your head until you repeat to turn around again.
#6
Posted 18 July 2013 - 04:13 PM
#7
Posted 18 July 2013 - 04:16 PM
Since i can only select 1 ping option - Ping ranges from about 200-400 ping.
At this sort of ping hit detection becomes a bit of a pain - what looks like a hit to me does nothing sometimes, and its hard to tell if I have missed or not server side.
other than that - 12v12 is a case of "Mechs! Mechs EVERYWHERE!"
#8
Posted 18 July 2013 - 04:16 PM
#9
Posted 18 July 2013 - 04:20 PM
I usually play in Full Windowed mode locking FPS at 60FPS but when I do play in Full Screen mode it is quite high for most of the drop.
Medium settings
Live
60 FPS pegging Full Windowed
110 - 130, occasionally to 170 FPS Full Screen mode
Test
42-58, hitting 60 occasionally Full Windowed
42-58, hitting 110 occasionally Full Screen Mode
i5 3570 3.4ghz oc 4.2ghz test 60% usage
ATI 7950 3gig (1250/900) GPU usage Test -75%(mem 1gig) / Live 45%
Windows 8 Pro 64-bit 8 gig memory at 1920x1080
Now I know have run in the cockpit to do more than just sit there...
Gauss rounds smaller, PPC more like lightning. SRM fires at 1st as a group, then single fire on the 2nd launcher.
Edited by Tarl Cabot, 18 July 2013 - 05:06 PM.
#10
Posted 18 July 2013 - 04:24 PM
CPU: Core 2 Quad Q6600 2.4ghz
GPU: nvidia 660 2 gig
Ram: 4 gig DDR2
Vista 32
resolution: 1680 x 1050
Tested both medium and low settings. Currently in the live version I see 30-40 fps at medium settings with AA off, shadows low, postprocess low.
Test server all Med settings fps: 20-25
Test server all Low settings fps: 25-30
Test server medium settings with AA off, PP low, shadows low fps: 22-28
Overall, the test patch is a decrease in FPS for me and I had more issues with crashing to mechlab than I have had in the last two live patches.
The increased base capture time was nice allowing slower mechs to react to lights that play cap warrior.
#11
Posted 18 July 2013 - 04:30 PM
Ping - about the same,
Stability - somewhat worse; minor freeze when there are several mechs around.
Hit detection - about the same... I guess?
Match start takes a bit longer too. Don't like the lack or terrible looking LRM smoke tail - I run on low settings. Noticed no difference in performance to justify removing an important information.
Now, 12 vs 12 is as "let's rush them" as ever... a confusing and laggy "who is who, what is what" confusion, specially in smaller maps. And since the "out of sign out of mini-map" bug still exist, sometimes it's a surprise to notice a haft a dozen ninja mechs wandering around.
Edited by Zphyr, 18 July 2013 - 04:32 PM.
#12
Posted 18 July 2013 - 04:32 PM
Should be able to drop with any amount of player between 4 and 12.
#13
Posted 18 July 2013 - 04:41 PM
seeing alot more FF because of it too tho this may also clear up with more play and people spread out a bit more
Edited by MessedUpWelshy, 18 July 2013 - 04:42 PM.
#14
Posted 18 July 2013 - 04:42 PM
Also, the 15 minute match counter makes more sense, now that the matches take longer than 7-9 minutes
Loving it, and will be picking up my phoenix pack tomorrow after I pick up my paycheck.
In case it wasn't obvious: well played, devs. Good job.
#15
Posted 18 July 2013 - 04:51 PM
I also never saw maps like alpine or frozen city... lots of river city (which is much to tight) and no large maps at all.
#16
Posted 18 July 2013 - 04:59 PM
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.
Edited by Dracol, 18 July 2013 - 05:01 PM.
#17
Posted 18 July 2013 - 05:00 PM
#18
Posted 18 July 2013 - 05:02 PM
#19
Posted 18 July 2013 - 05:03 PM
match 2:25 game lagged badly for whole group, eventually exited to main menu
match 2:50 game hung for most of the group, only two players could still play.
The game simulation (not fps) seemed to run rather jaggedly. This threw of timing for aim, very annoying. Hit confirmation also seemed to come in slower then normal.
Edited by Hauser, 18 July 2013 - 05:16 PM.
#20
Posted 18 July 2013 - 05:05 PM
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