#121
Posted 10 January 2013 - 12:04 AM
#122
Posted 10 January 2013 - 12:04 AM
Taron, on 09 January 2013 - 12:26 PM, said:
I just had a match, my HUD was not there, i could not even see who's friend ore foe - nothing, no minimap, no radar, no signs abouve the mechs... But that was the 1st time since very long i had this.
Taron, this post does PGI no good because in all of your posts in this thread you have not included the information they have requested. They requested this information so they can try and reproduce the bug using a similar setup. They did not request several posts about what's wrong, or not wrong, without adding information that PGI can use to reproduce the bug on a similar setup.
#123
Posted 10 January 2013 - 02:10 AM
big brawl = big drop, not gpu bound, doesn't look like lagspiking either, just low fps. If you have a 3+ Ghz sandy bridge you'll probably stay over 30 in such fights, unless it's an 8v8 brawl.
Settings have no impact whatsoever on minimum fps, only on average fps, very frustrating if you like fps better than fancy graphics.
#124
Posted 10 January 2013 - 02:43 AM
- How had the patch generally affected your performance?
- Whether there are specific points in the game when your performance changes.
- What are your video settings, did you change them since last patch?
- Average FPS ingame and in the menus for previous patch and latest patch (Press F9 to see your FPS)
- System specs (You can include them in a [spoiler] [ /spoiler])
4 Gig DDR2
GeForce GT430
- Your advertised internet connection speed / Geographic location
[Edit]: constant ping around 130ms
[Edit]: Ballistics (PPC) shooting seems to be more consistent since this patch as well. It looks like I'm hitting the same amount as previously much I'm causing much more damage.
Edited by MoPo, 10 January 2013 - 02:49 AM.
#125
Posted 10 January 2013 - 05:39 AM
Standing perfectly still, I completely missed a shut-down mech 50m in front of me. Well, I saw some of the missiles hit, but nothing on the paper doll. Four 36-missile volleys to the chest tore an arm off of a YLW.
Do better guys.
#126
Posted 10 January 2013 - 06:14 AM
#127
Posted 10 January 2013 - 06:15 AM
Ekman said that it was just an error, however Garth had previously mentioned something along the lines of "They had updated the movement code, but not the firing code" or something like that... Sadly, I couldn't find his post where he mentioned this, and I suspect that it may have been redacted.
However, this would make sense with what myself and others have seen.
From what I've noticed, the position of mechs seems to be, perhaps, better updated. Lasers seem to be about as accurate, if not a bit more so, than previously.
However, I've noticed my AC20 seems like I need to lead targets MUCH more. Even fairly slowly moving targets need to be led significantly, and shots tend to lag behind where I'm aiming on them. I use the AC20 very regularly, so this seems to be a change which has been introduced in the past few days.
If Garth's comment is to be understood, it may be due to an issue with the firing delay. This would explain why it seems to affect non-laser weapons more. Lasers are really only affected in the first part of their discharge by the firing delay, while other weapons will feel a significant hindrance.
Because this kind of thing is so subtle, it could be in our heads.. but I don't think it is. I wish we had a little more information from PGI about what changes they made in this regard. Maybe Garth could clarify what that statement he made was.
#128
Posted 10 January 2013 - 06:17 AM
#129
Posted 10 January 2013 - 06:18 AM
#130
Posted 10 January 2013 - 06:31 AM
With lasers, this is not as noticable, but with single hit weapons like the AC20, the shots seem to be lagging behind where the target is much more than they were previously.
Many other players have noticed this. I do not think it's just being imagined by everyone.
#131
Posted 10 January 2013 - 06:44 AM
Worth a shot I suppose, if one is having real issues.
#132
Posted 10 January 2013 - 06:52 AM
#133
Posted 10 January 2013 - 07:40 AM
#134
Posted 10 January 2013 - 07:45 AM
-k
Edited by Kdogg788, 10 January 2013 - 07:46 AM.
#135
Posted 10 January 2013 - 08:09 AM
But still even worse than the December Stalker patch. Whatever junk PGI did in the little January mini patch ruined my game's performance to unplayable levels, and while the new 8th January patch improved it a small a bit, it's still much worse and nearly unplayable in a fight.
20~25fps when facing more than two enemy 'Mechs. CPU usage <30% on the overclocked 3930K. GPU usage on the GTX 560Ti <60% when frame rate is low. Internet connection is a 100Mbps fibre optic connected to modem via Gigabit ethernet.
Plus, the servers are extremely dorky tonight, they're showing packet loss at unbelievably bad levels.
Edited by Dukarriope, 10 January 2013 - 08:10 AM.
#136
Posted 10 January 2013 - 08:18 AM
#137
Posted 10 January 2013 - 08:20 AM
Last night I got into a circle straffing contest with a rather poorly driven Raven, and I painted him with 4 large lasers, pretty much constantly, for 3 or 4 minutes. No death. This is insane. The amount of center torso damage he took would have taken an Atlas down... twice.
What's even more bizarre, the raven wasn't even moving that fast ( like I said, poorly driven ), so I had target on him for AGES, and he didn't die.
Edited by Serapth, 10 January 2013 - 08:21 AM.
#138
Posted 10 January 2013 - 08:21 AM
#139
Posted 10 January 2013 - 08:24 AM
Edited by 12Bravo, 10 January 2013 - 08:25 AM.
#140
Posted 10 January 2013 - 08:28 AM
Still, overall I've had very few issues. Hopefully the continued work on the "netcode" and if/when they roll out servers for different regions will improve gameplay for everyone afflicted by poor hit detection/lag/warping/etc.
Additionally once the hit detection is improved and knockdowns reintroduced it will be a whole different experience for light pilots.
Cheers.
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