|
Post by tarbomb on May 16, 2013 12:53:01 GMT -5
Strange graphical glitch when logging in (refreshing didn't fix it): Edit: friendlies are visible too. Gridshard depositing leaves back weird artifacts.
|
|
|
Post by quicklite on May 16, 2013 14:36:43 GMT -5
You could use different "impact" effect when an enemy is getting shot on the different sites. (Just like it is now, but a bit more visible) - strong shield colored "wobbling" when a weapon hits a 100-75% shield - medium shield colored "wobbling" when a weapon hits a 75%-50% shield - faint shield colored "wobbling" when a weapon hits a 50-25% shield - no special effect below this. Huh. Although this doesn't really indicate strength of individual shield segments, this is actually a really good idea. I'd highly recommend implementing this, at least as a substitute for visible shields for the time being. Oh, and an important question: will coins be buyable from day 1? I'm not saying that in a bad way (in fact, I'd probably buy some ), but I'm still curious.
|
|
sven
Intrepid Tester
Posts: 112
|
Post by sven on May 18, 2013 2:35:24 GMT -5
For reference, The condition for kicking idlers are- * Boot players that don't talk or move for 5 minutes ( Build 26) Idling AvoidanceWith the use of teleportation. How-toTo prevent a pop-up message from idling is to make sure the "origin" key supported by weight, having teleports repeatedly. With two choices between "Esc" and "Z" either way is fine as long it gets compact together to ensure success. Just holding down a key won't cut it, if the tank remains mobile free. For high chance, test out the movement to see if it gets send back to origin on each step. When succeeded, the tank has defeated the idle system. Of course, I didn't perform this type of stunt on the absolute Origin with users roaming around... Apparently I managed this exploit through Tutorial, since the starting point emulates Origin. Also on the plus side there's no convoy flying bout which makes Tutorial a great sanctuary. PossibilityI wonder if there's a script to prevent idle message from occurring... Without ever spamming through the chat box where users can don't need to see wall of unneeded text. Instead, with the use of command where it can only occur on performer's side of the screen. (Without being too noticeable for others to see) There's two command that can make this work, that is "/origin" and "/goto <insert your username>". Teleporting is key while it serves as a form of movement. HP Bar GripeWhen zoomed in, the size of the enemy HP Bar appears fair and right until zooming out... It gets to a miniscule size, not really consistent. I prefer to see the consistency of size HP bar stays on the enemy base where the minions shrinks while zooming out.
|
|
|
Post by hypevosa on May 18, 2013 6:15:11 GMT -5
HP Bar complaint: Whenever my shielding flashes from being hit, it covers the bar, I sometimes cannot tell that I'm only a little more damage from dying or how fast I'm losing HP. The HP bar should be layered over top of the shield, not vice versa, as HP means death if it's gone.
|
|
delsy
Courageous Tester
Posts: 49
|
Post by delsy on May 18, 2013 22:18:33 GMT -5
New player here. Fun so far! Played about 4 hours, and the first 3 or so I unlocked the first two rows of tanks picked up duplicates.
May just be a Firefox thing and a known issue, but chat doesn't show on low quality. The grey box shows up when it updates (presumably) but no words. The chat bar is pushed off the bottom of the screen.
My computer's pretty old, but I'll also throw out there that I've never quite broken 30 FPS, usually hanging out around 11 on low quality and no-frills graphics. Though that's enough for me.
Later on, I'd suggest adding a slider to adjust the zoom level to which the game resolves or "thinks with" individual tiles, which I guess is part of the lag you get while zooming out? I dunno, I've only ever dabbled with Game Maker >.>
|
|
|
Post by gingerbear on May 19, 2013 11:18:52 GMT -5
BugIf your Equipment Storage button on the left is over a city building spot, then clicking on the storage will "lock" the building description on the screen too, even if you move your mose away.
|
|
fsm
Courageous Tester
Posts: 38
|
Post by fsm on May 19, 2013 11:58:50 GMT -5
Random idea: Make GCT bombs hurt enemies as well. Could lead to some interesting strategies with them.
|
|
|
Post by amitp on May 20, 2013 8:58:50 GMT -5
Welcome, delsy! I'm curious how much of a difference low/high quality makes. My understanding is that it should only affect the 2d elements, but most of this game is using the 3d graphics library which is unaffected by the low/high setting. So in theory you shouldn't see much difference in fps.
|
|
delsy
Courageous Tester
Posts: 49
|
Post by delsy on May 20, 2013 16:56:09 GMT -5
I experimented a bit this morning, and the difference between each degree of quality was about 3 FPS. Not too major for a better computer, but that gave me 6 FPS on high. Also, if you switch quality to low, then up and back down, chat appears as normal until your next disconnection, be it death or origin escape. This was when I played at the zoom where about half the border of nearby tiles was visible. Interestingly, zooming out a ways actually made for better performance. It's pretty far out, but since I don't need precision aim, it works out well enough, and it's far enough out that I can see a good piece of the surrounding map and plan my course. Plus I hang around a nice 18 FPS, dropping to 11 when fighting with a group or three others. Screenie next time I play. Corsair has proven to be my favorite tank of the 12 available to me. Strong front shield, nice AoE and instant group heal fit me and my straightforward (for the horde!) chargy ways. Pairs nicely with Valkyrie. EDIT: clarified some rambling. I actually play one click closer so that the shapes are represented on the map.
|
|
|
Post by gingerbear on May 20, 2013 17:42:48 GMT -5
Further notes on the stucking overdrive
I managed to stuck overdrive on a Spectre. I've been next to a city again, attacking a super tank, when hypevosa logged in, and blasted into the minions. I didn't notice that much extra lag (which usually happens at such endevaours), but the overdrive nevertheless stuck. I'm not sure it has to do anything with the city edge we've been on, probably more like a faulty client behavior due to lag spike (maybe buffer overflow?).
Can we get an explanation how the overdrive is working, to make more educated guesses? If it cannot be made public, then maybe in pm?
I switched to another tank, which then wasn't in overdrive. Switching back to Spectre did not bring back overdrive either. Refreshing the client solves the problem too, while teleporting does not.
|
|
|
Post by hypevosa on May 20, 2013 18:15:04 GMT -5
I agree, if we were told how exactly overdrive is accomplished we may be of alot more assistance than we are now.
|
|