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Old 10-31-2012, 09:51 AM   #41
Coys1882
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Hmm - I think this might be a good game to finally break out this:

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Old 10-31-2012, 09:56 AM   #42
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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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Old 10-31-2012, 10:30 AM   #43
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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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Old 10-31-2012, 10:46 AM   #44
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Quote:
Originally Posted by Rathji View Post
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.
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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Old 10-31-2012, 10:49 AM   #45
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Originally Posted by wookster View Post
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?
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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Old 10-31-2012, 11:15 AM   #46
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Originally Posted by cDnStealth View Post
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.
Also, both your mouse (circle) and torso (reticule) targets will flash red when any shot successfully hits a mech.
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Old 10-31-2012, 11:23 AM   #47
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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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Old 10-31-2012, 11:26 AM   #48
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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.
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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Old 10-31-2012, 11:29 AM   #49
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I dropped everything to medium and turned off AA, still 11fps, it's a slideshow.
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Old 10-31-2012, 11:31 AM   #50
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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.
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:

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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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Last edited by PsYcNeT; 10-31-2012 at 11:36 AM.
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Old 10-31-2012, 11:38 AM   #51
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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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Old 10-31-2012, 11:41 AM   #52
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Quote:
Originally Posted by vektor View Post
my pc isn't old, it's brand new and it maxes out games that look way better
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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Old 10-31-2012, 11:52 AM   #53
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Quote:
Originally Posted by cDnStealth View Post
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.
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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Old 10-31-2012, 11:53 AM   #54
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Originally Posted by PsYcNeT View Post
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?
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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Old 10-31-2012, 11:54 AM   #55
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Quote:
Originally Posted by vektor View Post
my pc isn't old, it's brand new and it maxes out games that look way better
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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Old 10-31-2012, 11:58 AM   #56
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Quote:
Originally Posted by wookster View Post
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.
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 View Post
my pc isn't old, it's brand new and it maxes out games that look way better
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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Old 10-31-2012, 12:01 PM   #57
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Quote:
Originally Posted by Rathji View Post
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.
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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Old 10-31-2012, 12:02 PM   #58
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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.
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Old 10-31-2012, 12:17 PM   #59
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Quote:
Originally Posted by PsYcNeT View Post
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.
Good work, but slight correction. Mouse 1 fires the active group which isn't necessarily group 1.
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Old 10-31-2012, 12:32 PM   #60
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Quote:
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Good work, but slight correction. Mouse 1 fires the active group which isn't necessarily group 1.
Right, active vertical group. I typically leave it on 1 however.
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