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Thread Statistics | Show CCP posts - 1 post(s) |
Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.22 20:29:00 -
[1] - Quote
They've been out for awhile, here is some feedback.
- Warlords 1.1 Frame rate improvements Warlords 1.1 brought noticeable frame rate improvements, especially during intense close quarters combat. Since the proliferation of SKINs and the arrival of Hotfix Echo Tweaks, however, this has reverted. Close quarters combat seems to drop down to the same old 15 FPS very often. Is it possible that frame rate drops are due to RENDERING issues and not database memory issues?? If that is the case we should tread very lightly with the number of SKINs made available and the amount of different sprites that need to be rendered in a given match (and their respective LevelOfDetail versions).
- Backpeddle speed In Warlords 1.1, backpeddle speed was brought down to 85%. Is it possible that this has been reverted with Hotifx Echo Tweaks? This is difficult to test in game and a couple of threads have cropped up asking the question, without response.
- Vehicle Turret Upgrades All the new turret upgrades are unlockable with level 3 of their respective skill. Basic, Adv. and Proto. variants of the Heat Sink and the Dispersion Stabilizer unlock with level 3 Vehicle Turret Upgrades. I am assuming this is unintended.
- PG Upgrades Currently, Militia variant of the PG upgrades has the same stats as the Basic variant but with LOWER fitting cost. I am assuming this is unintended.
- Uplinks Currently, Miltia variant of uplinks have the same stats as the Basic variant but with LOWER fitting cost. This was intentional after Rattati's experience in academy, however the basic variant has no reason to exist at all. All stats including: Bandwidth, Number of Spawns, and Spawn Time Modifier are identical between Militia and Basic except for Militia having LOWER fitting cost.
I miss the days when all Militia variants of weapons were IDENTICAL to their Basic counterparts but with higher fitting requirements. It was a boon to new player experience to know exactly what to expect from a piece of equipment before skilling into it. This is no longer true for many weapons, including the HMG, the flaylock, swarm launcher, and many others who either have less damage, more heat or smaller clips than even their basic variants.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.22 20:43:00 -
[2] - Quote
- Small Blaster Turret The small blaster turret is very effective from a dropship or other vehicle that is perfectly still. Any movement or drift, however slight, causes the shots to go way off target, even if the gunner's client is showing them that the shots go straight. This is observable with all small turrets, including the missile launcher. The only difference is that the missile launcher does not "lie" to the gunner about it's trajectory, presumably because the server must instantiate the projectile and update everyone's client afterwards.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.23 01:08:00 -
[3] - Quote
KalOfTheRathi wrote: [...] Fire a round from a moving tank with a missile turret, it will go in a random direction. The first one will normally be quite dramatic. If you weren't counting on hitting anything with it then the results are also quite funny. Repeated firing does seem to be less incorrect but it is never correct if there is any movement. To make any shoot with a turret the vehicle needs to be moving in a straight line with the barrel of the small turret, or completely stopped. Successful hits outside of those conditions might be best attributed to luck or the aim assist. [...]
I can confirm the above is true. I would also like to add that it's true for the hitscan turrets as well (blaster and railgun). The only difference being that the hitscan turrets will lie to the gunner's client, telling them that they indeed shoot straight, while the pilot's client communicates with the game server to determine where the shots actually go. This often results in blue flare shield effects with no damage applied, if the vehicle is in motion. Watching where shots land between gunner and pilot's clients is dramatically different when the vehicle is in motion.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.25 16:18:00 -
[4] - Quote
Dear CCP, can any of this please go on a list to be checked at your leisure?
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 05:40:00 -
[5] - Quote
Thank you very much for testing that Adipem, very humble thank you.
Thank you Rattati for taking note of the minor bugs, and hopefully keep in mind the other issues as well about frame rate and skins.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 17:54:00 -
[6] - Quote
@Aderek
What you are describing sounds like a bandwidth issue. You may need to repeat your experience in an advanced suit. The average Basic suit does not have enough bandwidth to keep 2 uplinks going, even if the uplinks themselves can be max active 2.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 18:33:00 -
[7] - Quote
When did this happen?
Just yesterday I was able to deploy 2 advanced uplinks in a match without the other popping off. I will try again when I get in game, but I have not witnessed what you are describing. :(
Know what cannot be known.
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