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August 6Th - 12V12 Patch!


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#181 goatreich

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Posted 07 August 2013 - 05:18 AM

12 vs 12 killed the game for me. I've got a frame rate drop of 8 to 10 fps, meaning in the frozen city and other busy maps i'm playing at 7-9 fps. I regret having bought that overlord package since now the game is unplayable to me.

#182 Veebora

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Posted 07 August 2013 - 05:20 AM

I really liked 12 x 12, but cutting the reward is no sense..

You won't necessarily do more more damage because you have more enemies, it is very possible that you die faster due a lot of guns shooting you.

#183 Draco Harkins

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Posted 07 August 2013 - 05:20 AM

Bigger maps with true deathmatch. Until that comes to reality this was a pretty waste of time.

#184 keith

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Posted 07 August 2013 - 05:34 AM

View PostLeafia Barrett, on 06 August 2013 - 07:40 PM, said:

Not all of us have the option to buy a graphics card (see my earlier post), and not all of us have computers that will ACCEPT a new graphics card (i.e. integrated only), so that'd require either a new motherboard or a new computer entirely. You show me someone willing to sell me a working computer for under $50 and I'll show you a liar. I know I sure as hell can't afford to shell out $1000 just to be able to play a PC game at decent framerate- I can't even afford to shell out $50, because my financial support got denied for this college semester, meaning next to all my reserve money got eaten paying for tuition, and bills/gas/food are collectively still a thing.
I'm quickly getting annoyed with all the "lol just buy a new graphics card it's cheap" comments I'm seeing (both here and in the IRC) because it's not that simple, and trying to pretend that it is is just foolish.


this game is not GPU, it seems to use more CPU. thats not 50 bucks. if u have to upgrade mobo and CPU your looking at an easy 3-400 bucks for a cheap. then if u don't have access to a free copy of windows another 100 bucks. if your going to do that, mind as well do the whole comp. fall more on PGI saying 12v12 is bad should have made it 6v6 because its hard enough getting 8 ppl in a organized group to play number should have been lowered. most comp games have been dropping the numbers for high end content. making it easier to form group and play it. not PGI lets up:D

#185 Molossian Dog

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Posted 07 August 2013 - 05:44 AM

Orion. Where is it?

Noone gives a used fig for the Kintaro.

Yes, this is a rant.

#186 TOFFIE

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Posted 07 August 2013 - 05:45 AM

This update broke the game for me..

I get lagged out 2 out of every 3 matches and fps is reridiculous low further 12v12 on small maps is a joke and are to crowded.

Terra Therma is way to big and it usually end in a team capping the base which is not fun.

so in my opinion make small maps 8v8 as they where and large maps 12v12 and please please make a option to select what map you want to play because not every mech is customized for every map.

Thanks oh and do something about the lag please!

#187 Skye Storm

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Posted 07 August 2013 - 05:46 AM

View PostSifulch, on 06 August 2013 - 11:59 PM, said:

I'm sorry PGI but 12 v 12 on small maps has killed the game for me. There is no skill anymore and all that seems to happen is a mass **** fight with no one really knowing what the hell is going on as it's so full of Mechs. Please restrict small maps to 8 v 8.

That's exactly how Inner Sphere fights are in the fluff. Once the combat starts mechs are shooting mechs without a decent target. We are not clanners nor will I fight like a clanner.

#188 Ozric

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Posted 07 August 2013 - 05:53 AM

12v12 is great. Totally changes the battlefield. It does take a bit of getting used to though, give it a week and I'm sure everyone will adapt.

#189 Malsumis

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Posted 07 August 2013 - 06:02 AM

View PostOzric, on 07 August 2013 - 05:53 AM, said:

12v12 is great. Totally changes the battlefield. It does take a bit of getting used to though, give it a week and I'm sure everyone will adapt.


By adapt you mean only field assaults or Spiders and Jenners. There are the occasional heavies but mostly there are assault mechs or broken lights. Try using a medium mech other than a Centurion or Cicada. The Cent is also wonky with the hit boxes and the Cicada is more like a heavy light mech. Yet that is all I see on the battlefield. PGI wants to make more mechs viable but increasing the amount of mechs on the map only makes matters worse.

#190 Ozric

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Posted 07 August 2013 - 06:10 AM

View PostMalsumis, on 07 August 2013 - 06:02 AM, said:


By adapt you mean only field assaults or Spiders and Jenners. There are the occasional heavies but mostly there are assault mechs or broken lights. Try using a medium mech other than a Centurion or Cicada. The Cent is also wonky with the hit boxes and the Cicada is more like a heavy light mech. Yet that is all I see on the battlefield. PGI wants to make more mechs viable but increasing the amount of mechs on the map only makes matters worse.


No no, that's just what's happening today, the real thing people have to get used to is being aware of another 4 enemy mechs on the field. I played every test session and to be honest I'm still not used to it, but we will get there. :unsure:

The problems you are seeing are problems with either a particular chassis or with weight balancing, neither of which have anything to do with 12v12. Tonnage limits are inbound anyway, and like you I believe they can not come soon enough, so don't let the wall of Atlas put you off. People are just driving assaults because they are scared of 12v12, when actually a heavy striker is a far more formidable foe in the new environment.

#191 Belorion

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Posted 07 August 2013 - 06:14 AM

I find that mediums are more viable than ever in the 12 v 12 context.

#192 DEEPFRYER671

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Posted 07 August 2013 - 06:29 AM

Having lag issues with 12 v 12. Easter hemisphere.

Edited by DEEPFRYER671, 07 August 2013 - 06:31 AM.


#193 Belorion

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Posted 07 August 2013 - 06:33 AM

I would answer this poll, and post your specs / performance there... http://mwomercs.com/...35/page__st__60

#194 Chill Bill

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Posted 07 August 2013 - 06:51 AM

View PostSifulch, on 06 August 2013 - 11:59 PM, said:

I'm sorry PGI but 12 v 12 on small maps has killed the game for me. There is no skill anymore and all that seems to happen is a mass **** fight with no one really knowing what the hell is going on as it's so full of Mechs. Please restrict small maps to 8 v 8.


^^^^

#195 Galaxy Crusader Puppeteer

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Posted 07 August 2013 - 07:07 AM

Having such fps problems on that rig is no comment LordNlcon.
I can report same as every one here, -10-25 fps depending on the map.Runing the game on Ultra/maxed user.cfg with sweetFx.

Also had HUGE lag spikes , like loss of packets of some sort, the mech will stop i can continue shooting and moving but after a 5-10 sec i would get teleported somewhere in front or back, where ever i was moving before lag spike.

#196 Mason Grimm

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Posted 07 August 2013 - 07:08 AM

My observations...

Ping Progress (remember, I am within 10km physically of the server):
12ms (start of open beta)
26ms (July 16th patch)
34ms (August 6th patch)

12v12 Organized? Love it! Really changes the meta for organized team play. Love seeing people actually using strategy and probing defenses for weakness. It is harder to find organized 12 mans in some Corps but perhaps that will see a shift in many tiny groups joining / assimilating into larger ones to increase the 12 man queue.

12v12 Pugs? Horrendous. I have watched match after match after match where players march off on Terra Therma in their assault mechs and get picked off by the OpFor who are waiting at their base or rolling 12 deep in a furball. I would have thought that being in a decent ELO bracket would restrict this level of.... uncoordinated play. Apparently not. This isn't a new problem, it is simply worse now that 4 more players are added to the drop.

PPC/ERPPC + 1 Heat? No problem. Any build I use that has PPCs was built around compensating for their heat anyways. With just a little heat discipline I can still manage easily. In fact my matches have gotten better because now I am much more conscious and careful before unleashing a PPC. For me this has made me a better player nothing that shifts me from any specific meta. I would imagine this is designed for 3+ PPC/ERPPC groupings, of which I have none, though so it is a moot point.

Frame Rates? This is the first patch where I have suffered a slight loss of about 6-8fps on some maps at VERY HIGH. I run around 50FPS on my 560 Ti 440. Still, I can deal with it as things are smooth and I lock my FPS at 30 when FRAPsing anyways. I DO notice a large increase in stutter though where my FPS are still humming at 50-60fps but the match actually freezes. I have checked my blood pressure and am not having a stroke so it must be something new that is buggy.

Total Freeze? I have noticed this happening almost once per match now. The game just seems to lock up in drops within the first 1-2 minutes and I have to ALT TAB out and back in for it to unlock. Once I ALT TAB everything seems fine and the game continues.

Cap Time Increase? Does anyone cap anymore? I think it might have been a bit much. I am going to go out on a limb and believing that cap times were increased to help mitigate massive fur-******* of 12 mechs rolling around focus firing. When people do cap they roll in 2s and 3s to reduce the cap time. I understand the reasoning for it but I don't believe it has yet caught on like it was intended.

Kintaro? Meh, red headed step child.

Hit Detection/Registration? This feels like it has gotten a bit worse on PPCs and Gauss. I did some preliminary testing in live matches with 1 gauss and 2 PPC and recorded my data. I've confirmed that about 34% of my Alpha Strikes are coming up.....


Posted Image

Apparently I failed my gunnery skill check!

Edited by Mason Grimm, 07 August 2013 - 07:15 AM.


#197 Priest4357

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Posted 07 August 2013 - 07:12 AM

View PostWales Grey, on 06 August 2013 - 10:17 AM, said:

I posted some stuff in the thread before this one so let's summarize those:

1. Kintaro Hero Mech breaks the #yoloradiation #magnumopus #idiotheatwankery system with its default loadout.
2. The #swagheat #hashtagpatch did nothing to stem the emphasis on long-range, high-alpha weapons, instead crippling brawlers and DPS builds.



Do you even read the crap you post? It's not your opinion, it's how you present it. English! Do you speak it?!

#198 Priest4357

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Posted 07 August 2013 - 07:18 AM

View PostCathy, on 06 August 2013 - 10:25 AM, said:

Not sure what to think, I was looking forward to 12v12, but the idea of 12 singletons facing a 12 man drop..beggers belief, if this causes an increase in rofl stomps 12-0 of 50% I can see numbers dropping.


I'm just shaking my head in disbelief, that this is implemented before weighting sync drops has been added tested and gone live..

Still its not my pay check in the line here..


Do you even read about this game? 12 man premades fight 12 man premades. Not PUGs. I'm just shaking my head in disbelief that after this much time, people still haven't read about how the game works....

View PostPwnius, on 06 August 2013 - 10:44 AM, said:

Why would you implement heat penalties for SRMs, then release a 'mech that incurs those penalties on the same patch?


Maybe because it only affects when you Alpha too much, and you can live without your OMG ALPHA!

Just sayin

#199 grml666

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Posted 07 August 2013 - 07:24 AM

Hopefully there will be an opportunity to choose the size of the team. After playing 12vs12 one day it feels like a big loss of tactical gameplay…

#200 SgtMagor

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Posted 07 August 2013 - 07:25 AM

fps drop is a problem, can't aim or shoot at targets. High pingers, only increase the problem. 8v8 my frame rates would hover 45>60. now my frame rate is dropping into the 20's and is unplayable for me. plus the fact why are Atlas pilots in a couple of games i'm in will walk right behind my mech an alpha strike at a target nearly destroying my mech, wasup with that! and yea I play PUG games sigh~





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