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Forum Index » » Developer Feedback » » minor surgestion
 Author minor surgestion
Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2004-10-18 13:26   
First up realy nice patch the last one

only thing i can find now that realy lags things up is larvar fighters


and not that i want to nerf ugto icc or anything

but i see the reason for this as the larvar mounter fighters mainly on ugto carriers

strike the larvars out of ugto and icc ships is the easy solution

only way they can get them is btw by the instant team switching

you can flame this with then "kluth should not mount flux and fusion torps"

you know what i fight just all right with out those things you can keep them

kluth weapons for kluth basta
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-10-18 13:41   
Is it the hit effect of the Psi Cannons, which are on Larva?

Is it the fighters themselves?

Do the other fighters do this, in similar numbers?


Just trying to pin down if this can be solved through the resourcer, or if it's tied server lag.
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2004-10-18 14:23   
i think its relatet to the psi connons on the larva right


you can have similar problems when an ship fittet with many psi cannons attack you.

ship dance around.

just the carriers and some icc missile ships can have huge amounts of fighters in the air so its a problem with the numbers of them.

so either some code for the psi weapons must get a fix or limmit the numbers of larvars ships can mount.
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2004-10-18 14:42   
To be honest, I don't have much of a problem with 1 weapon vs another (in terms of lag anyways - lameness and fairness is another issue ). I only get problems on my comp when A) The server farts and everyone has a problem or B) When there are literally hundreds upon hundreds upon hundreds of fighters & missiles, and only a few ships (even upto a few dozen ships alone & I'm fine, but soon as those fighters start coming out... jeez).

IIRC, things like Psi Cannons and Flux will be going to their intended faction in the new patch - but what about fighters, do you know if Faust will be placing a limit on them like he does with bombs/mines ? Or if he has already?
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Darkspace: Twilight

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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-10-18 15:19   
Its the hit effect on the ships Gideon, the game has to draw the psi shot, and then the hit affect which is pretty...well even on my high end system it managed to slow it down about 50-60 fps...just with 8-10 fighters. It also happens with other fighters, but to a lesser extent because there are less shots fired at high speed. Fighters themselves, unless there are 200+, have no real affect on FPS.

The lag which people are experiencing is from FPS lag imho. Other than that I think its probably this zone server bug you told me about.

Yesterday I saw people saying "LAG OMG THIS GAME SUCKS" when the game froze for not even ONE second...people need to start waking up to reality and realise that 1 second of lag isnt going to kill you in a battle. Even in the 3-4 second freeze's I can still remotely control my ship. But yesterday I had the best battle in a long time against the kluth in Bernards Star. Even with all the fighters flying around all over the place, I was able to kick some ass with next to no lag. Ace work on the patch Faustus. I believe the only thing left is to sort out this zone problem and optimise the server code.

4/5 stars.

Keep up the good patchin'


[ This Message was edited by: BackSlash {=FI=} {Absolut} on 2004-10-18 15:33 ]
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Rocki
Grand Admiral

Joined: August 13, 2002
Posts: 1029
Posted: 2004-10-18 16:20   
If the PSI, or any other particle effect is bugging you, just lower the "Particle Effects" slider in client setup a bit. Helped on my older gfx cards...
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Lord Drak
Cadet

Joined: July 22, 2004
Posts: 47
From: Lafayette, LA
Posted: 2004-10-18 17:40   
For me it is not JUST the lag for inputted commands but the lag of the mouse in f2 screen. Which i have to use because e-jump hardly ever works. If the ship is lagged my mouse is lagged.

And why isn't the number keypad used?

drak
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-10-18 19:49   
number keypad is for ICC shield rotation.
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Creeping Shadow
Grand Admiral

Joined: January 22, 2003
Posts: 261
Posted: 2004-10-18 20:48   
not ment to shot down any idea but you all seems to forget the funda mental issue .... player numbers .. sure we can reduce the individual player abilitity to carry a cirtin weapon in limited number but we r trying to get the game up so alot more people will play also ... so if u try to reduce the number of psi cannon iof any sort for now which might help a lil but what happend then when we start picking up people? limit amount of playsers in 1 zone? reduce even more number of weapon that lag? i think we r all looking in a quick fix rather then a solution ... plz rethink

ruff
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