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Old 2013-02-12, 12:08 PM   [Ignore Me] #31
Merzun
Corporal
 
Re: Infantry Render Distance Feedback


Some impressions from Ti Alloys some moments ago. Render distance seems to be still on. FPS didn't seem to get a huge drop, could maintain around 30+.

When I dropped in alot of them where already spotted. Don't know why all are tagged. Seemed odd that even the ones behind cover where visible. Might be some of us spotted them.



Then again some time later non where spotted.



One drawback seems to be more "ghosts" being around.



After we took Ti Alloys you now have to be carefull not to be sniped from the Crown.



TR started a counter offensive. Again not sure why everyone was tagged.



In conclusion it's like a different game now. They should implement it on the other servers and leave it running for some time but also monitor the outcome. It might be neccessary to rebalance some weapons. Vehicles are again very dangerous. Also being hit by tank, liberator shells and missiles from vehicles far away is sometimes difficult to distinguish from small arms fire as the explosion is not rendered and the hit sound appears to be the same. This should be fixed either by making the explosion visible (might decrease fps) changing the sound or maybe color the hit marker in a different way.
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Old 2013-02-12, 12:14 PM   [Ignore Me] #32
Kalbuth
First Sergeant
 
Re: Infantry Render Distance Feedback


Originally Posted by Merzun View Post
Some impressions from Ti Alloys some moments ago. Render distance seems to be still on. FPS didn't seem to get a huge drop, could maintain around 30+.

When I dropped in alot of them where already spotted. Don't know why all are tagged. Seemed odd that even the ones behind cover where visible. Might be some of us spotted them.



Then again some time later non where spotted.



One drawback seems to be more "ghosts" being around.



After we took Ti Alloys you now have to be carefull not to be sniped from the Crown.



TR started a counter offensive. Again not sure why everyone was tagged.



In conclusion it's like a different game now. They should implement it on the other servers and leave it running for some time but also monitor the outcome. It might be neccessary to rebalance some weapons. Vehicles are again very dangerous. Also being hit by tank, liberator shells and missiles from vehicles far away is sometimes difficult to distinguish from small arms fire as the explosion is not rendered and the hit sound appears to be the same. This should be fixed either by making the explosion visible (might decrease fps) changing the sound or maybe color the hit marker in a different way.
It's funny you're describing exactly what happened in beta....

errr...


Rmmrmr....




** still wondering why they introduced so much changes just before launch **
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Old 2013-02-12, 12:29 PM   [Ignore Me] #33
wasdie
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Re: Infantry Render Distance Feedback


Originally Posted by Kalbuth View Post
It's funny you're describing exactly what happened in beta....

errr...


Rmmrmr....




** still wondering why they introduced so much changes just before launch **
Stability. Lots of crashes even in the late beta. If I got anything from that whole tech interview that was posted yesterday, it is that their optimizations both server side and client side are still extremely unstable. They can optimize stuff to be very fast but it results in a lot of crashing.

They must finally be getting to a point with the engine where they can up the render distance without seeing a large drop in stability.
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Old 2013-02-12, 12:32 PM   [Ignore Me] #34
Quovatis
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Re: Infantry Render Distance Feedback


Love it! I had no issues with it and makes the game feel like a real game again.
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Old 2013-02-12, 12:41 PM   [Ignore Me] #35
maradine
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Re: Infantry Render Distance Feedback


Can't wait until they roll it out to us third-world servers
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Old 2013-02-12, 01:48 PM   [Ignore Me] #36
Emperor Newt
Second Lieutenant
 
Re: Infantry Render Distance Feedback


What I noticed on Miller is that when sniping I can see people, can spot them but I am unable to hit them. But only happens over very long distances you would not have been able to snipe people before.

Bit overall a great experience. Also it did not seem to impact my FPS on a low end system all too much.

Last edited by Emperor Newt; 2013-02-12 at 01:49 PM.
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Old 2013-02-12, 01:49 PM   [Ignore Me] #37
MrBloodworth
Lieutenant Colonel
 
Re: Infantry Render Distance Feedback


Originally Posted by Emperor Newt View Post
What I noticed on Miller is that when sniping I can see people, can spot them but I am unable to hit them. But only happens over very long distances you would not have been able to snipe people before.

Bit overall a great experience. Also did not seem to impact my FPS on a low end system all too much.
Bullet drop?
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Old 2013-02-12, 02:03 PM   [Ignore Me] #38
Sledgecrushr
Colonel
 
Re: Infantry Render Distance Feedback


Probably bullet drop. I noticed something close to eight feet of bullet drop on my longest shots.
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Old 2013-02-12, 02:21 PM   [Ignore Me] #39
NotTheMomma
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Re: Infantry Render Distance Feedback


Wow, that video. Yes ... this looks very promising.
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Old 2013-02-12, 02:23 PM   [Ignore Me] #40
Emperor Newt
Second Lieutenant
 
Re: Infantry Render Distance Feedback


Originally Posted by MrBloodworth View Post
Bullet drop?
nope. tried to aim higher, didn't work either. Also VS weapons
Maybe it was also a rendering issue because often those people were standing still for longer then I would think would be "normal". Maybe their position was not updating or something like that.
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Old 2013-02-12, 02:50 PM   [Ignore Me] #41
Thunderhawk
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Re: Infantry Render Distance Feedback


Been playing on Miller for past 3 hours now, the game feels like a world away from what it was before.....

You can now actually see what's shooting at you from a distance, If they see your vehicle, you can see them.

Snipers are having a field day

KNowing where the fight is happening for a Galaxy drop is perfect, so you know enemies arent just rendering as you land in between them.

Mr. Higby, I beg you, Keep this in...... and apply it to Esamir and Amerish.

No FPS drop, Performance is fine no issues.... the game just feels awesome again, seeing massive battles in the distance just looks so god damn epic !!!
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Old 2013-02-12, 02:58 PM   [Ignore Me] #42
maradine
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Re: Infantry Render Distance Feedback


Originally Posted by Emperor Newt View Post
nope. tried to aim higher, didn't work either. Also VS weapons
Maybe it was also a rendering issue because often those people were standing still for longer then I would think would be "normal". Maybe their position was not updating or something like that.
VS single-shots have bullet drop.
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Old 2013-02-12, 03:37 PM   [Ignore Me] #43
KaskaMatej
Master Sergeant
 
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Re: Infantry Render Distance Feedback


Originally Posted by Emperor Newt View Post
nope. tried to aim higher, didn't work either. Also VS weapons
I played today on Miller and had no problems killing people I saw (apart from the usual bullet drop, bullet travel, flinching, screen shake and scope sway).

My hits registered, and if a hit didn't register, it was because I missed.

Besides, all bolt-action sniper rifles have bullet drop. If you weren't using a sniper rifle, you should know, all other guns have a base inaccuracy, meaning even if you aim directly at a guy you can miss. That's to prevent extreme long shots with a non-sniper rifle, like semi-auto scout rifle (Nyx), battle rifle (Eidelon) or long range assault rifle (CME).
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Old 2013-02-12, 04:00 PM   [Ignore Me] #44
Thunderhawk
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Second Lieutenant
 
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Re: Infantry Render Distance Feedback


No problems with Hit detection on Miller here, the game, I cannot describe enough how much better it is now with huge fights flowing and not having the feeling of being shot by ghosts.....

KEEP THIS IN
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Old 2013-02-12, 04:03 PM   [Ignore Me] #45
MrBloodworth
Lieutenant Colonel
 
Re: Infantry Render Distance Feedback


How huge is huge though?

Truly, the test is a Bio-lab leaf battle or a Tech plant backdoor.
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