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Topic Summary

Posted by: Jay Doomed
« on: April 19, 2017, 10:55:24 AM »


Nope, clients and server. The resulting connection speed for a node on the server is the slowest configured speed between server<->client. So a server at 60Hz and client at 30Hz, the connection is at 30Hz for that client. If the server is at 30Hz, no client can be faster than 30Hz, but can still be lower.

I posted a complete guide to explain what any any and all multiplayer options do. http://steamcommunity.com/app/405830/discussions/0/135514402720424070/

Hey thanks for increasing shotgun/grenade dmg in mp! That was actually something I really hoped for.
Posted by: AbyssalDragon86
« on: April 16, 2017, 12:15:41 PM »

For now theres the "network speed" option.

From what I could see, its exclusively works for whoever hosts the server.
Nope, clients and server. The resulting connection speed for a node on the server is the slowest configured speed between server<->client. So a server at 60Hz and client at 30Hz, the connection is at 30Hz for that client. If the server is at 30Hz, no client can be faster than 30Hz, but can still be lower.

I posted a complete guide to explain what any any and all multiplayer options do. http://steamcommunity.com/app/405830/discussions/0/135514402720424070/

Thanks for posting this and welcome! :)
Posted by: Old One Eye
« on: April 15, 2017, 07:54:38 AM »

Hey Edward.  Welcome to the forum.   We'll treat you gently, I promise. :)
Posted by: Mon-Ark
« on: April 14, 2017, 04:11:34 PM »

Oh, I see, cool.

It was just that the only time I ever saw an improvement was when I hosted and forced everyone at 30hz. When I was the client I set it at lower than 60hz it didnt show any improvement to my connection.
Posted by: Edward850
« on: April 14, 2017, 03:55:23 PM »

For now theres the "network speed" option.

From what I could see, its exclusively works for whoever hosts the server.
Nope, clients and server. The resulting connection speed for a node on the server is the slowest configured speed between server<->client. So a server at 60Hz and client at 30Hz, the connection is at 30Hz for that client. If the server is at 30Hz, no client can be faster than 30Hz, but can still be lower.

I posted a complete guide to explain what any any and all multiplayer options do. http://steamcommunity.com/app/405830/discussions/0/135514402720424070/
Posted by: Mon-Ark
« on: April 14, 2017, 01:35:56 PM »

60hz is the default, you lower it to see if it improves client's ping at the expense of the host seeing everyone move at a lower framerate.
If everything is fine you leave it at 60.
Posted by: Old One Eye
« on: April 14, 2017, 07:14:56 AM »

I ran a game at 60Hz the other night.  There were only two of us in the game so I don't know if that makes much difference.

I'm in the UK and the other player is in the States.  His ping was under 200.  It was very playable.
Posted by: AbyssalDragon86
« on: April 14, 2017, 12:06:32 AM »

So, 60Hz is too much if you host?
Posted by: Mon-Ark
« on: April 13, 2017, 01:03:51 PM »

I dont think theres a fix for the ping you get when playing with someone from another region. Has always been like that for me in other games other than this one.

And I dont think upgrading yout internet speed makes a huge impact. I used to play a half-life1 online mod, and wethever my internet was 100kb/sec or 1MB/sec didnt matter a whole lot in the end.

Only way around this "could" be an option for p2p network, which I believe the online services of some games on consoles tend to use.

I'm not expecting it to be perfect if I get faster broadband, but at least a little bit more improved. My upload speed seems to be slow at times, especially uploading a PS4 game save to a PS+ cloud. I hope they're working on a server, as you mentioned. It might make weapons fire at their proper frame rates for everyone?

I forgot all about the PFM kill animation until you brought it up. When I was last playing single player before the update, I noticed how this weapon can be a bit useless at times and not even kill or hurt the smaller enemies (Mites & Workers) of the Hive. However, it was more effective on others players in multiplayer.

For now theres the "network speed" option.

From what I could see, its exclusively works for whoever hosts the server. You basically compromise your side so the joining players have a lower ping, however on your side their movement will look more or less jerky depiending on how low you set it (also if you use this option make sure to disable enemy motion blur, otherwise other players will look like blurry ghosts whenever they move)

setting it at 30hz is a good middleground (at 15hz the player's movement is like a slideshow), and a player with a ping of 350 got down by 100 (250 ping)
Posted by: Old One Eye
« on: April 13, 2017, 08:02:19 AM »

Is it just on my set up or does the Firestorm Cannon fire quite a bit to the right of the crosshair?  I know other weapons are slightly off too but the FC is particularly bad for me.
Posted by: AbyssalDragon86
« on: April 13, 2017, 04:13:51 AM »

I dont think theres a fix for the ping you get when playing with someone from another region. Has always been like that for me in other games other than this one.

And I dont think upgrading yout internet speed makes a huge impact. I used to play a half-life1 online mod, and wethever my internet was 100kb/sec or 1MB/sec didnt matter a whole lot in the end.

Only way around this "could" be an option for p2p network, which I believe the online services of some games on consoles tend to use.

I'm not expecting it to be perfect if I get faster broadband, but at least a little bit more improved. My upload speed seems to be slow at times, especially uploading a PS4 game save to a PS+ cloud. I hope they're working on a server, as you mentioned. It might make weapons fire at their proper frame rates for everyone?

I forgot all about the PFM kill animation until you brought it up. When I was last playing single player before the update, I noticed how this weapon can be a bit useless at times and not even kill or hurt the smaller enemies (Mites & Workers) of the Hive. However, it was more effective on others players in multiplayer.
Posted by: postal
« on: April 13, 2017, 12:04:04 AM »

Hah I forgot about the normal shotgun's explosive shots. Yea that one and the plasma rifle at least work like they should. maybe it's because they're hitscan.

and yea it's definitely fine for the grenade launcher and scorpion launcher, but it'd be pretty gr8 if it was just for those two guns so tek arrows didn't also lose their head shot damage bonus.
Posted by: Mon-Ark
« on: April 12, 2017, 10:22:45 PM »

The death animations work independently of how explosive weapons deal damage, otherwise I wouldnt be blowing up an endtrail's head with a shotgun's explosive rounds. Also take note how the plasma rilfe's sniper shots blow up heads now.

Yes, im pretty sure this change to explosive damage is intentional and everybody knows about it at this point, and im honestly happy for that. Much better than seeing an endtrail take 3 rockets to kill because the first two landed on the arms/legs, something which you dont have control of.

It just brought upon new problems of balance which have yet to be addresed.
Posted by: postal
« on: April 12, 2017, 07:25:47 PM »

-PFM never triggers the leg cutting death animation on any enemy that is possible to achieve.
...
-Shredder's explosive shell's rebound should deal less damage than the initial hit. MODIFIED (wount bounce after a direct hit anymore, but still deals high damage)



Yeah explosive projectile weapons are kinda messed up atm. They seem to not do different damage based on where you hit the enemy (limb, torso, or head), and instead always register as a chest shot, at least from what I've tested so far. Like how a tek-arrow headshot kill on a pur-linn triggers the chest burst death animation instead of the head burst one.  I'm not sure if this was done for the benefit of heavy explosives like the grenade launcher and the scorpion launcher so you don't have shots getting blocked by an enemies hand and taking a damage reduction or what, but it causes some issues with at least three of the explosive weapons currently:

Shredder does full damage even if you just shoot their foot or hand
Tek arrows don't blow up heads or even instakill on headshot anymore (not counting the giant Mantid Soldiers which always took extra headshot tekarrows to kill for some reason), instead requiring as many as 4 arrows to the head to kill
PFM launcher never triggers the leg-death animation since I guess it's only counting as chest damage.

plus you don't get any unique death animations based on where the explosion occurred outside of the normal chest-triggered ones, like tek arrowing an arm or something.

or just watch this and you'll see what I mean


Hopefully it'll get fixed for those.
Posted by: Mon-Ark
« on: April 12, 2017, 01:18:49 PM »

I dont think theres a fix for the ping you get when playing with someone from another region. Has always been like that for me in other games other than this one.

And I dont think upgrading yout internet speed makes a huge impact. I used to play a half-life1 online mod, and wethever my internet was 100kb/sec or 1MB/sec didnt matter a whole lot in the end.

Only way around this "could" be an option for p2p network, which I believe the online services of some games on consoles tend to use.
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