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Showing results for tags 'v5'.
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Hey guys, don't know if anyone else is experiencing this, but i'm getting way more fps drops now, than i did before v5. RIG: i7-5820k, 16GB RAM, 980Ti, Win10 I got all my Graphic settings set to 'low' / 'none' or 'off'. Playing on 150% Reso Scale and 1980x1280 In-game Resolution. I have Vertical Sync. activated for stable FPS on my 60hz monitor. No driver changes since v4. Since v5 i'm dropping to 30 FPS even on 60 Slot servers in some situations. With "some situations" i don't mean while 20 smokes are poped in front of me.. it's just happening during the fire fights - more or less randomly. This never happened on any older version before. Where i played with a constant framerate of 60. Anyone else has this issue? Please don't start the "Dude, i would be SO HAPPY with your 30fps on my AMD" -answers and don't link me to the FPS tweak section in this Forum. I know this stuff and i just want to know if someone else with a fairly decent RIG experiences this and what v5 changes could cause these drops. Also: Please only reply to this topic if you are tracking your FPS in-game. I don't need any answers based on your feelings / assumptions. Thanks! Best, Endgame
Haven't done this for a good while but after seeing the state of the forums recently (i will go onto this at the end), I thought I would go back to writing a post on the new release and prove their are still members within this community who believe in this game. I'll point out quickly that this is, as always, my opinion and this may change over time (emphasis on the word initial). UI Map - On first load up, I wasn't keen on the new map colour. But after the second round, I really started to get into it. I love the look of a drone-style thermal over view, which is how the grey scale feels. I think a more defined black highlighting across terrain changes would help the cosmetics, as I can understand why people may be confused when identifying increase/decrease in terrain levels. I know that this is a placeholder as the UI will continue to improve, but as a start, I like the direction. Role/Kit menu - Love it. I loved it when we went to the 2d drawings of the kit on the equipment select (1-6) way back when and now expanding this to the kit selection and comma rose is beautiful. Player icons - Unsure on the shapes. I have been trying to get used to these for a while but personally, the previous circle with FOV direction looked better with less confusion. I love the new colours and think that against the grey background, they are perfect. But I can understand why people may be confused by the new arrow shapes. Additionally, I think your player icon needs to go underneath the squad leader. There were a few people who complained that, when in a compound along side the squad leader, it was hard to make out his location as their own icon was over the top of the SL. Little tweaks here and there will make these new icons work great. Medic map - I stated in another feedback thread that the medic seems to have been dumbed down too much. I understand the direction to go with different icons for various player states, but there are too many icons for too many people. For starters, (and this will split opinions) a medics own squad is always first priority. These new icons make it impossible to distinguish between other squads and your own squad which does not add any benefit to the game play. Second point is, the icons on the map are too much. Players who are bleeding can sort themselves out (everyone has bandages) so, IMO, there is no need to identify these on the map. Additionally, the new icons for players who are incapacitated don't fit the squad feel. If the general public want the incap to be identified, a normal player icon in red would do the same job without these new "flat line" icons. There's nothing offensive about these icons, but it seems to be further taking the communication essence out of the medic. Everyone who plays the medic loves the "searching" side of the class. The calling out and the hunting for that team mate. The good medics (who stick with their squad) will usually rely just on their compass ID markers and will argue that is all they need. I would go as far as saying the majority of the "skill" has gone from the medic with these icons. Yes a good medic will always be priceless and takes time to master, but the edge to be "in the right place at the right time" looks like it might be gone. AAS Ticket system/bleed This is something I feel strongly about. It has to be right. People were complaining in V4 about rounds being over too quickly, losing by massive amounts. While this was true at the start, once people realised they could no longer play TDM in A1, (as they were in V3) there was starting to be a noticeable reduction in loss and victory deficits. There was the well known issue of people giving up too often (which is still there) which was 2 tickets, and the loss of tickets for losing a cap (30 tickets). I will just state that, in my opinion, if a team has been pushed back to their last flag, they should lose hard and quickly. This is AAS, so if you have failed to secure your flags, you should be punished. You have had all game to defend the two flags (or more) that you captured. This new bleed amount for holding the opponents last flag has extended the time for a round to finish. Last night we had to sit with our thumbs up our arses and defend Train station on OP first light for over 10 minutes (which isn't hard as the majority of squad players only work on a one way, direct line system). When this happens, it becomes extremely boring (for both teams). If anything, the enemy capping your last flag should be an instant loss. I've spoken with Z-Trooper about windows of opportunity to turn the battle and how long they last, how often they are available etc etc. A team has failed to do this in the duration of two flags being captured? That is a player issue, not a mechanic issue. The games are now lasting a lot longer, and that's the way it should be IF the teams are well matched and the battle is over the centre cap and the -1. But if a team has been steam rolled to their last flag, it is not fair for them to continue being hammered for another 10 - 15 minutes. That isn't doing anything for morale. I believe taking the bleed back to 1 per second for losing your last flag is fine. NB: I haven't had chance to do the math over objective gain/loss so I will update this with numbers so people can better understand the focus on each flag. Map updates OP first light has been my favourite map since day one (even when it was the tree infested "forest") and the new statics and objective areas are divine. The new village and statics across the map have added real variety towards approach of the objective, as previously the map saw extremely predictable maneuvers onto each cap zone. Great job devs! It was a great decision to keep this map in the game and reinvent it. Chora - well, not updated yet due to @IrOnTaXi getting too fruity at GDC and forgetting to update it. Personally I find this hilarious and it's great to know that our boys at OWI are human and indulge in the finer things in life (cocaine included). Fools Road - Still a gorgeous map that continues to improve with every update. Weapon handling Weapon sway - A minor difference which feels like it has really changed fire fights. I've actually found shooting a lot easier, I am unsure if this is down to me subconsciously negating sway previously (when there was no need) based on prior gaming experience. But I am finding that I am much more effective in fire fights than I was previously. Jumping A welcomed change that has re-invigorated my love and passion for chora!! That is all I have for the minute. I will look to update as and when my opinion changes (if it does). I will note I never play with optics on Squad so I have no experience of the changes to the scopes. I'll finish with thanking our devs for maintaining their hard work and dedication to this game. I have been (as always) very vocal in my support for OWI in the recent weeks. The continuous stream of questioning of integrity and motive recently knocks me sick. I have got to know some of the team very well and it really is offensive to see these part time batty boys pop up with their one-post contribution questioning the dedication of the team. Despite a few tweaks here and there (based off my opinion), you boys have knocked it out of the park again, with a solid build which only goes to pay tribute to the work you and everyone within the QA team (I haven't forgotten you lot) put into this game. I'm not a sentimental person, but giving a reasoned voice as a backing to our devs has been needed for nearly a month. I believed the new build was the right opportunity to do so. Thanks for reading. DannyT/BLITZA
I don't know if i'm the only one that bothers that you can see the view-direction of the other soldiers on the map. At least i didn't see any feedback of that kind in the other v5-map-topics. I think it's ok to the other team-member as dots on the map but the view-direction is too much because it destorys a part of the realism
Found an FOV issue with the new scope FX, related to your FOV setting. The new Dark overlay they added doesn't align properly to the scope on anything other than a 90 degree FOV setting. FOV values VS effect in links 90 FOV 100 FOV 110 FOV
Hi So yeah, i have two drives on my pc, i was unable to install it on my SSD drive, which is the only drive with playable FPS. I downloaded v5 to my main harddrive no problems, and could play with... 19 fps. no thank you. - and i have had no trouble in the past with the game.. normally i play with 40-50 fps which I think i fine. When i try to install on my ssd it says "an error occured while updating squad(disk write error)" - then i can OK - and try again with no success. any ideas?