<!--quoteo(post=1921337:date=Apr 3 2012, 04:21 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 3 2012, 04:21 AM) <a href="index.php?act=findpost&pid=1921337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hide armor reduces any incoming damage by a fixed amount. for the onos that means -5 now (-6 before). that means weapons which have low dmg output (but maybe high fire rate) will suffer the most from hide armor. in build 202 rifle damage (not upgraded) was reduced by 60% due to hide armor, now it is 50%. and since shotgun deal light damage and each pellet is threaned individually, hide armor and the general high armor amount of the onos make shotguns actually the weakest weapon against him.
edit: if you have more questions about damage calculations you can check "DamageTypes.lua". i wrote that file very easy to read, just start reading at line 287 'BuildDamageTypeRules()' and you see what i mean<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't realize the shotgun pellets were individually affected by hide armor, no wonder it feels so ineffective. To me that's counter-intuitive, I figured the shotgun did damage in a single blast that would be strong against the static damage reduction of the hide armor. The shotgun already has the downside of requiring you to get fairly close for full damage, which is particularly dangerous against an Onos, and of course it costs money to buy one - it seems unfair for it to actually be weaker than the LMG in addition to that.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1921328:date=Apr 3 2012, 04:56 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Apr 3 2012, 04:56 AM) <a href="index.php?act=findpost&pid=1921328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Grenadlauncher is way more powerfull. ;) One onos takes 8 grenades + 35 bullets (weapon 3) and it's dead. And don't forget grenades have a splash damage. A shotgun takes about 11-14 hits and only one onos died, lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
GL attatchments are op anyways. Just because a whip can knock them back doesn't mean they are any less op. You can simply shoot the whips away with the assault rifle portion and then continue to spam the grenades with the attatchment.
<!--quoteo(post=1921325:date=Apr 3 2012, 08:47 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Apr 3 2012, 08:47 AM) <a href="index.php?act=findpost&pid=1921325"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If your suggesting that a player high-spec server rental startup specifically for ns2 is an investment for the long term then I am left concerned at how long this implies we will be waiting for server optimisation. We are 3 months away from 1.0 launch and if UWE has any plans for commercial success its clear that server performance needs to increase dramatically. Player investment in high spec rental with a 3 month window is clearly not a viable option.<!--QuoteEnd--></div><!--QuoteEEnd--> Well "summer 2012" could be up to 5-6 months depending on your leniency. But it is clear that server-performance needs to go up I feel a factor 3x at least (16v16 should be possible on 3.0-3.5GHz machines). It would be much appreciated if the devs would let know they concur with that assessment, as indeed the feeling is beginning to form that the issue is being understated.
Next time please also include the map changes in the changelog. I haven't played tram so far, but mineshaft and summit had quite a few changes.
Anyway, bugs fixes are great. I found a severe bug in summit (a place where you can fall though the fall), I think that should be fixed for PAX :P <a href="https://getsatisfaction.com/unknownworlds/topics/b203_summit_you_can_fall_though_the_map_in_the_dc_vent" target="_blank">https://getsatisfaction.com/unknownworlds/t..._in_the_dc_vent</a>
I suppose everyone else is able to see through the map when they're evolving? If you're against a wall in an egg it's really obvious, and other places you just view the underside of the egg and you can look through the whole map and see where marines are. It doesn't give any advantage most of the time, a matter of polish really.
<!--quoteo(post=1921415:date=Apr 3 2012, 02:52 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Apr 3 2012, 02:52 PM) <a href="index.php?act=findpost&pid=1921415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't realize the shotgun pellets were individually affected by hide armor, no wonder it feels so ineffective. To me that's counter-intuitive, I figured the shotgun did damage in a single blast that would be strong against the static damage reduction of the hide armor. The shotgun already has the downside of requiring you to get fairly close for full damage, which is particularly dangerous against an Onos, and of course it costs money to buy one - it seems unfair for it to actually be weaker than the LMG in addition to that.<!--QuoteEnd--></div><!--QuoteEEnd-->
?
Why would the shotgun do all its damage in one go? The bullets go everywhere.
Maybe if it was firing slugs it'd make sense, and actually slug ammo for the shotgun might be an interesting upgrade for dealing with armored aliens and structures, but the regular shotgun shouldn't work like that I don't think.
It gives you a significant advantage against skulks and lerks, and any light, fast moving enemy, I don't think it needs any other benefits.
Besides, switching to pistol and using the second firemode would probably be quite effective against onoses because it does large amounts of damage per shot.
<!--quoteo(post=1921461:date=Apr 3 2012, 03:28 PM:name=player)--><div class='quotetop'>QUOTE (player @ Apr 3 2012, 03:28 PM) <a href="index.php?act=findpost&pid=1921461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well "summer 2012" could be up to 5-6 months depending on your leniency. But it is clear that server-performance needs to go up I feel a factor 3x at least (16v16 should be possible on 3.0-3.5GHz machines). It would be much appreciated if the devs would let know they concur with that assessment, as indeed the feeling is beginning to form that the issue is being understated.<!--QuoteEnd--></div><!--QuoteEEnd--> We've stated many times in many threads that we are definitely not happy with where performance is at currently, and still have a lot that we want to do and are planning on doing, to get the game running faster. There is no understatement of the issue -- it remains one of our biggest areas of focus, it just isn't going to happen overnight.
But NS2 has been of a good path again with 202 and 203 now. Performance is good now in early games and without a lot of structures. Lags are mostly gone, as well. Fine work, UWE. Have a cookie.
<!--quoteo(post=1921488:date=Apr 3 2012, 08:48 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Apr 3 2012, 08:48 AM) <a href="index.php?act=findpost&pid=1921488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We've stated many times in many threads that we are definitely not happy with where performance is at currently, and still have a lot that we want to do and are planning on doing, to get the game running faster. There is no understatement of the issue -- it remains one of our biggest areas of focus, it just isn't going to happen overnight.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
That's odd. I see a lot of performance complaints all around the forums, but I never myself experienced these issues. Only a bad ping could affect my performance as a player, and not the whole game. Which is normal. What causes the performance issues, do we know?
<!--quoteo(post=1921497:date=Apr 3 2012, 01:13 PM:name=Sannom)--><div class='quotetop'>QUOTE (Sannom @ Apr 3 2012, 01:13 PM) <a href="index.php?act=findpost&pid=1921497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's odd. I see a lot of performance complaints all around the forums, but I never myself experienced these issues. Only a bad ping could affect my performance as a player, and not the whole game. Which is normal. What causes the performance issues, do we know?<!--QuoteEnd--></div><!--QuoteEEnd-->
You've never had bad fps? Or seen skulks lag around? Or had shots not register?
I see this in every single game outside of the first 10 or 15 minutes in 12 or 14 player servers.
<!--quoteo(post=1921499:date=Apr 3 2012, 09:15 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Apr 3 2012, 09:15 AM) <a href="index.php?act=findpost&pid=1921499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You've never had bad fps? Or seen skulks lag around? Or had shots not register?
I see this in every single game outside of the first 10 or 15 minutes in 12 or 14 player servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, at least, not as bad as everyone makes it sound. The only reason why it lags is because of a bad ping, when I pick a server which is bit far from me because other games are full. But that makes an awful lot of sense for it to lag if I have a bad ping, no? Then again, it's not unplayable, or game-breaking.
<!--quoteo(post=1921509:date=Apr 3 2012, 01:34 PM:name=Sannom)--><div class='quotetop'>QUOTE (Sannom @ Apr 3 2012, 01:34 PM) <a href="index.php?act=findpost&pid=1921509"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, at least, not as bad as everyone makes it sound. The only reason why it lags is because of a bad ping, when I pick a server which is bit far from me because other games are full. But that makes an awful lot of sense for it to lag if I have a bad ping, no? Then again, it's not unplayable, or game-breaking.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fair enough, though I think we have very different definitions of "lag."
<!--quoteo(post=1921505:date=Apr 3 2012, 01:31 PM:name=Braw)--><div class='quotetop'>QUOTE (Braw @ Apr 3 2012, 01:31 PM) <a href="index.php?act=findpost&pid=1921505"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I'm not mistaken Fades now 2 hit marines with 1 armor (instead of 3 hit), intended or not? Infestation is looking great though ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Fades have always 2 hit marines with armor 1. A patch note a few patches ago said it was going to be 3 hit, but it was never actually in the game. I'm not sure which is intended.
<!--quoteo(post=1921511:date=Apr 3 2012, 09:37 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Apr 3 2012, 09:37 AM) <a href="index.php?act=findpost&pid=1921511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fair enough, though I think we have very different definitions of "lag."<!--QuoteEnd--></div><!--QuoteEEnd-->
The server seems to register when I get hit and when I hit others on proper time, as with my movement, if this is what you're asking.
i had a really nasty bug in 202, and don't know if it was fixed. I tried to take a screenshot but unfortunately didn't know the key... so let me describe: I had a shotgun and was given a nanoshield. when i reloaded, the shotgun model froze and i had another model which worked normal. After i died, i still had the frozen nanoshielded reloading shotgun on screen. when the round ended, i had the same issue in the readyroom and even when i joined aliens afterwards i still had the frozen first person model. it only changed when i reloaded the map. So if you can't find the bug until pax, don't show first person shotgunners getting nanoshielded :D
tl;dr: Shotgun model froze when reloading while having nanoshield. Only reconnect solved the issue.
<!--quoteo(post=1921416:date=Apr 3 2012, 08:53 AM:name=Dictator93)--><div class='quotetop'>QUOTE (Dictator93 @ Apr 3 2012, 08:53 AM) <a href="index.php?act=findpost&pid=1921416"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->eggs in gestation for evolution still do not play an idle animation. It is a littler jarring. Other than that, love the build!<!--QuoteEnd--></div><!--QuoteEEnd--> Quoting myself just so the devs can see this tiny thing! :D
In this build and the last one too, aliens experience huge lag and half the team drop from the server.
The camera view was messed up while it froze, then it unfroze after 5 seconds, then froze again, then back to normal except half our team were no longer there!
It looked like this when the game froze...notice the camera shows the lerk's head.
<!--quoteo(post=1921521:date=Apr 3 2012, 06:02 PM:name=3del!)--><div class='quotetop'>QUOTE (3del! @ Apr 3 2012, 06:02 PM) <a href="index.php?act=findpost&pid=1921521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i had a really nasty bug in 202, and don't know if it was fixed. I tried to take a screenshot but unfortunately didn't know the key... so let me describe: I had a shotgun and was given a nanoshield. when i reloaded, the shotgun model froze and i had another model which worked normal. After i died, i still had the frozen nanoshielded reloading shotgun on screen. when the round ended, i had the same issue in the readyroom and even when i joined aliens afterwards i still had the frozen first person model. it only changed when i reloaded the map. So if you can't find the bug until pax, don't show first person shotgunners getting nanoshielded :D
tl;dr: Shotgun model froze when reloading while having nanoshield. Only reconnect solved the issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have had this several times and posted about it in the support forum as a bug post.
<!--quoteo(post=1921526:date=Apr 3 2012, 02:09 PM:name=Salraine_Chi)--><div class='quotetop'>QUOTE (Salraine_Chi @ Apr 3 2012, 02:09 PM) <a href="index.php?act=findpost&pid=1921526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have had this several times and posted about it in the support forum as a bug post.
<!--quoteo(post=1921526:date=Apr 3 2012, 10:09 AM:name=Salraine_Chi)--><div class='quotetop'>QUOTE (Salraine_Chi @ Apr 3 2012, 10:09 AM) <a href="index.php?act=findpost&pid=1921526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have had this several times and posted about it in the support forum as a bug post.
I'm a bit worried that a server crash bug may have been introduced in this patch. I've had three separate games on three separate servers end by a complete server shutdown mid-game. I know it was a server shutdown as opposed to a hitch because retrying wouldn't reconnect me to the server for 3-5 minutes, and the server also was gone from the master list. I don't operate a server myself though so I can not verify nor provide crash logs.
btw. much love guys. i'm a long time follower. saw your gdc talk recently charlie. i was really impressed of your attitude. keep living the dream! all of you!
<!--quoteo(post=1921497:date=Apr 3 2012, 05:13 PM:name=Sannom)--><div class='quotetop'>QUOTE (Sannom @ Apr 3 2012, 05:13 PM) <a href="index.php?act=findpost&pid=1921497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's odd. I see a lot of performance complaints all around the forums, but I never myself experienced these issues. Only a bad ping could affect my performance as a player, and not the whole game. Which is normal. What causes the performance issues, do we know?<!--QuoteEnd--></div><!--QuoteEEnd-->
It's really down to what kind of CPU one uses, at least that's my experience. Used to play on a Q6600@3,4 ghz with an HD5870 and would get pretty crappy fps around 20-30 sometimes even worse. Now upgraded to an i5-2600k@4ghz same GPU and the client fps are now in the constant 90+.
But there still is the issue of server tick rates influencing client fps since the 199? build. Dunno which build it had been exactly. That build made it so that a lot of client performance now depends on the server tick rate.
So having crappy performance often results from an CPU that's not up to the task and a server who can't handle all the action. But seeing how much my CPU upgrade changed general performance the real issue seems really to be that engine being CPU limited all over the place.
<!--quoteo(post=1921415:date=Apr 3 2012, 09:52 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Apr 3 2012, 09:52 AM) <a href="index.php?act=findpost&pid=1921415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't realize the shotgun pellets were individually affected by hide armor, no wonder it feels so ineffective. To me that's counter-intuitive, I figured the shotgun did damage in a single blast that would be strong against the static damage reduction of the hide armor. The shotgun already has the downside of requiring you to get fairly close for full damage, which is particularly dangerous against an Onos, and of course it costs money to buy one - it seems unfair for it to actually be weaker than the LMG in addition to that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, this is the point of shotgun weapons being lost completely.
Guess how the lerk coped with this when the spike shotgun was in the game? Damage ramp-up at close range (just like the scattergun in TF2).
<!--quoteo(post=1921461:date=Apr 3 2012, 11:28 AM:name=player)--><div class='quotetop'>QUOTE (player @ Apr 3 2012, 11:28 AM) <a href="index.php?act=findpost&pid=1921461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well "summer 2012" could be up to 5-6 months depending on your leniency. But it is clear that server-performance needs to go up I feel a factor 3x at least (16v16 should be possible on 3.0-3.5GHz machines). It would be much appreciated if the devs would let know they concur with that assessment, as indeed the feeling is beginning to form that the issue is being understated.<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1921488:date=Apr 3 2012, 12:48 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Apr 3 2012, 12:48 PM) <a href="index.php?act=findpost&pid=1921488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We've stated many times in many threads that we are definitely not happy with where performance is at currently, and still have a lot that we want to do and are planning on doing, to get the game running faster. There is no understatement of the issue -- it remains one of our biggest areas of focus, it just isn't going to happen overnight.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
So not tomorrow.. fine, then when? This has been the UWE party-line for aloong time now (all those 'overnights' add up).
But don't mind me, I'm just still angry over the slow death of the gorge. B204 Changelog: healspray removed
<!--quoteo(post=1921379:date=Apr 3 2012, 07:57 AM:name=Smug_Lobster)--><div class='quotetop'>QUOTE (Smug_Lobster @ Apr 3 2012, 07:57 AM) <a href="index.php?act=findpost&pid=1921379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even laggier than last patch, steady decline in performance in the last few patches, and even some friends who had less lag than me are now also getting intermittent freezes and hitching.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hadn't played in about 4-5 month's till last night, and I did run into the hitching issue as well as were a few other people on the server. It literally freezes for about 2-5 seconds every now and then, though it seemed to stop after I had been on the server a while which I thought was odd. After the freeze it looks as if I am popping down through the floor as I can see below the floor into the vast emptiness of space. I noticed as well that the FPS seems much worse, I set it to lowest and still have FPS issues, back when I played I could set it to medium with no FPS issues. The game also caused my PC to crash, have never had that happen on this PC before now. The onos and changes are great, and the game looks much more polished than it was back when I played. But it seems I still will sit out a while longer and check again in a month or so.
Comments
edit: if you have more questions about damage calculations you can check "DamageTypes.lua". i wrote that file very easy to read, just start reading at line 287 'BuildDamageTypeRules()' and you see what i mean<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't realize the shotgun pellets were individually affected by hide armor, no wonder it feels so ineffective. To me that's counter-intuitive, I figured the shotgun did damage in a single blast that would be strong against the static damage reduction of the hide armor. The shotgun already has the downside of requiring you to get fairly close for full damage, which is particularly dangerous against an Onos, and of course it costs money to buy one - it seems unfair for it to actually be weaker than the LMG in addition to that.
How else could I switch to the winning team quickly and conveniently? :D
F4 - done!
One onos takes 8 grenades + 35 bullets (weapon 3) and it's dead.
And don't forget grenades have a splash damage.
A shotgun takes about 11-14 hits and only one onos died, lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
GL attatchments are op anyways. Just because a whip can knock them back doesn't mean they are any less op. You can simply shoot the whips away with the assault rifle portion and then continue to spam the grenades with the attatchment.
Well "summer 2012" could be up to 5-6 months depending on your leniency. But it is clear that server-performance needs to go up I feel a factor 3x at least (16v16 should be possible on 3.0-3.5GHz machines). It would be much appreciated if the devs would let know they concur with that assessment, as indeed the feeling is beginning to form that the issue is being understated.
Anyway, bugs fixes are great. I found a severe bug in summit (a place where you can fall though the fall), I think that should be fixed for PAX :P
<a href="https://getsatisfaction.com/unknownworlds/topics/b203_summit_you_can_fall_though_the_map_in_the_dc_vent" target="_blank">https://getsatisfaction.com/unknownworlds/t..._in_the_dc_vent</a>
?
Why would the shotgun do all its damage in one go? The bullets go everywhere.
Maybe if it was firing slugs it'd make sense, and actually slug ammo for the shotgun might be an interesting upgrade for dealing with armored aliens and structures, but the regular shotgun shouldn't work like that I don't think.
It gives you a significant advantage against skulks and lerks, and any light, fast moving enemy, I don't think it needs any other benefits.
Besides, switching to pistol and using the second firemode would probably be quite effective against onoses because it does large amounts of damage per shot.
We've stated many times in many threads that we are definitely not happy with where performance is at currently, and still have a lot that we want to do and are planning on doing, to get the game running faster. There is no understatement of the issue -- it remains one of our biggest areas of focus, it just isn't going to happen overnight.
--Cory
But NS2 has been of a good path again with 202 and 203 now. Performance is good now in early games and without a lot of structures. Lags are mostly gone, as well. Fine work, UWE. Have a cookie.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
That's odd. I see a lot of performance complaints all around the forums, but I never myself experienced these issues. Only a bad ping could affect my performance as a player, and not the whole game. Which is normal. What causes the performance issues, do we know?
You've never had bad fps? Or seen skulks lag around? Or had shots not register?
I see this in every single game outside of the first 10 or 15 minutes in 12 or 14 player servers.
I see this in every single game outside of the first 10 or 15 minutes in 12 or 14 player servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, at least, not as bad as everyone makes it sound. The only reason why it lags is because of a bad ping, when I pick a server which is bit far from me because other games are full. But that makes an awful lot of sense for it to lag if I have a bad ping, no? Then again, it's not unplayable, or game-breaking.
Fair enough, though I think we have very different definitions of "lag."
<!--quoteo(post=1921505:date=Apr 3 2012, 01:31 PM:name=Braw)--><div class='quotetop'>QUOTE (Braw @ Apr 3 2012, 01:31 PM) <a href="index.php?act=findpost&pid=1921505"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I'm not mistaken Fades now 2 hit marines with 1 armor (instead of 3 hit), intended or not? Infestation is looking great though ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Fades have always 2 hit marines with armor 1. A patch note a few patches ago said it was going to be 3 hit, but it was never actually in the game. I'm not sure which is intended.
The server seems to register when I get hit and when I hit others on proper time, as with my movement, if this is what you're asking.
I had a shotgun and was given a nanoshield. when i reloaded, the shotgun model froze and i had another model which worked normal. After i died, i still had the frozen nanoshielded reloading shotgun on screen. when the round ended, i had the same issue in the readyroom and even when i joined aliens afterwards i still had the frozen first person model. it only changed when i reloaded the map. So if you can't find the bug until pax, don't show first person shotgunners getting nanoshielded :D
tl;dr: Shotgun model froze when reloading while having nanoshield. Only reconnect solved the issue.
Quoting myself just so the devs can see this tiny thing! :D
The camera view was messed up while it froze, then it unfroze after 5 seconds, then froze again, then back to normal except half our team were no longer there!
It looked like this when the game froze...notice the camera shows the lerk's head.
<img src="http://i.imgur.com/estzq.jpg" border="0" class="linked-image" />
I had a shotgun and was given a nanoshield. when i reloaded, the shotgun model froze and i had another model which worked normal. After i died, i still had the frozen nanoshielded reloading shotgun on screen. when the round ended, i had the same issue in the readyroom and even when i joined aliens afterwards i still had the frozen first person model. it only changed when i reloaded the map. So if you can't find the bug until pax, don't show first person shotgunners getting nanoshielded :D
tl;dr: Shotgun model froze when reloading while having nanoshield. Only reconnect solved the issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have had this several times and posted about it in the support forum as a bug post.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117509" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117509</a>
Sal
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117509" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117509</a>
Sal<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you guys posted this on getsatisfaction? I've suffered the same bug with a regular rifle.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117509" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117509</a>
Sal<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya, also had this bug.
<img src="http://img7.imagebanana.com/img/5turemsu/20120331_00001.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/JXJTS.jpg" border="0" class="linked-image" />
It's really down to what kind of CPU one uses, at least that's my experience.
Used to play on a Q6600@3,4 ghz with an HD5870 and would get pretty crappy fps around 20-30 sometimes even worse.
Now upgraded to an i5-2600k@4ghz same GPU and the client fps are now in the constant 90+.
But there still is the issue of server tick rates influencing client fps since the 199? build. Dunno which build it had been exactly. That build made it so that a lot of client performance now depends on the server tick rate.
So having crappy performance often results from an CPU that's not up to the task and a server who can't handle all the action. But seeing how much my CPU upgrade changed general performance the real issue seems really to be that engine being CPU limited all over the place.
Yep, this is the point of shotgun weapons being lost completely.
Guess how the lerk coped with this when the spike shotgun was in the game? Damage ramp-up at close range (just like the scattergun in TF2).
same weapon, different symbol?
<!--quoteo(post=1921488:date=Apr 3 2012, 12:48 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Apr 3 2012, 12:48 PM) <a href="index.php?act=findpost&pid=1921488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We've stated many times in many threads that we are definitely not happy with where performance is at currently, and still have a lot that we want to do and are planning on doing, to get the game running faster. There is no understatement of the issue -- it remains one of our biggest areas of focus, it just isn't going to happen overnight.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
So not tomorrow.. fine, then when?
This has been the UWE party-line for aloong time now (all those 'overnights' add up).
But don't mind me, I'm just still angry over the slow death of the gorge.
B204 Changelog: healspray removed
I hadn't played in about 4-5 month's till last night, and I did run into the hitching issue as well as were a few other people on the server. It literally freezes for about 2-5 seconds every now and then, though it seemed to stop after I had been on the server a while which I thought was odd. After the freeze it looks as if I am popping down through the floor as I can see below the floor into the vast emptiness of space. I noticed as well that the FPS seems much worse, I set it to lowest and still have FPS issues, back when I played I could set it to medium with no FPS issues. The game also caused my PC to crash, have never had that happen on this PC before now. The onos and changes are great, and the game looks much more polished than it was back when I played. But it seems I still will sit out a while longer and check again in a month or so.