in LB yesterday there was an engi rep the ev at starting point.
I stand still at the other end of the EV shooting at him like crazy ,head mostly …nothing happends …so I stopped shotting …wtf! …then a sec after he/she drop dead :S
Patch Feedback
[QUOTE=rookie1;480203]in LB yesterday there was an engi rep the ev at starting point.
I stand still at they other end of the EV shooting at him like crazy ,head mostly …nothing happends …so I stopped shotting …wtf! …then a sec after he/she drop dead :S[/QUOTE]
Sounds like a packet loss/delay issue in this case.
On the responsiveness front, in UE3 input delay is directly related to framerate. The higher fps you have, the lower the input delay is.
Disabling things like One Frame Interval and Vsync will help significantly but in the end it’s performance that it comes down to.
B:AO is a released, optimized product that has gone through extensive testing and polish phases. We’re still only just entering out Beta phase for Extraction and these optimizations will come.
It’ll be the connection between you and the server in this case. That or the server had a processing hiccup but these are unlikely now we’ve upgraded them.
[QUOTE=Smooth;480206]
On the responsiveness front, in UE3 input delay is directly related to framerate. The higher fps you have, the lower the input delay is.
Disabling things like One Frame Interval and Vsync will help significantly but in the end it’s performance that it comes down to.
B:AO is a released, optimized product that has gone through extensive testing and polish phases. We’re still only just entering out Beta phase for Extraction and these optimizations will come.[/QUOTE]
Ok, that’s really great to hear; and I mean really, cause I actually feared this delay could be intentional*. As far as video options go, I have everything(including v-sync) to off/low, except for dynamic shadows. And my frames are allways around 70 and above. And as I’ve said, the delay was definitely noticeable, even when I had the 150+fps from the alpha.
*like the movement inertia, that let me, more than once, ran into door-frames like a boss. But that’s something I can kinda live with.
question: does the phoneix health aura affect a char on a top of car for instance ?
I’d love to record some videos but the quality would not be very useful in analyzing where my shots land.
I think you’re confused. I know how to record but I’d have to lower the record resolution enough that it wouldn’t be worth it or I’d have to play with 10-20 fps which also wouldn’t be worth it.
i think you’re confused i said ill go through with you how to do it correctly,unless you have a trash pc then it wont be helpful
Oo I think they started to send Keys http://forums.warchest.com/showthread.php/38339-PAX-Attendee-Closed-Beta-Key?p=480288&viewfull=1#post480288
8v8 is a mess in the game. Please reduce servers back to 5v5 and 6v6.
Also, prob want to tone down the grenade launcher. 2-3 people spamming it and it is an unavoidable spray of random explosions going off around you. Pretty lame. Need to put a max per team on certain characters I bet.
Lastly, I think phoenix needs a smaller clip size. 50 shots per mag is pretty high. I always thought that smg had too big of a mag on engineers when he had it.
^^ alll what I like 
I like 8X8 ,I like Nader,I like Phoenix and with more clip 
[QUOTE=rookie1;480312]^^ alll what I like 
I like 8X8 ,I like Nader,I like Phoenix and with more clip :([/QUOTE]
glauncher is too spammy. Try facing off against 3 of them trying to escort the ev. They stop you from moving the EV and damage you and the EV at the same time and it is non-stop raining of grenades. Most broken version of any weapon I’ve seen in the game so far.
I’m betting time stamping your reg issues might allow them to view it on their end, if that’s still possible with the Nexon version.
I don’t find the nade launcher much of an issue, in fact the red flashing ‘omg its a nade’ icon is a bit annoying tbh - makes it too easy to avoid.
Sure, nade launchers can be annoying… when your team is already being spawn camped on WC… lol.
I do think 8v8 is a good minimum number for public servers, so it would really do more harm than good to remove them completely because then they’d never get balanced.
I don’t think it’s unrealistic to have a game that is balanced in both 5v5/6v6 comp and also 8v8 public, these things just take time and a little bit of (ET) magic.
Also note that there are 5v5, 6v6 and 8v8 servers at the moment and the 8v8 ones fill up whilst the 5v5/6v6 ones sit empty, that must mean something right?
If you want to play 5v5/6v6 do the legwork and get some games going on there.
I do agree that 8v8 isn’t good right now, it’s just that removing them isn’t the solution.
I like the 8v8 servers, and like Mustang said they are the servers with players on them.
Which means I am not the only one. I did play a 5v5 server last Friday, and it definitely was better game play. We had a full server going with some of the Devs playing, and it was a lot of fun.
Pub servers who are paid for by clan members, I think are going to want to have larger server sizes. To many clan members and not enough slots is a common gripe. 8v8 seems large now wait until the game launches and people start asking for 12v12 servers it will happen.