Public Test For Launch Module April 24Th!
#141
Posted 24 April 2014 - 03:27 PM
#142
Posted 24 April 2014 - 03:36 PM
First try I did Assault on Skirmish only, and waited 23 minutes.
Cancelled the queue and switched to "all" and it launched in about two minutes tops.
Lesson? Don't be picky...
#143
Posted 24 April 2014 - 03:40 PM
Eglar, on 24 April 2014 - 02:53 PM, said:
The cryengine console is active on Public Test and can be activated with the "~" key.
There are many commands that have been deactivated but others do still work:
e.g.
r_displayinfo 1 (guess it does nothing because pgi rebound the function to f9)
or
r_HDRGrainAmount 0 (disables film grain)
Haven't tested all but here's a list of all default Cryengine Console Commands.
I just would like to know, how can I kill this Console thing, because that is my FULL STOP button!
#144
Posted 24 April 2014 - 03:42 PM
Private matches should have been in the game from the beginning. I'm happy to see them make it in.
2) What do you like least about the Launch Module?
3) What are your impressions of the Weight Class Restrictions?
Queueing for public matches is problematic. I own mechs for all four weight classes, and I'd be happy to drop whichever weight class was going to have the least expected wait time. Players need more information, such as how many people are currently queued up for each weight class. Alternately, an "expected wait time" by weight class might be helpful, or any other indication of what a player or group of players can do to minimize the amount of time it takes to find a game.
4) Any other comments, concerns or suggestions?
It would be nice to have public lobbies, www.tf2lobby.com style. Alternately, now that there are differing weight classes, it might be nice to track ELO by weight class and allow people to give an order of preference for weight class and have the system matchmake by preference and ELO. Anything that would streamline the existing method of finding a game would be nice.
#145
Posted 24 April 2014 - 03:44 PM
connect
con_restricted
e_ViewDistRatioVegetation
r_DepthOfField
r_DisplayInfo
r_GetScreenShot
r_HDRGrainAmount
fall (LOL do it in mechlab)
kill (LOL!)
load (crashes client)
join_game (gameid)
profile (0,1 dunno what it does doesnt seem to have any effects)
r_stats (0,1 doesn't seem to do anything)
Kill and fall are certainly the best ones lol
Sky Hawk, on 24 April 2014 - 03:40 PM, said:
For the german keyboard it's the ^ key usually it should be the first key below ESC.
Edited by Eglar, 24 April 2014 - 03:52 PM.
#146
Posted 24 April 2014 - 03:50 PM
Edited by Wing 0, 24 April 2014 - 03:54 PM.
#147
Posted 24 April 2014 - 03:55 PM
0D 0H 0M
Is it hidden? will it not show up tell the test is over?
#148
Posted 24 April 2014 - 04:01 PM
Eglar, on 24 April 2014 - 03:44 PM, said:
connect
con_restricted
e_ViewDistRatioVegetation
r_DepthOfField
r_DisplayInfo
r_GetScreenShot
r_HDRGrainAmount
fall (LOL do it in mechlab)
kill (LOL!)
load (crashes client)
join_game (gameid)
profile (0,1 dunno what it does doesnt seem to have any effects)
r_stats (0,1 doesn't seem to do anything)
Kill and fall are certainly the best ones lol
For the german keyboard it's the ^ key usually it should be the first key below ESC.
This is more entertaining than the actual login queue.
#149
Posted 24 April 2014 - 04:48 PM
xWiredx, on 24 April 2014 - 03:26 PM, said:
What weight limit is there per team?
What is the weight limit for each weight class?
Does weight not used in one weight class carry over to others?
Does the matchmaker compensate for weight like it does for ELO when an exact match cannot be found? For example: with ELO, it was specified that if it can't find a match in your ELO level it will spread out the match parameters, so if it can't find an exact match for the weight of your mech when dropping solo, will it simply add +5 tons and re-search? Or is the weight limit strict/unexpandable?
Read command chair posts regarding the launch module. There is no weight limit. There is only weight class limits such that each team must have 3 lights, 3 mediums, 3 heavies, and 3 assaults.
#150
Posted 24 April 2014 - 05:08 PM
Gas Guzzler, on 24 April 2014 - 04:48 PM, said:
Read command chair posts regarding the launch module. There is no weight limit. There is only weight class limits such that each team must have 3 lights, 3 mediums, 3 heavies, and 3 assaults.
No more ! In my last two matches was no sign of 3/3/3/3. Was both very good.
Edited by Sky Hawk, 24 April 2014 - 05:27 PM.
#151
Posted 24 April 2014 - 05:19 PM
#152
Posted 24 April 2014 - 05:21 PM
Nikolai Lubkiewicz, on 24 April 2014 - 05:11 PM, said:
As this will have to be manually provided to players onto the Live service, the day of Premium Time should be delivered by tomorrow during regular work hours.
I did seven just to make sure
Mister Blastman, on 24 April 2014 - 05:19 PM, said:
If you do a premium private match with another premium holder, yes, you can make a 1v1. Is that what you mean?
#153
Posted 24 April 2014 - 05:24 PM
Cimarb, on 24 April 2014 - 05:21 PM, said:
If you do a premium private match with another premium holder, yes, you can make a 1v1. Is that what you mean?
I thought only one player was going to be required to have premium time.
#154
Posted 24 April 2014 - 05:30 PM
Mister Blastman, on 24 April 2014 - 05:24 PM, said:
I thought only one player was going to be required to have premium time.
Not if you want to do odd sized teams - it is one per team (still a very small commitment, if you ask me). I much prefer this requirement rather than the "pay per premium match" they have mentioned... THAT will be horrible...
#155
Posted 24 April 2014 - 05:43 PM
8 minutes... still searching...
Okay, 10 minutes... still searching. I'm just trying to drop solo.
Forget it.
Edited by Mister Blastman, 24 April 2014 - 05:48 PM.
#156
Posted 24 April 2014 - 06:52 PM
#158
Posted 24 April 2014 - 06:58 PM
#159
Posted 24 April 2014 - 07:04 PM
#160
Posted 24 April 2014 - 07:47 PM
Jaybee, on 24 April 2014 - 07:04 PM, said:
Go back to play Hawken then. Totally different game, not even similar.
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