LocationIn a dark corner waiting to alpha strike his victim.
Posted 10 March 2015 - 08:53 PM
R.I.P. Flea we never got a chance to pilot you just because of the Cry Engine. Curse you CryTek!
Just to explain Flea has MASC as a standard on the mech due to how Cry Engine runs it cannot handle speeds over 170 kph very well so were stuck with mechs below that limit and its Cry Engines fault.
"Commandos yes I know one can do 171.1 technically higher then the limit but even that 1.1 has trouble in the game and ends up rubber banding."
Alright we established it might not be the engines fault and more on PGI but that still doesn't explain whos fault it really is. I forgot to mention its probably neither because that just how the game engine rolls its just not up to the job for server side net code.
It's also just a somewhat pointless mech in general, being not much more than a laser Locust clone. Even if the engine issues got sorted out there would be more worthwhile lights to add instead of the Flea.
LocationIn a dark corner waiting to alpha strike his victim.
Posted 10 March 2015 - 08:57 PM
FupDup, on 10 March 2015 - 08:55 PM, said:
It's also just a somewhat pointless mech in general, being not much more than a laser Locust clone. Even if the engine issues got sorted out there would be more worthwhile lights to add instead of the Flea.
But this also leads to other mechs that can go over 170 kph not making it in the game Firemoth for instance.
LocationOn your six, chipping away at your rear armour.
Posted 10 March 2015 - 10:57 PM
Whatzituyah, on 10 March 2015 - 08:53 PM, said:
Just to explain Flea has MASC as a standard on the mech due to how Cry Engine MWO runs it cannot handle speeds over 170 kph very well so were stuck with mechs below that limit and its Cry Engines PGI's fault.
FTFY.
It's not CryEngine's fault, CryEngine doesn't have a speed limit of 170 kph.
MWO perhaps does, but if so it's due to PGI adding server-side authorization and HSR to the engine.
I am begining to think you all think PGI did it we don't really know that even though they made bad mistakes before.
I don't necessarily want to be negative, but... err....I have yet to see evidence of the contrary. Star Citizen has ships moving 1,000 km/h (300 m/s) in cryengine in an alpha.. for example..
I play MWO because it's fun, and I enjoy it. I support PGI in hopes of improvement, like you.
LocationIn a dark corner waiting to alpha strike his victim.
Posted 10 March 2015 - 11:14 PM
DivideByZer0, on 10 March 2015 - 11:13 PM, said:
I don't necessarily want to be negative, but... err....I have yet to see evidence of the contrary. Star Citizen has ships moving 1,000 km/h (300 m/s) in cryengine in an alpha.. for example..
I play MW because it's fun, and I enjoy it.
But think about Star Citizen its a Ship Sim correct? All the objects of that a probably meteors, stars, ships, planets, and space stations but other then that its a big floating sky box unless you can prove me wrong.
Kinda like this
Sorry for the muted sound it was before Youtube Copyright thing.
My point being here though is there is less things to render ingame while in MWO you have like how many missles in the sky? Also you have water, dust storms, inclines, lasers, and lastly the mechs all simultaneously fighting on a map sounds like a heavy load.
The Firemoth though I hope they do something about to get in game. Get rid of MASC if you have to and just cram in another 2 DHS or something for the stock build or whatever - lore be damned! The Firemoth has a special place in my heart from MW2 being the game's "entry" mech.
PS. Off topic, but I do remember stuffing around with the Firemoth in MW2 by freeing up as much tonnage as possible and then filling it up with as many JJs as it could fit and then using the forward thrust (MW2 had lateral thrusting on JJs) to go over 1000km/h. I remember outrunning enemy LRMs and lasers as they tried to shoot my Firemoth as it flew right past them .
LocationIn a dark corner waiting to alpha strike his victim.
Posted 10 March 2015 - 11:24 PM
Macster16, on 10 March 2015 - 11:18 PM, said:
Don't care about the Flea.
The Firemoth though I hope they do something about to get in game. Get rid of MASC if you have to and just cram in another 2 DHS or something for the stock build or whatever - lore be damned! The Firemoth has a special place in my heart from MW2 being the game's "entry" mech.
PS. Off topic, but I do remember stuffing around with the Firemoth in MW2 by freeing up as much tonnage as possible and then filling it up with as many JJs as it could fit and then using the forward thrust (MW2 had lateral thrusting on JJs) to go over 1000km/h. I remember outrunning enemy LRMs and lasers as they tried to shoot my Firemoth as it flew right past them .
But think about Star Citizen its a Ship Sim correct? All the objects of that a probably meteors, stars, ships, planets, and space stations but other then that its a big floating sky box unless you can prove me wrong.
Kinda like this
Sorry for the muted sound it was before Youtube Copyright thing.
My point being here though is there is less things to render ingame while in MWO you have like how many missles in the sky? Also you have water, dust storms, inclines, lasers, and lastly the mechs all simultaneously fighting on a map sounds like a heavy load.
That's nice, but the speed limit is a netcode issue, not a rendering issue.
R.I.P. Flea we never got a chance to pilot you just because of the Cry Engine. Curse you CryTek!
Just to explain Flea has MASC as a standard on the mech due to how Cry Engine runs it cannot handle speeds over 170 kph very well so were stuck with mechs below that limit and its Cry Engines fault.
"Commandos yes I know one can do 171.1 technically higher then the limit but even that 1.1 has trouble in the game and ends up rubber banding."
Please use puncuation because if you don't use punctuation your post becomes that large soup of on and on going babbling that gives the read a really hard time to understand which causes him in turn to think you are either rude or dumb understood kk thx bye.
I really can't say anything about that without proof.
Even if I hadn't spent like 2 years working in CE for MWLL, I could still say it's a netcode issue> because PGI has stated it's a limitation of HSR themselves.
LocationIn a dark corner waiting to alpha strike his victim.
Posted 10 March 2015 - 11:53 PM
Paigan, on 10 March 2015 - 11:50 PM, said:
Please use puncuation because if you don't use punctuation your post becomes that large soup of on and on going babbling that gives the read a really hard time to understand which causes him in turn to think you are either rude or dumb understood kk thx bye.
K bye nice to know a grammer {Godwin's Law}.
Ghogiel, on 10 March 2015 - 11:50 PM, said:
Even if I hadn't spent like 2 years working in CE for MWLL, I could still say it's a netcode issue> because PGI has stated it's a limitation of HSR themselves.
Well that makes sense I remember the HSR thing too well shoot. PGI really didn't know what they were doing.
But think about Star Citizen its a Ship Sim correct? All the objects of that a probably meteors, stars, ships, planets, and space stations but other then that its a big floating sky box unless you can prove me wrong.
Kinda like this
Sorry for the muted sound it was before Youtube Copyright thing.
My point being here though is there is less things to render ingame while in MWO you have like how many missles in the sky? Also you have water, dust storms, inclines, lasers, and lastly the mechs all simultaneously fighting on a map sounds like a heavy load.
Actually, SC has way more stuff going on than MWO. For example: You can see the pilot moving around in your opponents ship(he can actually get out and walk around in said ship, as of last patch), in addition to fully articulated ships running a full physics simulation. No sense in going into details.. but the short answer is: there is less going on in MWO than SC, but I think you haven't actually looked into it. No big deal. I don't have any point to defend, I am just objectively looking at the two projects, even though I do expect you to at least try to look into what I'm talking about (that's the beer talking) To add icing on the cake, theres about twice the number of polygons in this "skybox" shooter that is SC, yet I have a solid 60 fps.
*edit* maybe the answer you're looking for, is, SC uses a really streamlined netcode for an alpha, plus a predictive interpolative system that's practically seamless (as best I can tell). Oh, and it doesn't crash.
Back on topic...The point is, I hope PGI doesn't give up on the flea and hitreg. It can be done.