10-31-2012, 09:56 AM
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#42
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Franchise Player
Join Date: Apr 2003
Location: Not sure
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Tried the game out. Not bad, seems to operate the same was as WoT. I did find window mode be default to be a little odd.
Decent game for free but not sure how much staying power it has.
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10-31-2012, 10:30 AM
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#43
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Powerplay Quarterback
Join Date: Oct 2003
Location: right here of course
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Downloaded it, tried it...pretty cool. Controls very similar to the previous MW games so that seemed to help me out a bit. I didn't read a whole lot about this, is there going to be a storyline to this game at all or is it basically just a FPS with mechs? I see you get to choose factions (ie: draconis combine etc.) will that limit your choices in mechs then to what would have been available to that faction?
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10-31-2012, 10:46 AM
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#44
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First Line Centre
Join Date: Oct 2009
Location: Calgary
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Quote:
Originally Posted by Rathji
What is the deal with LRM targeting? How do I know if I am hitting and how can I improve my chances to hit? How do I avoid getting hit by them? More than one match started with me getting pelted so badly I was critically damaged before I ever saw another mech.
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You can tell you've hit another mech with LRMs the same way you can with any other weapon. When you have an enemy mech targeted their mech readout (top right corner) will flash depending on which part of the mech you've hit.
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10-31-2012, 10:49 AM
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#45
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First Line Centre
Join Date: Oct 2009
Location: Calgary
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Quote:
Originally Posted by wookster
Downloaded it, tried it...pretty cool. Controls very similar to the previous MW games so that seemed to help me out a bit. I didn't read a whole lot about this, is there going to be a storyline to this game at all or is it basically just a FPS with mechs? I see you get to choose factions (ie: draconis combine etc.) will that limit your choices in mechs then to what would have been available to that faction?
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There will be no single player mode. As far as we know, mechs won't be limited based on your faction. Eventually factions will compete and fight for planets and territories in the Inner Sphere. I think it will be similar to Chromehounds.
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10-31-2012, 11:15 AM
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#46
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Franchise Player
Join Date: May 2004
Location: Marseilles Of The Prairies
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Quote:
Originally Posted by cDnStealth
You can tell you've hit another mech with LRMs the same way you can with any other weapon. When you have an enemy mech targeted their mech readout (top right corner) will flash depending on which part of the mech you've hit.
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Also, both your mouse (circle) and torso (reticule) targets will flash red when any shot successfully hits a mech.
__________________
Quote:
Originally Posted by MrMastodonFarm
Settle down there, Temple Grandin.
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10-31-2012, 11:23 AM
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#47
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Lifetime Suspension
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My real problem is that it runs at 11fps on my computer when I can run mass effect 3, borderlands 2 and the witcher 2 on max settings (well not ubersampling). It's unplayable when the action starts.
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10-31-2012, 11:26 AM
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#48
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Franchise Player
Join Date: Nov 2006
Location: Supporting Urban Sprawl
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Quote:
Originally Posted by vektor
My real problem is that it runs at 11fps on my computer when I can run mass effect 3, borderlands 2 and the witcher 2 on max settings (well not ubersampling). It's unplayable when the action starts.
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It does seem really clunky to me as well, but I think that it is a function of the mechs movement. I think tonight I will try dropped settings down and see what I get.
I am about halfway to one of the cheapest mechs, so maybe I will play enough to grab one and test it out.
One things for sure, right now I need to figure out some more stuff about the in game HUD and UI.
__________________
"Wake up, Luigi! The only time plumbers sleep on the job is when we're working by the hour."
Last edited by Rathji; 10-31-2012 at 11:34 AM.
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10-31-2012, 11:29 AM
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#49
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Lifetime Suspension
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I dropped everything to medium and turned off AA, still 11fps, it's a slideshow.
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10-31-2012, 11:31 AM
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#50
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Franchise Player
Join Date: May 2004
Location: Marseilles Of The Prairies
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There are some user.cfg tweaks people have posted on the forums that help low fps PCs, but if you have an older CPU (for whatever reason, CryEngine 2/3 leans heavily on the CPU) it might not optimize too much. Core 2 Duo/Quads and AMDs older than Bulldozer seem to have a rough time with it.
Quote:
Originally Posted by Rathji
I am about halfway to one of the cheapest mechs, so maybe I will play enough to grab one and test it out.
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Whatever you do, don't buy a Commando. A Jenner is best, but a Raven is at least a usable machine. The Commando however is a tiny metal baby that gets blown up in 3 seconds.
EDIT: Here's the user.cfg tweak for bad FPS:
Click Me
Quote:
;************************************************* ***********************
;*********************** MWO LOWEST PRO Config **************************
;************************************************* ***********************
;---
;============================ Core ======================================
;---
r_VSync = 0
sys_spec_Environment = 0
sys_spec_GameEffects = 0
sys_spec_ObjectDetail = 0
sys_spec_Particles = 0
sys_spec_PostProcessing = 0
sys_spec_Shading = 0
sys_spec_Shadows = 0
sys_spec_Texture = 0
sys_spec_Physics = 0
sys_spec_Sound = 1
;r_MultiThreaded = 2
;--- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
;s_FileCacheManagerSize = 80
;---
;============================ Controller ================================
;---
i_mouse_smooth = 0
i_mouse_accel=0
;cl_sensitivity = 0.25
;cl_sensitivityController = 0.1
;i_mouse_accel_max = 100
;---
;============================= Renderer ================================
;---
q_Quality = 0
q_Renderer = 0
q_ShaderFX = 0
q_ShaderGeneral = 0
q_ShaderGlass = 0
q_ShaderHDR = 0
q_ShaderIce = 0
q_ShaderMetal = 0
q_ShaderPostProcess = 0
q_ShaderShadow = 0
q_ShaderSky = 0
q_ShaderTerrain = 0
q_ShaderVegetation = 0
q_ShaderWater = 0
;---
;============================= ObjectDetail =============================
;---
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 75
e_ViewDistRatioLights = 50
e_ViewDistRatioVegetation = 50
r_DrawNearZRange = 0.08
e_ObjQuality = 2
e_Lods = 1
e_LodRatio = 20
e_LodMin = 0
e_decals=0
ca_useDecals = 0
e_DecalsAllowGameDecals = 0
e_DecalsLifeTimeScale = 2
e_DecalsOverlapping = 0
e_Decal####Cache=0
e_DecalsForceDeferred = 0
e_VegetationBending = 0
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 1
e_ProcVegetation = 1
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainOcclusionCullingMaxDist = 200
e_Dissolve = 2
e_MaxViewDistSpecLerp = 1
e_OcclusionCullingViewDistRatio = 1
e_streamCgf = 0
ca_AttachmentCullingRation = 200
ca_DrawFaceAttachments = 1
es_DebrisLifetimeScale = 0
;---
;============================= Textures ================================
;---
r_TexResolution = 1
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
r_TexBumpResolution = 2
;--- Reduces bump texture resolution. Same as ^^^
r_EnvTexResolution = 0
;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
r_EnvCMResolution = 0
;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 32
r_DynTexAtlasSpritesMaxSize = 32
r_DynTexMaxSize = 80
r_EnvTexUpdateInterval = 0.001
r_ImposterRatio = 1
r_TexAtlasSize = 512
r_TexMinAnisotropy = 0
r_TexturesFilteringQuality = 0
r_VegetationSpritesTexRes = 16
;----------------------------- Detail Textures -------------------------
r_DetailTextures = 0
r_DetailNumLayers = 0
r_DetailDistance = 1
;---
;================ Post-Processing / HDR / DOF / Motion Blur ============
;---
r_ColorGrading = 0
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.1
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.5
r_HDRBlueShift = 0.2
r_HDRBrightLevel = 0.50
r_HDRBrightOffset = 30
r_HDRBrightThreshold = 5
r_HDREyeAdaptionCache = 30
r_HDRGrainAmount = 0
r_HDRLevel = 0
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
r_Reflections = 0
r_ReflectionsQuality = 0
;---
;============================= Light/Shading ===========================
;---
e_DynamicLightsMaxEntityLights = 8
e_GI = 1
e_GIAmount = 0.5
e_GIMaxDistance = 80
e_GINumCascades = 1
e_SkyType = 1
e_SkyUpdateRate = 0
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
;---
;============================= Shadows =================================
;---
e_GsmCache = 0
e_GsmCastFromTerrain = 0
e_GsmLodsNum = 0
e_GsmRange = 0
e_ParticlesShadows = 0
e_Shadows = 0
e_ShadowsCastViewDistRatio = 0
e_ShadowsMaxTexRes = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 0
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 0
r_ShadowsMaskResolution = 0
r_ShadowsPCFiltering = 0
r_ShadowsUseClipVolume = 0
e_ShadowsSlopeBias=0
;---
;============================= AA/MSAA/FSAA ============================
;---
r_PostMSAA = 0
r_PostMSAAMode = 0
r_PostMSAAEdgeFilterNV = 0
r_FSAA = 0
r_UseEdgeAA = 0
;---
;============================= SSAO ====================================
;---
r_ssdo = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_refraction = 0
r_ssreflections = 0
r_ssdoAmbientAmount = 0
r_ssdoAmount = 0
;---
;============================= Volumetrics =============================
;---
r_FogColorGradient = 0
r_Beams = 0
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 200
e_Clouds = 0
r_CloudsUpdateAlways = 0
;---
;============================ Particles ================================
;---
e_ParticlesQuality = 0
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 0
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 0
r_UseParticlesMerging = 0
r_UseParticlesHalfResForce = 0
r_RainDropEffect = 0
r_RainAmount = 0
r_Rain = 0
;e_particles_thread = 1
;---
;============================ Water ===================================
;---
e_WaterOceanFFT = 0
e_WaterTesselationAmount = 10
e_WaterTesselationAmountX = 10
e_WaterTesselationAmountY = 10
e_WaterTesselationSwathWidth = 10
r_WaterCaustics = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterUpdateDistance = 0
r_WaterUpdateFactor = 0
;---
;============================ Physics ==================================
;---
;Physics
g_breakage_particles_limit = 90
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 50
e_FoliageWindActivationDist = 25
e_PhysFoliage = 0
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 4000
p_max_object_splashes = 3
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 4
es_MaxPhysDist = 100
es_MaxPhysDistInvisible = 15
;---
;============================ Sound ===================================
;---
s_FormatSampleRate = 44100
s_MaxChannels=32
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
;---
;============================ STREAMING ===============================
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__________________
Quote:
Originally Posted by MrMastodonFarm
Settle down there, Temple Grandin.
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Last edited by PsYcNeT; 10-31-2012 at 11:36 AM.
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10-31-2012, 11:38 AM
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#51
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Lifetime Suspension
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my pc isn't old, it's brand new and it maxes out games that look way better
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10-31-2012, 11:41 AM
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#52
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Franchise Player
Join Date: May 2004
Location: Marseilles Of The Prairies
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Quote:
Originally Posted by vektor
my pc isn't old, it's brand new and it maxes out games that look way better
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Dunno what to tell yah.
I have a near top of the line and I run @ 1920x1080 maxed at a solid 60 fps.
Have you updated your video drivers within the last month?
__________________
Quote:
Originally Posted by MrMastodonFarm
Settle down there, Temple Grandin.
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10-31-2012, 11:52 AM
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#53
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Powerplay Quarterback
Join Date: Oct 2003
Location: right here of course
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Quote:
Originally Posted by cDnStealth
There will be no single player mode. As far as we know, mechs won't be limited based on your faction. Eventually factions will compete and fight for planets and territories in the Inner Sphere. I think it will be similar to Chromehounds.
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Cool, I figured there would be no single player mode, but I would still like to see a storyline of sorts to keep me interested. It fun for a while to just jump in a mech and plop into a random map/battle but that gets old after a while and to see something like a campaign map with objectives (ie: worlds) etc. that can be won/lost would make things a lot more fun.
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10-31-2012, 11:53 AM
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#54
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Lifetime Suspension
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Quote:
Originally Posted by PsYcNeT
Dunno what to tell yah.
I have a near top of the line and I run @ 1920x1080 maxed at a solid 60 fps.
Have you updated your video drivers within the last month?
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yeah, all up to date. Mass Effect 3 loads in about 3 seconds and runs smooth as butter, Mechwarrior looks like hot garbage and runs like it too.
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10-31-2012, 11:54 AM
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#55
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Powerplay Quarterback
Join Date: Oct 2003
Location: right here of course
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Quote:
Originally Posted by vektor
my pc isn't old, it's brand new and it maxes out games that look way better
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Might be something to let the developers know about? This is a beta version of the game afterall, issues are to be expected.
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10-31-2012, 11:58 AM
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#56
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First Line Centre
Join Date: Oct 2009
Location: Calgary
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Quote:
Originally Posted by wookster
Cool, I figured there would be no single player mode, but I would still like to see a storyline of sorts to keep me interested. It fun for a while to just jump in a mech and plop into a random map/battle but that gets old after a while and to see something like a campaign map with objectives (ie: worlds) etc. that can be won/lost would make things a lot more fun.
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I do too. The one thing that sucks about this game going F2P is that when they originally proposed it as a AAA titles a few years back it was going to have 4 player coop missions. I hope that they introduce some game modes in the future have various objectives.
Quote:
Originally Posted by vektor
my pc isn't old, it's brand new and it maxes out games that look way better
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That's odd. What kind of video card do you have? Is the driver up to date? Maybe drop a post in the support forums. I know people have had issues but that's mostly been with older PCs.
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10-31-2012, 12:01 PM
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#57
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First Line Centre
Join Date: Oct 2009
Location: Calgary
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Quote:
Originally Posted by Rathji
It does seem really clunky to me as well, but I think that it is a function of the mechs movement. I think tonight I will try dropped settings down and see what I get.
I am about halfway to one of the cheapest mechs, so maybe I will play enough to grab one and test it out.
One things for sure, right now I need to figure out some more stuff about the in game HUD and UI.
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What kind of trial mech have you been piloting/enjoying? Don't buy a Commando unless you really like scouting. Personally I'd save up for a medium/heavy if you like fighting it out.
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10-31-2012, 12:02 PM
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#58
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Franchise Player
Join Date: May 2004
Location: Marseilles Of The Prairies
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HUD Breakdown:
Top Centre: Time left in game, with how many mechs killed on each team. The Yellow bar represents how much of your point has been capped (friendly), red is the enemy capture point.
Top Right: The current mech you have targeted and gathered info on. His current armor status is displayed (both front and rear) and it will show all the weapons he has equipped. Weapons displayed in red mean they have either run out of ammo or been destroyed.
Centre: + reticle is your torso aim, O reticle is your arms. The number to the right of this is a range finder showing the distance to what you are currently targeting.
Lower Left: You current mechs armor status. The inner shaded area is the internals, the outline is the armor. Transitions from Yellow --> Orange --> Red ---> Nothing (once destroyed).
Bottom Centre Left: Your current speed. Meter goes up when you throttle up, the blue represents where you have your speed throttled to (mechs take time to get up to speed), orange is where your speed currently is.
Bottom Centre: Battlemap. Friendly mechs in blue, enemy mechs in red (but only show up if a mech on your team has Line Of Sight on them, or they have a NARC or TAG on them). The viewing triangle shows your Field Of View relative to your mechs position.
Bottom Centre Right: Current heat. Run hot, but don't let it hit 100% or you will shut down.
Lower Right: Your weapons groups. Mouse 1 Control group 1, Mouse 2 controls Group 2, 1-6 on the keyboard control their respective groups. Typically, put energy weapons in one group, and seperate LRMs, Ballistics, and SRMs. Make as many groups as you need to manage heat. Move the selected group/weapon with the Arrow Keys, and Assign/Unassign weapons with the Ctrl key.
__________________
Quote:
Originally Posted by MrMastodonFarm
Settle down there, Temple Grandin.
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10-31-2012, 12:17 PM
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#59
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First Line Centre
Join Date: Oct 2009
Location: Calgary
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Quote:
Originally Posted by PsYcNeT
Lower Right: Your weapons groups. Mouse 1 Control group 1, Mouse 2 controls Group 2, 1-6 on the keyboard control their respective groups. Typically, put energy weapons in one group, and seperate LRMs, Ballistics, and SRMs. Make as many groups as you need to manage heat. Move the selected group/weapon with the Arrow Keys, and Assign/Unassign weapons with the Ctrl key.
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Good work, but slight correction. Mouse 1 fires the active group which isn't necessarily group 1.
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10-31-2012, 12:32 PM
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#60
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Franchise Player
Join Date: May 2004
Location: Marseilles Of The Prairies
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Quote:
Originally Posted by cDnStealth
Good work, but slight correction. Mouse 1 fires the active group which isn't necessarily group 1.
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Right, active vertical group. I typically leave it on 1 however.
__________________
Quote:
Originally Posted by MrMastodonFarm
Settle down there, Temple Grandin.
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