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12 X 12 = Fail


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#21 Angel of Annihilation

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Posted 08 August 2013 - 11:49 AM

View PostBallBuster, on 08 August 2013 - 11:15 AM, said:


I've been encountering this bug more than anything. I've had more than one game on the volcano where I can't even walk up the bridges in an Atlas or a Cat. That's pretty stupid.


I think that has to do with your initial spawn point. There is one area, where you spawn on top of some crates that seems to screw everything up. My Jenner spawned there a couple times an it caused me to lose running speed going down hill. Just a simple dip would cause my speed to drop from over 140 kph to like 20 kph. Made the game unplayable. Also when I hit the bridges, I couldn't run over them, rather I just came to a complete stop.

#22 Tezcatli

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Posted 08 August 2013 - 11:51 AM

I don't agree on it being worse. But I have been experiencing lag. It runs fine, then suddenly it'll lag up. Not sure if it's my setup or the server.

#23 Slashmckill

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Posted 08 August 2013 - 12:09 PM

View PostBallBuster, on 08 August 2013 - 11:42 AM, said:


What's a cbill nerf?


cbills = The currency you get for playing a match.

They reduced the amount you get for your performance in matches by roughly 15%. (you have to work harder for the same reward basically)

#24 KuruptU4Fun

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Posted 08 August 2013 - 01:12 PM

Oh yeah, I know this hasn't been read in a little while, and just a bit hard to find, but the Developer Q&A 2 about Community warfare does state this:

How large are you planning to make match sizes in terms of number of players? 4 vs 4, 8 vs 8...etc. –Red Beard

[MATT C] The current plan is for a maximum of 12 vs. 12 so long as we can ensure a solid play experience for that many players, otherwise we would fall back to 8 vs. 8.

So I guess it's a good idea to let them determine the viability of the play experience of 12vs.12 before you go and try and claim the sky is falling!

#25 BlackIronTarkus

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Posted 08 August 2013 - 01:15 PM

View PostTechnoviking, on 08 August 2013 - 10:21 AM, said:

You are very wrong except for the part where it lags. I've seen more strategy, tension and movement in 12v than there was in 8. I've been in some nasty wipes due to spreading out, but I've also seen epic battles that far outshine most 8v8s.


Exactly the same thing for me.

#26 Crazy Billy Joe Bob

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Posted 08 August 2013 - 01:19 PM

I think this last patch favors people with Win 7 or Win 8

#27 Mystere

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Posted 08 August 2013 - 05:00 PM

OP, I think you're just in Elo hell. :(

#28 Troggy

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Posted 08 August 2013 - 05:07 PM

Not quite...The game favors people with something resembling a modern computer. Windows 7 came out almost 4 years ago.

Expecting a 4+ year old computer to play a new game is pushing it. However, I'm sure a brand new computer running Vista (if you can get drivers, etc.) would run this just fine.

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View PostCrazy Billy Joe Bob, on 08 August 2013 - 01:19 PM, said:

I think this last patch favors people with Win 7 or Win 8


#29 Unbound Inferno

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Posted 08 August 2013 - 06:25 PM

Lag? not really... framerate is in the dumps tho...

#30 Psikez

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Posted 08 August 2013 - 06:45 PM

whats wrong with 144

#31 Lord of All

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Posted 08 August 2013 - 06:47 PM

View PostDeathofSelf, on 08 August 2013 - 11:12 AM, said:

Are you sure about that? I thought it was 144?

Sorry, I couldn't help it

Thats Gross.

Sorry, I couldn't help it

#32 Meta 2013

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Posted 08 August 2013 - 07:30 PM

Hello All,

12 V 12 First impressions :

Pro's:

1. Can lead to some good brawls one in 10 matches.

Con's:

1. More dumbasses to put up with.
2. More than ever people shoot you in the back trying to get a kill.
3. longer matches, means less c-bills/experience per hour. Plus they took money away on top of that.
4. over-all more frustrating given the longer matches.
5. Lag. I am not sure where the lag is coming from, I run 2 480's in sli, have an evga classified x58, and a gulftown 980x hexcore. windows 7 64 bit, 6 gigs of 1800 corsair dominator ram. This system scored 3DMark Vantage: 40,040 you can see it here (http://www.modsrigs....x?BuildID=23225). Today I actually thought the game locked up ... I was just getting ready to hit power button when it came back to life, I had warped about 400 meters into the center of the fight, and was somehow still alive. That had to last a good 8 to 10 seconds. I guess it could be me ... not really sure what happened. I have noticed little dudes time warping more and more. Having said that ... 95% of the time, I still don't generally notice any real problems, it seems to be drop related to the high ping folks. Maybe they could put a ping limit on the server for match making temporarily to see if that makes a difference. limit the ping to say 120 or 130.

Since patch: way more system lockups. already deleted and reinstalled the whole program, still seeing cpu lock-ups. Pre-patch, they had fixed them to the point I hadn't seen a cpu lock up in at least a month, now its back to 3 or 4 a day now.

anyhow 12 man win or fail, it should be fun once we stop getting a lot of new folks who just want kills and shoot through team mates to get them. Give the game a year after launch to weed out folks. For now 12 man ... stay behind the nubs, take extra AMS ammo, and bring the cheese. Sadly cheese wins.

#33 Lord of All

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Posted 09 August 2013 - 04:30 AM

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

...
5. Lag. I am not sure where the lag is coming from, I run 2 480's in sli, have an evga classified x58, and a gulftown 980x hexcore. windows 7 64 bit, 6 gigs of 1800 corsair dominator ram. This system scored 3DMark Vantage: 40,040 you can see it here (http://www.modsrigs....x?BuildID=23225). Today I actually thought the game locked up ... I was just getting ready to hit power button when it came back to life, I had warped about 400 meters into the center of the fight, and was somehow still alive. That had to last a good 8 to 10 seconds. I guess it could be me ... not really sure what happened. I have noticed little dudes time warping more and more. Having said that ... 95% of the time, I still don't generally notice any real problems, it seems to be drop related to the high ping folks. Maybe they could put a ping limit on the server for match making temporarily to see if that makes a difference. limit the ping to say 120 or 130.

Since patch: way more system lockups. already deleted and reinstalled the whole program, still seeing cpu lock-ups. Pre-patch, they had fixed them to the point I hadn't seen a cpu lock up in at least a month, now its back to 3 or 4 a day now.



The lag is more than likely your CPU. The hot patch helped that alot. This game is very CPU bound. Try an OC if you can and see if your rates increase. AFA your 2 480's, When did they add SLI Support?

#34 riverslq

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Posted 09 August 2013 - 04:38 AM

so far 12v12 just means a bunch more clueless noobs die in the first 2 minutes leaving everyone else totally ****** and wasting 10-15 minutes of their life.

#35 DerSpecht

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Posted 09 August 2013 - 05:54 AM

So OPs Hardware is crap and its PGIs fault? No lags (connection or graphics) here.

3570k
GTX275

#36 MeiSooHaityu

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Posted 09 August 2013 - 06:04 AM

I think the 12 v 12 is a riot. My biggest issue was the FPS spikes, but this last hot patch fixed that for me. Now it is just all fun...well until we loose 2 to 12 LOL. Still, I prefer it over 8 v 8. Even the cramped Forrest Colony is fun, because that map is full of chaos.

I think there is definently a bit more strategy on the larger maps with 12 v 12, but I can see some people not liking the smaller maps with 12 v 12. Smaller maps are a tangle of mechs, but to me, that adds more play variety. Some maps are caluclated (bigger maps) while other maps devolve into chaos (smaller maps).

Overall, I am a fan.

#37 Novakaine

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Posted 09 August 2013 - 06:13 AM

12 vs. 12 the way it should be.
Upgrade that old celeron and get with program.

#38 Kommisar

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Posted 09 August 2013 - 07:14 AM

My experiences so far. Please note, these are my experiences and observations only. I'm not making grand sweeping absolute statements akin to Laws of Physics here.

1) A lot more roll-stomp rounds. Giving and receiving. With so many mechs on the field, I can regularly go a hold round where I fire twice. Either the other team evaporates so quickly that I don't have time to get clear shots (and I'm not willing to fire through my team mates like so many) OR my team evaporates so quickly, then I get focused down by 8 mechs before I can cycle for a third shot. I'll occasionally have a fight go longer.

2) Unlike Gallowglas (my lance mate), I'm not seeing increased tactical play. What I see is "Get'm!" Form up into a mass of metal and walk around till you find targets; bigger mass of metal wins. Unless you get capped. With out fear of area affect weapons, there is only one reason not to group up as tightly as you can, rifle line style. That is lack of discipline on your own team means that everyone keeps moving in front of each other. But the groups that can pull this off will win.

3) Am I the only one seeing gobs and gobs of spiders and other light mechs? I'm not hating, I love my Spider; but most rounds I drop in over half the enemy force is spiders. MG spiders at that. They just swarm and pick everyone off. And you can't hardly shoot back because of so many friendly targets moving around. Worse, they rip mechs apart. The upside is that light mechs can dominate in 12v12. They can cap. And with cap times taking so long, they are the only effective mechs that can really do it on the bigger maps. They can get out of trouble; again about the only mechs that can. And they can run through the mass density of mechs on most maps.

4) If I play Forest Colony again, I may shoot myself. I know, some of you guys like your speed ball matches. For me, though, the map is just way to small for that many mechs. It's like recreating a fight scene from Braveheart with mechs; but I don't have a mech hatchet or axe!

5) Matches are taking a lot longer, but are decided much, much quicker. Again, my observation. From what I have played (and, sure, let's assume I am in the lowest ELO bracket for this) one team will lose the bulk of their main force in the first engagement. Then, it is 10 minutes of the winning team cleaning up the board. See Roll-Stomp above.


What really needed to happen before 12v12 was implementation of better communications in matches. Heck, at least fix it so that when you switch between round start screen and cockpit power up it doesn't reset and wipe the text chat. Then, give us some hotkey comms like they had in BF1942. F1, F1 = Roger. As it is, unless you get lucky in your match-making, you're best bet is to just huddle as close together as you can and mass fire at targets.

#39 Prat

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Posted 09 August 2013 - 07:29 AM

I have to say that I LOVE 12 v 12. There will certainly be different tactics and strategies, but that's the exciting part. Overall, I've had much better matches - matches that somehow seem to matter more.

That's not to say that I wouldn't like some changes.

1. I'm making about half the c-bills I was before.
2. Ammo is quite lacking, I'd like to see PGI up the quantity.

Other that that, keep it up. The last patch was great.

#40 jakucha

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Posted 09 August 2013 - 07:32 AM

View PostPrat, on 09 August 2013 - 07:29 AM, said:

2. Ammo is quite lacking, I'd like to see PGI up the quantity.


The ammo issue is actually due to user error. Make your shots count more and/or load a few extra tons. The ammo load-outs I used in 8v8 haven't changed for 12v12, and I usually only run out of ammo at the end of the match, if even.





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