13 Feb 11, 03:13PM
Now where's my money?? I was told we were being paid for testing this!
(yes, i'm being sarcastic again)
(yes, i'm being sarcastic again)
Beta-Test Phase
|
13 Feb 11, 03:13PM
Now where's my money?? I was told we were being paid for testing this!
(yes, i'm being sarcastic again)
16 Feb 11, 09:07PM
I like the 100 health 100 armor in survivor, will make things more interesting.
i find the shotgun to be a lil weak, lil less spread would prob fix that. the sniper 1 sniper 1 pistol is to strong im my opinion. the 1 sniper 2pistol seemed perfect to me. i dont play sniper that much and 1-2 combo i could still get alot of kills, and a really skilled player could get even more. now with a 1-1 combo, every will just go back to sniper again. you can still kill someone faster with a 1-2 combo with sniper with good aim, against another gun. to me going to 1-1 combo is really strong, i know this is AC but sniper should still be a long range weapon, and if someone wanted to rush with it, a 1-2 combo is still strong enough. the other guns seem fine.
16 Feb 11, 09:53PM
Just wanna thank the devs for taking the unhappiness of the weapon balance of 1.1.4 into consideration and making this version so much better. I'm loving the game, and am really impressed of your job here!
Thanks to all of you! On behalf of BC, whom are all very happy with it !
17 Feb 11, 12:10AM
For some reason i have more FPS in the Beta than in 1.1.0.4 is it normal?, and turne out that i love it :) thank You devs.
17 Feb 11, 01:04AM
i come with a request..can we please get to 100 hp only for survivor/ team survivor? because the whole reason i played survivor was no pickups (armors) etc. But now it doesn't have the same feel with armor.
17 Feb 11, 01:42AM
There are a bunch of FPS drops with Windows 7, going from 60-100 down to 9-20 isn't very good.
17 Feb 11, 01:51AM
Check your settings!1!!!!(!!)
17 Feb 11, 02:20AM
Nothing wrong with 1.1.0.5 it's perfect <3
17 Feb 11, 04:25AM
I have checked my settings, they were on "Horrible" at the time.
17 Feb 11, 04:32AM
btw will lag always result in an unkillable invisible teleporting killing machine, or can it possibly be changed in the future so lag is more..freeze til u get shot by real players ?
CyberKlown28: Actually, lag also means shooting others, to then fathom that your full ammo clip used on them did not cause damage, and when a stable connection is gotten back you find yourself on the ground because ostensibly the other player killed you. Of course, this is nothing but the lagger's fault that that happened, seeing as it's principally his lag. I just wanted to get my opinion across, because I do agree that sometimes it is the other way and it can get quite irritating, but it is also annoying for lagger, because the lag doesn't exactly let us play that smoothly as we would want to. This is for 5-10 lag spikes anyways.
I'm unable to pinpoint when/how/why it happens, but it appears that there may be a bug with plclips in that bots are able to get through them occasionally. I noticed this the first time while playing with bots on ac_stellar and noticing that I was 1 bot short. He had gotten behind the boundary plclip which was covering the entire gap that the bot could've gotten through (clip goes from one building to the next, and from the ground all the way up to the ceiling, so logically there is no way that the bots should be able to get through them.
I'll keep testing this and see if I can find out more about it, but this has happened to me more than once in 1.1.0.4 bot rounds. Not urgent, just thought I'd mention it.
17 Feb 11, 01:46PM
(17 Feb 11, 06:01AM)|BC|Wolf Wrote: CyberKlown28: Actually, lag also means shooting others, to then fathom that your full ammo clip used on them did not cause damage, and when a stable connection is gotten back you find yourself on the ground because ostensibly the other player killed you. Of course, this is nothing but the lagger's fault that that happened, seeing as it's principally his lag. I just wanted to get my opinion across, because I do agree that sometimes it is the other way and it can get quite irritating, but it is also annoying for lagger, because the lag doesn't exactly let us play that smoothly as we would want to. This is for 5-10 lag spikes anyways. just seems more often recently that most games I'm in have a few people doing it, and laggers really shouldn't be able to do that... so anyways, is that ever going to change or will AC always have teleporting invisible saluters?
17 Feb 11, 02:02PM
in 1.1.04 my FPS was 150 - 200,
but, in 1.1.05 my FPS went to 30 - 40 really... (with all low settings)
17 Feb 11, 06:10PM
Since bots crowd the spawn area, the game is forced to select a nearby "compromise" place to spawn any new bots. Sometimes this is behind a plclip.
17 Feb 11, 11:50PM
release date?
* MykeGregory waits to be told "it will be done when its done" lol. what is the sniper like at long range? is it 1.1.0.4 style or 1.0.4 style? i never noticed a difference then so i'm not sure if i'll notice now (if its been changed)
18 Feb 11, 12:21AM
If anything, it will be easier.
18 Feb 11, 03:17PM
18 Feb 11, 10:26PM
Fps drops? Thats the last thing we needed...
19 Feb 11, 01:19AM
I don't know about anyone else, but I think the SMG spread needs to go up a bit...
19 Feb 11, 02:07AM
(19 Feb 11, 01:19AM)Orynge Wrote: I don't know about anyone else, but I think the SMG spread needs to go up a bit... It's quite high already. It just makes it more of a 'luck' weapon than one that takes skill to learn. For example, having low spread on the AR means you are highly rewarded for accuracy, where as if you're using the smg for anything more than a few cubes, you have to get lucky and just hope some of your bullets hit.
19 Feb 11, 04:24AM
(19 Feb 11, 02:07AM)castiel Wrote:(19 Feb 11, 01:19AM)Orynge Wrote: I don't know about anyone else, but I think the SMG spread needs to go up a bit... So kills with the SMG are "lucky" now eh? :P
19 Feb 11, 06:44AM
(19 Feb 11, 04:24AM)Fate Wrote:(19 Feb 11, 02:07AM)castiel Wrote:(19 Feb 11, 01:19AM)Orynge Wrote: I don't know about anyone else, but I think the SMG spread needs to go up a bit... Not exactly, but SMG requires more 'luck' than other weapons. When you increase spread you increase the luck required to use a weapon. If you increase something like recoil, you can learn to account for that, and with time/skill you can overcome it. No matter how much skill or time you put into using a weapon you cannot reduce the spread of it.
You can if you use the SMG in short bursts, reducing recoil + spread.
Using this method, it will be quite useful at long range.
19 Feb 11, 10:28AM
The basic SMG spread has not been changed. All that changed is the new "first shots more accurate"-behaviour" - so it has become "less luck" if at all.
It's funny, because smg used to be the "skill" weapon, not the "luck" weapon, at least by player perspective :P
19 Feb 11, 02:46PM
(19 Feb 11, 10:28AM)makkE Wrote: The basic SMG spread has not been changed. All that changed is the new "first shots more accurate"-behaviour" - so it has become "less luck" if at all. Yeah I think I phrased it badly. I just meant that the higher the spread, the more luck is involved(correct me if i'm wrong). I think this is more than fair for the smg, being a close range weapon :P It can also help if your opponent is moving side to side, so it has its ups and downs :)
19 Feb 11, 05:43PM
Saw the "it will be done when its done" thing. But can you give a general estimate of when it'll be released?(ex. Early March)
19 Feb 11, 07:06PM
^would be nice.
19 Feb 11, 08:58PM
Late May. If flowtron's dentist is polite.
19 Feb 11, 11:43PM
(This post was last modified: 19 Feb 11, 11:44PM by MykeGregory.)
sweet!
the release of AssaultCube 1.1.0.5 AND BRINK in the same month. :D! |
« Next Oldest | Next Newest »
|