Closed Beta Update V37682 (11th August 2014)


(BomBaKlaK) #141

I just say bye ! not a feedback at all …


(Mustang) #142

Yes it’s new, and yes it’s very annoying and disorientation, I also noticed it when throwing ammo packs and the like.


(stealth6) #143

I don’t have an FPS drop and I use only settings in the game.


(trickykungfu) #144

I tried playing with only setting ingame option to low and leaving OneFrameThreadLag True. Its not playable for me. I noticed playing on a empty server plays like previouse patch but joining a full server makes FPS go much more down then before.

Why is this happening? Are there other unreal engine games with the same Problem?




(zeroooo) #145

egal was die machen, das spiel wird einfach nicht besser,

kannste direkt in die tonne treten den müll, spiel ich lieber tetris als den scheiß hier


(montheponies) #146

8 pages in, I’ll weigh in with a few minor comments;

  • Not seeing (no pun intended) the problem with visibility, thought in general lighting was actually brighter on maps like Terminal.
  • Objective mode with 8 v 8 is screaming out for larger maps. The proposed rubber banding / spawn fine tuning didn’t seem to be doing much on the maps I played (Terminal ended up being it’s usual defender bottled up affair).
  • Performance wise I thought it was worse, but that could be caused by the stutters, camera shaking and generally me believing everyone on the server …

Really like the new UI. The cards / loot / augments I couldnt care less about - but I’m probably not target market, just hope it doesnt turn into a false-addiction model that just rips off folk with weaknesses in that area.


(tokamak) #147

I haven’t noticed anything but then again the update lowered my settings considerably so it might bet that.


(prophett) #148

Everything off/on low in the menu + some other minor tweaking. Was getting 100-130fps average. It has since dipped to around 80-120, sometimes going into the 60s.

Windows 7 Professional
CPU: Intel Core i7-4770k
Motherboard: ASUS Sabertooth 990FX
Hard Drive: Western Digital VelociRaptor 150GB
SSD: Samsung 840 Pro 256
Video Card: GeForce 770 GTX
Memory: Kingston HyperX 8GB


(Scarhand) #149

Haven’t really noticed a performance change as far as I can tell. Still getting around 30’s if there aren’t a lot of people on. Still barely playable, just like before. I remember previously shooting is what caused a massive performance drop. Don’t know if it is now, but certainly don’t want to get on the game enough to check. I stopped using custom config several patches ago.

I have noticed that the sound glitchiness caused by low FPS is happening a lot more though in the 30 FPS range. Maybe I really am getting lower FPS, or maybe the sound engine is just performing worse.

Mouse actually did feel more consistent though! Did you make rawinputupdatetest always true yet?

I absolutely can’t stand the sprint exhaustion sound, especially when I am hearing it from my whole team. I probably wont be playing until that is removed or there is an option to. It is pointless to add. Doesn’t improve immersion at all.

Also highly dislike the screenshake caused by jumping and shooting. I understand wanting the weapons to feel more beefy feeling, but consistent feeling is more important always. There is a reason you put a turn off view bob option in the in-game menu.

Changing video settings on main screen causing everything to disappear except the background. I can make some graphic options re-appear by mousing over them, and once I find the audio settings it will allow the close button to appear which will refresh the screen and allow everything to re-appear.

I know its easier to feel problems more than improvements, but I’m really getting a more glitchy and annoying without improvements feel from this patch. I’m going to skip playing this patch. First time that I’m doing so intentionally.


(Kendle) #150

I’m playing on low settings, as I was before (just via in-game options, not config tweaks) and I’d say my FPS is slightly down on what it was, but not much, the real issue is that it feels much worse, game feels laggy and jittery and jumpy in a way that it didn’t before, I’m guessing as a result of player numbers increased (8 v 8 on most maps is unplayable, way too much spam and way more meat-grinder effect) + new screenshake “feature”.

It’s a real pity because last patch really felt like we were getting there in regards to the basic moving around and shooting people aspect of the game (although still with work to be done). This patch feels like a step backwards.


(Anti) #151

OK, thanks for the performance feedback folks.

From what we can see in data the average FPS isn’t down much at all although the min FPS people experience may have dropped a little.

It seems from what you’re saying and what we can see that the issues are more down to screen shake, the stutter and occasional spikes in performance rather than a net drop. That makes a bit more sense based on the changes we’ve been making so we’ll try to get cracking on some improvements ASAP.


(Violator) #152

I’ve noticed a bit of an FPS drop (was getting around 120 and now its 90-100). The ‘hpb corner kill’ issue seems worse as well, its virtually impossible to take down any player with a ping over 100 as they have that 0.5 second drop on you. The usual massive lag when in close combat is still there and is probably the worst thing atm. Not noticed the screen shake but I really dislike this sort of thing in games so would be happy for it to be removed.


(Anti) #153

I’ve not heard of this issue before, what is the lag like? Warping enemies? Drops in your FPS? IF anybody has a video of this happening it’d be good to see it.


(xdc) #154

I’m curious to see how this card system would work with Phantom, Sparks, Rhino, (and rocket launcher class) considering their weapons are what create the classes

I can’t image any classes using their weapons, but It seems to work for other classes, Aimee, and Kira


(tokamak) #155

Check out TF2 on how there can still be lots of variations on these specialist weapons. Miniguns with lower damage but a slow effect, minguns with a higher spin time but also higher damage etc. Some variations even give a whole new twist to the class. Like the sniper receiving a bow or the demoman receiving a highlander. May go too far for DB.

It eventually comes down to the taxonomy of mercs, and that’s going to be incredibly hard to get right in any F2P. It has to balance player time, involvement and purchasable content all together with gameplay balance.

That’s an enormous task and if you don’t get it right you’re going to be either end up with a product that’s too tame and mediocre or with something that ends up frustrating the entire playerbase.


(Exedore) #156

Load-outs wouldn’t effect these instances at anything other than Augment level, because their abilities are separate weapons. Rhino might get a different Shotgun for instance, but there’d be no change to his minigun.


(tokamak) #157

Does that mean that any variation on those ´ability´ weapons would require a new merc?


(Exedore) #158

No, because our direction is that abilities need to be significantly different. Ability variations would be created by the Augments on a given load-out card.


(tokamak) #159

Right but that does mean we’re not going to see a Rhino with say, an automatic shotgun or some other heavy weaponry.


(Exedore) #160

Yes, pretty much… if it’s a cool enough weapon to be “character defining” when it comes to gameplay, we’d make another Merc!