Outpost Test Event Feedback

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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Outpost Test Event Feedback

Post by BroCop »

Use this thread for feedback on the test event on May 17th.

Basically what I'd like feedback on is the FPS performance. If and where you receiving frame drops, preferably with an accompanying image. Also hardware specs are needed.

Other reports are appreciated as well although I already have a list of known issues (such as the surrounding terrain being bugged) but those arent the main focus of the event, however bad cache locations (such as floating caches, clipped caches, player and kit spawns being bad etc...) are always a good thing to report. As always, screenshots (especially minimap screens) are a must.

Original map thread
Spoiler for Minimap image:
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Last edited by BroCop on 2014-05-15 16:19, edited 1 time in total.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Outpost Test Event Feedback

Post by Pronck »

At the map borders I had a huge FPS drop. Basically the whole map border. I still wonder if that West side of the map will be to fun to fight about with the MEC having so much amphibious vehicles.
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Mineral
Retired PR Developer
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Location: Belgium

Re: Outpost Test Event Feedback

Post by Mineral »

Have the main base flags on the map. don't hide them. Without them it can only cause confusion. I was also confused by the combat area in F8, although that could have been a main base that I didn't know about.

FPS was around 50 all the time. Should be improved tbh. Specially at the sides of the map, which I find odd.

OG needs handpacking as there is alpha bleeding.

I'll update this post if I find anything else.
Last edited by Mineral on 2014-05-17 19:06, edited 3 times in total.
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Outpost Test Event Feedback

Post by Jacksonez__ »

Everyone was complaining about helicopter sound bug. That should be fixed (=remove copter? :D ). One layout also had (can't tell if it was STD, LRG or ALT) DOD zones bugged - guess that'll be fixed anyways.

Overall, what a great map.

What I'd like to see improved: more civilian vehicles around the streets. A few more spawn points in the beginning of the match (Like Ramiel style: it has dozen of spawns around the map). I didn't get to play that long on MEC side. Our BTR got randomly tracked when we drove into a small ditch, and the T72 had difficulties climbing around in relatively mild-steep terrain.

And misc. stuff such as making the city roads less-tidy. I was also thinking of adding a land bridge or shallow water pass to other side of the river.

That's what I can think about now.
Murphy
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Joined: 2010-06-05 21:14

Re: Outpost Test Event Feedback

Post by Murphy »

There is a techie on the west, an armed one and an ammo one. I do agree that the west side might be a little easy for MEC if they have APC support and a chopper landing supplies. We managed to get the west cache this way with little resistance (might also be due to people exploring instead of protecting cache, and we were 8 guys +2 from another squad, not to mention the BMP).
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L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Outpost Test Event Feedback

Post by L4gi »

Good map!

Id like to see the helicopter removed, keep the view distance the same tho. Gameplay-wise its a good, hard fight for MEC to get the caches. Would take another look into assets, Ins definetly needs more vehicles and boats. MEC could use more light armored vehicles and just ditch the tanks completely.

More AT capabilities for the west side caches, like an SPG technical/rocket technical or something. It cant get across, but RPGs are fairly bad at countering the amphibious vehicles MEC has. MEC can completely dominate the approach from the east with their firepower, so something to make it more skill-orientated instead of just putting all your vehicles in the water might be something to look at.
Murphy
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Joined: 2010-06-05 21:14

Re: Outpost Test Event Feedback

Post by Murphy »

If the helo gets removed how will MEC ever mount an attack on the west?
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L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Post by L4gi »

Swimmerino and amphibious vehicles/boats!
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

The only problem with removing the helicopter is that it will be hard for MEC to get decent FOBs anywhere. They definitely can't get any across the water.
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K4on
Retired PR Developer
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Re: Outpost Map Test - 17th of May 1830 PRT

Post by K4on »

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Murphy
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Joined: 2010-06-05 21:14

Re: Outpost Test Event Feedback

Post by Murphy »

If the INS team has hideouts up (I believe they can fit 3, maybe even 4) on the west side, with SPG emplacements and RPGs off the cache, an amphibious deployment will likely be torn to shreds in the water. Without the ability to spawn on the west I believe it is easily locked down. There needs to be more consideration towards balancing the fighting and more importantly the reinforcements on the western shore of the map. The only real disadvantage INS have on the west is a lack of supply depot for re-arming the Technicals.

The Cow sound bug is annoying, but not being able to mount an attack on a cache across the river could ruin rounds. I might be wrong seeing as I have no clue how this will play out with a full server, but I can imagine 20 or so people would have little issue holding that thin strip of land if they can keep MEC Armour from crossing (a few good RPGers and an SPG or two).
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Kerryburgerking
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Joined: 2011-11-01 10:42

Re: Outpost Test Event Feedback

Post by Kerryburgerking »

Replace the BMP-2M with a regular BMP-2
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BroCop
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Joined: 2008-03-08 12:28

Re: Outpost Test Event Feedback

Post by BroCop »

I will have to find a balance between MEC having a too easy time on the west and having a way too hard time. Albeit I must point out that out of 350 cache spawners, only 5 are west of the river (which is a big coincidence mind you)

I will prolly redo the assets, at least the heavy ones (and also the fact that there were new vehicles added in the last couple of patches that I didnt even bother trying out), but I will also address a few points here:

- The DoD in weird places was a fluke with the layer using outdated code for combat areas. This is already fixed
- There was a SPG techi, just seems to be that nobody bothered using it, or nobody bothered noticing it.
- Along side that, there were also various kits placed around the INS base, SA-7 included (as it appears, I dont believe anyone actually found the bloody thing)
- Dont believe its necessary to have boats for MEC, they have enough amphibious vehicles. Think the problem was the lack of players that round to fill out the transport duty, which led to only 1 BTR being used. This doesnt mean that the notion is completely dismissed though.
- Yes, I am fully aware of soundbugs. I will see to fix this ASAP and to keep the damned chopper

And I am going to slightly separate this point as i find it to be the most important one:

- Test was all about performance first, everything else second. So far not many people complained about lag and those who did, only said that they get fps drops when at the edge of the map. Now that wouldnt be that much of a problem if more details were provided, such as how hard it drops, what hardware is used, which edge exactly, how far from the edge and all that. As it stands I personally dont get any drops when at the edge, so I am clueless right now on that subject. So yeah, I have mixed feelings as I'm happy that the overall performance is increased, but I still got no clue how to further address the issue.

Thanks to all of you who actually gave bug reports and their insight, I'll try to make the best out of it. All feedback is appreciated and feel free to throw out some more suggestions if you have any.
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