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Author |
Thread Statistics | Show CCP posts - 178 post(s) |
Cross Atu
OSG Planetary Operations Covert Intervention
3152
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Posted - 2014.10.07 17:04:00 -
[23161] - Quote
mollerz wrote:What's an upgraded PS3? SSD drive? Yes. Which makes a surprising amount of difference due to Sony having put such a heavy reliance on the paging file (read: shipped the PS3 with barely any ram to speak of). Having a bigger HDD/spare room on it, and having a faster HDD (SSD is even better) both impact performance. For example with a SSD I will now sometimes get into match and onto the near objective before my whole squad has finished first deploy in their battles, and my internet isn't every fast.
mollerz wrote: Kind of funny. You are making something as simple as rendering and unreal engine optimization on specific hardware sound like it's some kind of mysterious arcane knowledge. Honestly, who ever is explaining it to you needs to point you to somewhere else.
Can you imagine a professor explaining rendering engines to a classroom in that manner? I've read your post 4 times and I am still trying to figure out what you said. lol.
Part of that is because, quite frankly I am dancing around some NDA stuff that was imparted in the same conversation so it makes my statements obtuse when much of what I was actually told is off the table for me to say right now But now that you have created the professor image, that's going to stick with me
mollerz wrote:I'm saying this quite lightly, as i am kind of chuckling. No doubt you got voted in dude. That's some crazy politico speak if I ever read it Let me give this a shot, and you tell me if i am grasping what you heard: Map aka level rendering is the cause of lower than 30FPS for the whole game. Not netcode. But unoptimized maps. The what you are speaking of is polygons rendered. What is rendered is what is on screen (the resolution). So far more polygons in a players view are being rendered than necessary, thus causing the hardware to work too hard and render less than the industry standard 30 FPS. Am i right? Or did I misunderstand? That is what I am saying, yes. I few points I can clear up, and there are a couple I cannot (which I hate saying because that whole "hey look, I know a secret" thing seems like garbage but I don't wish to imply there isn't more too it when there is). The netcode may still have room for optimization as well, that I am not certain of one way or the other as it was not touched on at the time. Lack of performance does seem to be related to unoptimized maps and what they are rendering (how many polygons) at a time. It is my understanding that what is renders is more than what is on the screen, sort of a pre-buffering carried to far if you will (and here I am getting vague again because, redacted stuff), but yes the long and short of it is more polygons than are necessary are being rendered thus causing the hardware to work too hard and render less than 30 FPS.
I am still hopeful that if Dust could ever get a client patch it may also get improved FPS (standard "not a promise" disclaimer in case Cross somehow doesn't know what the kitten he's talking about, as happens from time to time )
Cheers, Cross
PS ~ When did I start talking about myself in the third person in my parentheticals?
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3152
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Posted - 2014.10.07 17:06:00 -
[23162] - Quote
mollerz wrote:Alder King wrote: Alright mollerz, i see your hand and raise you this question: why is it that removing large chunks from Orbital Artillery outpost increased the frames per second inside it. Why would I be able to answer that question? I didn't design the level. But I think Cross is saying basically the way they coded the engine to display (render) polygons it might be rendering everything around a player and not just what their view is rendering. For example not just the stuff he can see, but all the crates, structures, etc behind him as well? But it's hard to be sure given what he said and . We don't even know his source. It kind of sounds like something IWS would say TBH. Yep.
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3154
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Posted - 2014.10.07 17:09:00 -
[23163] - Quote
icdedppul wrote:IgniteableAura wrote: 5. ACTUAL SPECIAL CONTRACTS! Ive never seen that playlist used in the entire 3 years of Dust. Have a daily rotating map in there thats special. Could be extra isk, SP, gear drops, you don't lose the gear you are wearing, etc. You can run this mode for the first hour you are online every day. 6. Bring back skirmish 1.0.......just do it, no more bullshite about it being old code. The framework is there, it was the best mode, bring it back.
5.specials were when they had large events going somewhere in asia so people could try the game and we jumped into them 6. do this.... do it Looks at #6, wonders what it would take, goes to ask.
See a cool idea thread? Mail me the title and I'll take a look =)
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
743
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Posted - 2014.10.07 17:33:00 -
[23164] - Quote
Cross Atu wrote:Pseudogenesis wrote:Adipem Nothi wrote:
What else is on the Christmas wishlist?
The #1 priorities for this game content-wise should be a pseudo market, more maps, and more game modes. A market and player trading would do absolute wonders for the metagame without too much development effort. More maps and more game modes is self explanatory; We've got lots of lovely toys now but only a few sandboxes to play in. Game modes should definitely be priority over maps, since our odd little procedural generation system helps keep things feeling relatively fresh. Anyone want to elaborate on particularly desirable game mode styles? Even if it ends up only being for Legion (/Cross wants it to NOT end up being only for Legion) it would be good to have the ideas flowing. 0.02 ISK
Oh man, I dunno. Free for all is great fun and it would be fairly easy (Ambush maps + just add water), and Capture the Flag would be something special but that takes a lot of extra effort and balancing, so I'd hesitate to put that one in. FFA is pretty much mandatory though. I mean, it doesn't fit with the "style" of Dust, but at this point who gives a ****?
Skirmish 1.0 is obviously on the list, as that's a fan favorite. If I recall correctly it was supposed to be like Rush in the battlefield games, right? I never got the opportunity to play it.
And I just came up with an idea for an unconventional 3rd one: Demolition. This would actually be really fun and unique to Dust: Each team spawns with the goal of destroying as many installations as humanly possible. The number of installations is increased from the number that normally spawns on the map, and more installations will rain down OBS-style to replace the dying ones. There would also probably have to be a mechanic involving a bonus for hacking an installation that's taken into account. In my opinion, an installation should be worth significantly less points if you destroy it when it belongs to the enemy team, but I'll let you guys figure that one out.
This game mode would be hilarious, frantic, promote new styles of playing the game, and be decently easy to implement (I know nothing in software is ever easy). It would use the skirmish style maps we already have, and the OBS mechanic we already have.
You know, now that I've come up with this idea I'm actually really hyped about it. Do my bidding, CCP!
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Adipem Nothi
Nos Nothi
5551
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Posted - 2014.10.07 18:15:00 -
[23165] - Quote
Cross Atu wrote: Anyone want to elaborate on particularly desirable game mode styles?
Barebones Ambush!
* HUD Disabled (no ammo, stamina, or health gauges) * TacNet Target Intel Disabled * TacNet Minimap Disabled (enabled only to display Active Scanner results) * Vehicles Disabled * Red Chevrons Disabled (friendly chevrons still visible)
Shoot scout with yes.
- Ripley Riley
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Right-wing Extremist
Nos Nothi
1517
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Posted - 2014.10.07 18:55:00 -
[23166] - Quote
What is skirmish 1.0?
How was it different from Skirmish now?
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Adipem Nothi
Nos Nothi
5555
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Posted - 2014.10.07 19:12:00 -
[23167] - Quote
Right-wing Extremist wrote:What is skirmish 1.0?
How was it different from Skirmish now? http://www.youtube.com/watch?v=LVZILONI45U
MCCs moved about.
Shoot scout with yes.
- Ripley Riley
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mollerz
5466
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Posted - 2014.10.07 19:19:00 -
[23168] - Quote
Cross Atu wrote:I am still hopeful that if Dust could ever get a client patch it may also get improved FPS (standard "not a promise" disclaimer in case Cross somehow doesn't know what the kitten he's talking about, as happens from time to time ) Cheers, Cross PS ~ When did I start talking about myself in the third person in my parentheticals?
haha.. cheers!
Depending on how they designed it, it could be quite easy, or quite the clusterfuck. Hard to say, but I suspect it would be a project in of itself. I would say in addition to memory issues, they also have some serious collision box issues that run ramapant.
After a few hours looking at UE4 last night, there is no reason they should be sticking UE3. There is no way they are seeing the performance on UE3 they would on 4. That's just like when you have an IT guy that will only work with windows. doesn't matter what else is fact or going on- their old tried and true way is best. It's a terrible trap for a company to fall into.
But glad you swing in man. Pretty refreshing talks.
I'm seriously fukn serious
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Right-wing Extremist
Nos Nothi
1519
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Posted - 2014.10.07 19:19:00 -
[23169] - Quote
Make mcc move to places where enemy presence is thin, get rid of redline. No more redline sniper, no more red line rail tank that you can't put a RE on.
(You of course are not surprised my first thought was red line implications.)
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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icdedppul
PFB Pink Fluffy Bunnies
234
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Posted - 2014.10.07 19:19:00 -
[23170] - Quote
Right-wing Extremist wrote:What is skirmish 1.0?
How was it different from Skirmish now?
o.0
it was generally awesome :P
had 2..? preliminary stand alone "null cannons" that had to be destroyed either through damage or hacking it to overload, in order mcc close enough to the main objective... then we opened up the primary objective which again had null cannons to shoot at MCC
Attackers job was to destroy first null cannons, then disable the ones at main installation so the MCC could dock
defenders job was to delay them long enough either at the preliminary objectives so that the MCC gave up, or at the primary installation so the MCC blew up
believe you needed to clear the first area before MCC was out of shields, and then there was set time till MCC docked from when you cleared those first cannons
don't remember if we had a clone count.. but those were the days of super scouts, dumb fired swarms, and breach weapons were kings... except when fighting a scout cause then you needed a high hitscan weapon so the assault SMG |
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mollerz
5466
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Posted - 2014.10.07 19:21:00 -
[23171] - Quote
Right-wing Extremist wrote:What is skirmish 1.0?
How was it different from Skirmish now?
It was awesome. this is when we thought MCCs were going to be customizable, explorable, and have pilots soonGäó. Everyone was shooting for the stars and believing it. Ah.. man. Such happier dust times.
I'm seriously fukn serious
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mollerz
5466
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Posted - 2014.10.07 19:25:00 -
[23172] - Quote
Adipem Nothi wrote:Cross Atu wrote: Anyone want to elaborate on particularly desirable game mode styles?
Barebones Ambush! * HUD Disabled (no ammo, stamina, or health gauges) * TacNet Target Intel Disabled * TacNet Minimap Disabled (enabled only to display Active Scanner results) * Vehicles Disabled * Red Chevrons Disabled (friendly chevrons still visible)
That would be awesome.
I'm seriously fukn serious
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One Eyed King
Land of the BIind
4645
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Posted - 2014.10.07 19:26:00 -
[23173] - Quote
IgniteableAura wrote: 5. ACTUAL SPECIAL CONTRACTS! Ive never seen that playlist used in the entire 3 years of Dust. Have a daily rotating map in there thats special. Could be extra isk, SP, gear drops, you don't lose the gear you are wearing, etc. You can run this mode for the first hour you are online every day.
When I first started a saw some.
They were like Tokyo game show exhibits, or other gaming exhibits where you could play the people at the trade show.
I think there was also a Dev event on there not long after that but at best it has been a year and a half or more since it had been used.
You can always tell a Millford Minja
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mollerz
5466
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Posted - 2014.10.07 19:27:00 -
[23174] - Quote
Anyone get the impression it's like This and like This?
hehe
I'm seriously fukn serious
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Appia Nappia
1249
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Posted - 2014.10.07 19:27:00 -
[23175] - Quote
Another thing for the wish-list
Manus Peak Domination being moved from where it is now to [C] or [B]
Manus Peak Skirmish having the old red-line such that the attacking team didn't start with the ability to snipe [A] after spawning in.
Better "smart" spawn mechanics for Ambush
Squads spawning on Rally Points in Ambush
Locking vehicles to squad only
locking vehicles by only allowing the person that called it in, or the person that hacked it, to pilot it.
removing the pulsating glow from nano-hives and just make it a permanent 2-D circle
So very tired
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One Eyed King
Land of the BIind
4645
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Posted - 2014.10.07 19:28:00 -
[23176] - Quote
Adipem Nothi wrote:Cross Atu wrote: Anyone want to elaborate on particularly desirable game mode styles?
Barebones Ambush! * HUD Disabled (no ammo, stamina, or health gauges) * TacNet Target Intel Disabled * TacNet Minimap Disabled (enabled only to display Active Scanner results) * Vehicles Disabled * Red Chevrons Disabled (friendly chevrons still visible) This reminds me of back in my CoD days when I would only play Hardcore game modes. Those were fun.
Too bad lag was a bigger problem for me on CoD than it ever was in Dust. At least when I lag in Dust I know everyone else is seeing the same thing.
You can always tell a Millford Minja
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Appia Nappia
1249
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Posted - 2014.10.07 19:32:00 -
[23177] - Quote
One Eyed King wrote:IgniteableAura wrote: 5. ACTUAL SPECIAL CONTRACTS! Ive never seen that playlist used in the entire 3 years of Dust. Have a daily rotating map in there thats special. Could be extra isk, SP, gear drops, you don't lose the gear you are wearing, etc. You can run this mode for the first hour you are online every day.
When I first started a saw some. They were like Tokyo game show exhibits, or other gaming exhibits where you could play the people at the trade show. I think there was also a Dev event on there not long after that but at best it has been a year and a half or more since it had been used.
it's actually not quiet been a year since they changed the battle finder to being it's stupid current form (PC balltes used to have actual times on them and not just count-downs)
The dev event was in the current form. It was 150 clone ambush where you could do old-school FW style battle option to pick which side you would be on, one with devs and one against.
It was dumb, the dev team couldn't ever score 50 kills, the battle either ran out of time or devs got cloned. And for some reason, they thought they knew better than the community when it came to balancing weapons. weapons that they themselves were almost as incompetent with as IWS
So very tired
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Spademan
Fatal Absolution General Tso's Alliance
4007
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Posted - 2014.10.07 19:38:00 -
[23178] - Quote
Adipem Nothi wrote:
If we get a client update, we should push for disabling shared passives as well as Gav's suggestion:
Precision >= Profile :: Position painted to TacNet Precision >> Profile :: Position and Orientation painted to TacNet Active Scanned :: Position and Orientation painted to TacNet
+ flux depletes cloak reserves + eject buttons for vehicles + slower entry/exit vehicle + "fog of war" haze at redline
What else is on the Christmas wishlist?
I'd love for passive scans to be pulsed rather than continuous. If you will for a moment think of COD, the way the spyplanes worked is they pulsed along the map and revealed positions at moments, rather than all the time. Only it'd originate from the merc instead. Scanning fall-off is also something I'd love. Amarr vehicles, fleshed out racial weapons. A breach laser rifle. I'm sure there's others, but not for now.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Spademan
Fatal Absolution General Tso's Alliance
4008
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Posted - 2014.10.07 19:55:00 -
[23179] - Quote
Cross Atu wrote: Anyone want to elaborate on particularly desirable game mode styles? Even if it ends up only being for Legion (/Cross wants it to NOT end up being only for Legion) it would be good to have the ideas flowing.
0.02 ISK
Some kind of attack/defend would be lovely. (I know skirmish 1.0 was that) A kind of bomb delivery mode? Like you've to deliver a bomb into the enemy base, deploy it and wait for it to kaboom. Or something like that. A domination with an objective that moves would be nice. Anyone remember Defend and Destroy from tribes? That was quite fun. Free for all modes could be fun. My personal favourite is Gladiator (may have many names, but that's the one I know it by.) Basically, at the start one random person is the Gladiator. Everyone can kill anyone, but only the Gladiator gets points for it. Once another player kills the gladiator they become the gladiator. There's another good one I know of, don't know the name, but the basic idea is there's an item placed somewhere on the map and the objective is to pick it up. Once you pick it up you start getting points over time, but you're restricted to only using melee attacks.
And the last one I'll mention is one which I love the idea of, but don't recall having seen it in a game (and honestly I'm not sure where the idea came from, but I'm pretty sure it's not mine) So, it starts off as a free for all. Once you get a kill, that person becomes part of your team and you become a team leader. Every kill your team makes give you some points. (as well as your own) Players part of an enemy team cannot be taken to your team. When a team leader dies, the team disbands and they can form their own teams. And unifying everyone in your team is an end-goal.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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hfderrtgvcd
692
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Posted - 2014.10.07 20:27:00 -
[23180] - Quote
Appia Nappia wrote:Another thing for the wish-list
Manus Peak Domination being moved from where it is now to [C] or [B]
Manus Peak Skirmish having the old red-line such that the attacking team didn't start with the ability to snipe [A] after spawning in.
Better "smart" spawn mechanics for Ambush
Squads spawning on Rally Points in Ambush
Locking vehicles to squad only
locking vehicles by only allowing the person that called it in, or the person that hacked it, to pilot it.
removing the pulsating glow from nano-hives and just make it a permanent 2-D circle
speaking of poor objective placement, what is the name of the map with the objective on a hill right next to a tower perfectly placed to fire into the terminal?
You can't fight in here! This is the war room.
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Appia Nappia
1250
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Posted - 2014.10.07 20:34:00 -
[23181] - Quote
Fractured Road, domination mode
So very tired
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Adipem Nothi
Nos Nothi
5563
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Posted - 2014.10.07 21:00:00 -
[23182] - Quote
Appia Nappia wrote: Squads spawning on Rally Points in Ambush
This is really clever, Appia.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
5563
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Posted - 2014.10.07 21:03:00 -
[23183] - Quote
hfderrtgvcd wrote: speaking of poor objective placement, what is the name of the map with the objective on a hill right next to a tower perfectly placed to fire into the terminal?
More wishlist:
+ Add map names
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
744
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Posted - 2014.10.07 21:10:00 -
[23184] - Quote
Pseudogenesis wrote: And I just came up with an idea for an unconventional 3rd one: Demolition. This would actually be really fun and unique to Dust: Each team spawns with the goal of destroying as many installations as humanly possible. The number of installations is increased from the number that normally spawns on the map, and more installations will rain down OBS-style to replace the dying ones. There would also probably have to be a mechanic involving a bonus for hacking an installation that's taken into account. In my opinion, an installation should be worth significantly less points if you destroy it when it belongs to the enemy team, but I'll let you guys figure that one out.
This game mode would be hilarious, frantic, promote new styles of playing the game, and be decently easy to implement (I know nothing in software is ever easy). It would use the skirmish style maps we already have, and the OBS mechanic we already have.
You know, now that I've come up with this idea I'm actually really hyped about it. Do my bidding, CCP!
Now that I've thought about it for a while, I think I've come up with the ideal setup. The map starts as it does now, littered with neutral installations. Capturing a neutral installation is worth 10 tickets, destroying an enemy installation is worth 5. Hacking an enemy installation is impossible (Maybe). Killing an enemy is worth 1 ticket. Destroying a neutral installation is worth 1 (eat your heart out, tankers). OBS installations will rain down periodically throughout the match, changing the pace. First team to reach X amount of tickets wins.
This system gives an incentive to defend installations you own, as the best way of getting tickets once everything is stabilized is destroying an enemy installation. Highlight setups in this game mode would be tanks, dropships, plasma cannons (especially the gallente commando dual-fit setup), swarm launchers, railguns, LAV demolition squads and cloaky scouts with REs for getting at the more heavily defended installations. Ticket numbers and possibly the allowance of vehicles need some changes, but I think it has potential.
Damnit, now I really want this game mode.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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IgniteableAura
Pro Hic Immortalis
1806
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Posted - 2014.10.07 21:13:00 -
[23185] - Quote
Look out how much better that was...........I mean seriously. How has dust gone downhill that much. The aiming was more fluid, the hipfire on the AR is actually dispersed. There are BUSHES! (something they thought was freakin hilarious at FF2014; thanks guys but you removed those from the game all on your own) and there are onscreen notifications of objectives; RDVs are smart and drop your assets quickly. I don't understand why they changed it..........how is dust 2.0 better than 1.0?
My Youtube
Biomassed Podcast
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Spademan
Fatal Absolution General Tso's Alliance
4012
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Posted - 2014.10.07 21:21:00 -
[23186] - Quote
IgniteableAura wrote:Look out how much better that was...........I mean seriously. How has dust gone downhill that much. The aiming was more fluid, the hipfire on the AR is actually dispersed. There are BUSHES! (something they thought was freakin hilarious at FF2014; thanks guys but you removed those from the game all on your own) and there are onscreen notifications of objectives; RDVs are smart and drop your assets quickly. I don't understand why they changed it..........how is dust 2.0 better than 1.0? This is....before what we have now? What happened to the sounds? The voice over lady? The turret installations? Why aren't those things that we have now?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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IgniteableAura
Pro Hic Immortalis
1808
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Posted - 2014.10.07 21:24:00 -
[23187] - Quote
Spademan wrote:IgniteableAura wrote:Look out how much better that was...........I mean seriously. How has dust gone downhill that much. The aiming was more fluid, the hipfire on the AR is actually dispersed. There are BUSHES! (something they thought was freakin hilarious at FF2014; thanks guys but you removed those from the game all on your own) and there are onscreen notifications of objectives; RDVs are smart and drop your assets quickly. I don't understand why they changed it..........how is dust 2.0 better than 1.0? This is....before what we have now? What happened to the sounds? The voice over lady? The turret installations? Why aren't those things that we have now?
I guess because sound > gameplay.
There were turret installations, but they looked different. Did you also notice that the hacking consoles were animated back then too!
My Youtube
Biomassed Podcast
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Spademan
Fatal Absolution General Tso's Alliance
4012
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Posted - 2014.10.07 21:28:00 -
[23188] - Quote
IgniteableAura wrote:Spademan wrote:IgniteableAura wrote:Look out how much better that was...........I mean seriously. How has dust gone downhill that much. The aiming was more fluid, the hipfire on the AR is actually dispersed. There are BUSHES! (something they thought was freakin hilarious at FF2014; thanks guys but you removed those from the game all on your own) and there are onscreen notifications of objectives; RDVs are smart and drop your assets quickly. I don't understand why they changed it..........how is dust 2.0 better than 1.0? This is....before what we have now? What happened to the sounds? The voice over lady? The turret installations? Why aren't those things that we have now? I guess because sound > gameplay. There were turret installations, but they looked different. Did you also notice that the hacking consoles were animated back then too! Yeah. Don't get me wrong, now has a bunch of stuff that's better than back then, but I don't understand why so much great stuff was dropped.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
745
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Posted - 2014.10.07 22:17:00 -
[23189] - Quote
Spademan wrote:IgniteableAura wrote:Look out how much better that was...........I mean seriously. How has dust gone downhill that much. The aiming was more fluid, the hipfire on the AR is actually dispersed. There are BUSHES! (something they thought was freakin hilarious at FF2014; thanks guys but you removed those from the game all on your own) and there are onscreen notifications of objectives; RDVs are smart and drop your assets quickly. I don't understand why they changed it..........how is dust 2.0 better than 1.0? This is....before what we have now? What happened to the sounds? The voice over lady? The turret installations? Why aren't those things that we have now?
Bleh, personally I wasn't a fan of the sound design. The rifle was pitched up way too high to the point of annoyance and the announcer was generic british lady #426. That turret on the LAV though? That was some real scifi ****. Makes me excited for the sound design in Legion.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Appia Nappia
1251
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Posted - 2014.10.07 22:42:00 -
[23190] - Quote
Adipem Nothi wrote:Appia Nappia wrote: Squads spawning on Rally Points in Ambush
Very clever, Appia.
Was something I used to believe happened, during the era of Ambush spawning you in ambushes and where there were only 8-12 spawn points that you were sent to randomly.
I loved those spawns. Dying and coming back in the middle of the enemy team, or behind enemy lines, or with your team, or on the other side of the map. Although "the other side of the map" was never more than 200m away. Unlike a lot of ambushes have it now where you'll start a good 500m+ away or spawn in the middle of enemy fire.
Spawning mechanics must be super complicated, because adding the current one that we've had for over a year and a half was done in a hot-fix, not a client side update.
So very tired
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