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Technical Update 07-Aug-2013 - Feedback


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#81 Graufalk

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Posted 07 August 2013 - 04:22 PM

View PostSprouticus, on 07 August 2013 - 02:07 PM, said:



Seriously, why are you here. You have nothing to add except vitriol and whining.


To address your post and not get mine removed

1) The heat scale had a purpose. It is not my favorite solution ever, nor is it elegant. It has a bug or two which need to be dealt with. But it DID fix the problem it is intended to fix.


Which problem?

Pinpoint damage? Because that's all you'll ever see in high elo matches right now: 2xPPC 1xGauss.

The only thing Heat Scale did was eliminate joke builds like 6xPPC Stalkers and further nerfed missiles and lasers, which ended up being an indirect buff to PPCs.

#82 carl kerensky

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Posted 07 August 2013 - 04:42 PM

View PostThorqemada, on 07 August 2013 - 11:53 AM, said:

If DX11 improves the performance i am totaly cool (happy) with that.

I honestly think that Dualcore-CPUs should be abandoned - you get Quadcores for 2 Dollar on Ebay...

Would like to have some of the old fidelity back.


I agree about the fidelity. PgI you stated you would work on improving the visuals with the new DX11 as the foundation. The fidelity you first had out of the gate was fantastic so is it possible to allow the player to dial things up to that level on there own systems??
Ck

#83 Nooee

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Posted 07 August 2013 - 04:45 PM

I am still awaiting an explanation of the reduction of CB's. Now it seems that you get 40-50% less, and many times you cannot replenish consumables. Sad state this patch developed, unless this was just another way to get players to spend MC. (Which seems to be the path this game is going.) Damage is spread to thinly across the whole team for everyone to replace consumables. Thank the Devs for removing repair and rearm costs. Other wise this game would not be worth playing. As I can see it it is just going more toward a pay to win situation. For new players that cadet bonus will mean little.

Also since reregistration numbers are being used to calculate growth, I think you should have a way to delete ones account. Perhaps then you would get a true accounting. As it currently stands many new players will not grind out the CB's to buy mechs and other stuff. Their accounts just go inactive inflating and reflecting false data.

#84 Notick

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Posted 07 August 2013 - 05:42 PM

'Too little, to late' comes to mind...

#85 Lonestar1771

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Posted 07 August 2013 - 06:06 PM

Why was UI 2.0 glossed over? Next to balance and bug hunting, that seems to be the most important thing right now considering it's what is holding everything else up.

#86 Master Q

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Posted 07 August 2013 - 06:11 PM

View PostSprouticus, on 07 August 2013 - 02:07 PM, said:



Seriously, why are you here. You have nothing to add except vitriol and whining.


To address your post and not get mine removed

1) The heat scale had a purpose. It is not my favorite solution ever, nor is it elegant. It has a bug or two which need to be dealt with. But it DID fix the problem it is intended to fix.



No it didn't. Pinpoint alpha strikes still core or leg mechs far too quickly and pinpoint-damage weapons are still king, because pinpoint alphas are still *the* fastest way to score a kill.

#87 StandingCow

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Posted 07 August 2013 - 06:22 PM

Thanks for the update!

#88 Alex Warden

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Posted 07 August 2013 - 06:44 PM

all good things you are adressing in this post. but one thing bothers me... PLS look into mechscaling... the Kintaro is as huge as a victor... will this continue? will the locust be a second cicada? will the battlemaster be the cataphracts little brother?

plsguys, it´s like the 5th mechchassis that is TOTALLY offscale now, you know that - and it seriously suxx tbh...

Edited by Alex Warden, 07 August 2013 - 06:45 PM.


#89 Son of the Flood

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Posted 07 August 2013 - 06:51 PM

Thanks for the update Matt!

#90 Mazgazine1

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Posted 07 August 2013 - 08:16 PM

So the last section - Gameplay - has zero mention of any new game modes, nor does it address the anything community warfare will bring to the table.

I would like to see hard dates on everything mentioned including hit detection updates for missles. If there is an SRM issues, even after putting in rewind then we should be public testing NOW.

#91 Bishop Steiner

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Posted 07 August 2013 - 08:30 PM

View PostJess Hazen, on 07 August 2013 - 03:56 PM, said:

would be nice if you guys could work on the stability of the game. two people crashing each match is not a good draw for your game.

Sure they are crashing? I have had people verbalizing that if they were on a large map they were leaving, and did. II think half the CtD are people who want the tiny twitch maps still.

#92 Damocles

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Posted 07 August 2013 - 09:28 PM

View Postfocuspark, on 07 August 2013 - 01:00 PM, said:

Why would it be? If the assets do not change, the quality will not change. DX11 is not a magic bullet, it just allows for better things to be made; it does not make things better.

So none of the nice visuals that we had that they have progressively removed since our limit (In Nov/Dec 2012) back to DX9 will return, the assets didn't change they just disappeared.

#93 Nexus Omega

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Posted 07 August 2013 - 10:07 PM

Thanks for the updates and all the hard work guys,

#94 Jess Hazen

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Posted 07 August 2013 - 10:48 PM

View PostBishop Steiner, on 07 August 2013 - 08:30 PM, said:

Sure they are crashing? I have had people verbalizing that if they were on a large map they were leaving, and did. II think half the CtD are people who want the tiny twitch maps still.


yes i'm sure. i crashed / lost connection to server / disconnected multiple times today. 4 or 5 times. caused me to quit playing on two occasions today.

Edited by Jess Hazen, 07 August 2013 - 10:54 PM.


#95 Jess Hazen

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Posted 07 August 2013 - 11:01 PM

Work on the automated testing tools was delayed due to us doing work adding additional tools for Customer Support to help police the community that I'll outline below. Finalizing the testing tools is now back in focus and should be finished shortly further increasing our ability to catch bugs early in the development cycle.

PGI has finally straightened out their ways of poor developmentationizationizing perhaps maybe? *******

Posted Image

#96 SgtKinCaiD

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Posted 08 August 2013 - 12:02 AM

Good post overall.
Finally something on the MM.

But PGI is still missing the mech hitboxes issue.

#97 BR0WN_H0RN3T

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Posted 08 August 2013 - 01:35 AM

Utter rubbish. I have no confidence these serious issues will be resolved before launch

#98 Bracchus

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Posted 08 August 2013 - 01:44 AM

View PostNooee, on 07 August 2013 - 04:45 PM, said:

I am still awaiting an explanation of the reduction of CB's. Now it seems that you get 40-50% less, and many times you cannot replenish consumables.


Haven't noticed this, seem to be earning about the same as before the patch.

#99 Elizander

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Posted 08 August 2013 - 01:47 AM

May I also propose that you add the option of us selecting whether we want a fast ELO search or a slow one? Some people might just want to shoot stuff and explode while there are those who are willing to wait for quality games. I am sure that some new players will want to get in as many games as possible especially if they are saving up for something.

#100 kotya

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Posted 08 August 2013 - 01:52 AM

I really think, that at present moment, focus should be put on CPU usage.
After 12 vs 12 release, people are facing slideshow due to weak CPU.
But it is also due to weak CPU usage! Patch didn't solve usage of only 2 cores.
CPU load is 2 cores 100% loaded and more 2 cores 5-10% usage.
THAT is bad...
DX11 is a question number 99, after balance, textures, sound positioning, bugs and so on...
imho





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