#41
Posted March 11 2014 - 05:43 AM
Outside of the minor patches, we've been working on our next update which is targeting a release this month. The deadline for content and feature lock was 10 a.m. Monday morning and we'll be spending a couple of weeks stabilizing and bug fixing. This update has a focus on some smaller improvements, bug fixes and adding some cockpit options that weren't there previously. Some new features include offering reticle choices and HUD coloring. We'll also be offering some cockpit decorations which are pretty cool to be honest and we'll share some more details shortly! Patch notes are still being drafted and won't be posted for at least another week as we continue to make fixes.
[/quote]
Did I read this right that yesterday was the lock date_ So now you're testing and debugging_
I can't wait for the reticule.
I also keep hearing there will be a speed increase in next patch_ Is this something you are working on_
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#42
Posted March 11 2014 - 06:28 AM
#43
Posted March 11 2014 - 06:36 AM
#44
Posted March 11 2014 - 07:07 AM
Giga_V_2, on March 11 2014 - 06:36 AM, said:
That's because they are a Vulcan XTs. They have 6/10 of the firing speed of the regular Vulcan and only .8 more damage per shot. An XT does 77.5 DPS and the Vulcan does 121. But combined XTs doing 155 DPS is still respectable, even if it is 20 less than a vulcan-TOW combo. They have a bit less spread as well, which is nice.
Edited by Silk_Sk, March 11 2014 - 07:09 AM.
#45
Posted March 11 2014 - 07:34 AM
#46
Posted March 11 2014 - 08:36 AM
Stuff on YouTube: https://www.youtube.com/user/Hokisern
#47
Posted March 11 2014 - 09:13 AM
SandSpider, on March 11 2014 - 04:30 AM, said:
Close. MMR is a universal term in online multiplayer games called Mixed Matchmaking Rating or sometimes just Matchmaking Rating. Basically it's an arbitrary number that, more often than not, is an invisible number tied to your avatar or account that tracks your metrics in the game such as kill/death ratio, points scored in team modes (i.e point caps in Missile Assault or EU Delivered in Siege), assists, etc. This number is factored into an algorithm that calculates a minimum, maximum, and average MMR for people within your skill range and thus matches them up with you.
MMR used to be a visual thing, but it kind of got in the way of the game and it turned into an E-peen waving contest pretty quick. Now MMR is mostly non-visible again save for a broad nomenclature in the server listings with the star ratings on each server. The closer to 3 stars it is, the closer the average MMR in the room is to your own.
#48
Posted March 11 2014 - 09:18 AM
Seriously the voip will probably double your clients, hurry the hell up, it use to work great_
Liket the g2 idea nominate the SCOUT, love the Assult. Thanks for the extra reticle choices, much needed by ole farts who can't see.
One step forward, two steps back should put us back to about Nov of, 2012.
Good work, I liked Nov. of 2012.
#49
Posted March 11 2014 - 09:34 AM
You and your priorities . Looking forward to more development updates, and can't wait for more G2 mechs! Impractical maybe, but I play for casual fun, and the G2 makes me happy even if I suck with it/don't play it.
#50
Posted March 11 2014 - 11:07 AM
its from hawken.log.
but its my igpu. my dgpu is radeon 7730m. radeon 7730m working or not working card look like showing hd 4000....
its working on radeon 7730m.
im thinking its run 7730m with intel hd graphics optimization.
im not know is games radeon optimizations activated or game engine thinking this is hd 4000 ____....
if there is problem pls give manuel optimization selection.
we can select optimize it for intel hd graphics
optimize it for nvidia dx 11 gpu and newer
optimize it for nvidia older than dx 11 gpu
optimize it for amd gcn series and newer
optimize it for older than gcn series.
im searched lots of amd driver for hawken
im founded amd catalyst 13.251.3 alienware 17 version of driver. im modded it and get best performance from it.
but if there is dx11 support all drivers working better...
Edited by buzmavisi, March 11 2014 - 11:10 AM.
#51
Posted March 11 2014 - 11:16 AM
catalyst 13.151 versions not working with hawken ( like catalyst 13.9 pack )
lots of original notebook driver older than 13.151...
there is lots of radeon notebook users. hawken have fast engine for this like fps evoluted game. but all notebook users can not take optimum performance.
pls add "we hate amd" logo after nvidia because your amd support like u are hate amd.
#52
Posted March 11 2014 - 11:19 AM
modded driver.
compared lots of inf driver.
im used my half of gaming time for finding best driver and inf settings.
but game is same for amd gcn notebook user. show someting. show possibility.
#53
Posted March 11 2014 - 11:54 AM
#54
Posted March 12 2014 - 01:28 PM
By the Way: It would be great, if you guys could make some tests with the G2 Assault. I think it's overheating too strong.
#55
Posted March 12 2014 - 03:15 PM
#56
Posted March 12 2014 - 09:47 PM
i should get a custom openbeta print paint job for stompin' yer butts.
really devs: Rock On!
This has been the awesomeness you deserve!
--Mort
Lingua-indigenae *=0=* Clans & Guilds *=||=* Which Mech_ *=X=* GPU Test *=W=* CPU Test *=O=* Dementia
#58
Posted March 13 2014 - 03:56 AM
and_zero, on March 11 2014 - 12:11 AM, said:
I posted it on the forums but I'm sure nobody saw it. The massive patch size for minor changes is a huge issue for those with slower internet and data limits, and is frustrating in general for everyone else. I understand the problem is due to unreal engine.
However, another game I play that uses unreal engine 3 has developed a method of updating their game that no longer requires an entire file to be re-downloaded and replaced if it is even slightly changed. Reducing patch sizes vastly.
please, please look into this. I cannot play as I cannot constantly download these 600mb updates that should be 25mb.
Thank you.[/font]
The dev team already said that the massive size of patches is an issue if the Unreal engine, not a design choice. They are looking into ways to make those patch sizes smaller, if that even can be done.
#59
Posted March 13 2014 - 01:10 PM
hendman, on March 13 2014 - 03:56 AM, said:
and_zero, on March 11 2014 - 12:11 AM, said:
I posted it on the forums but I'm sure nobody saw it. The massive patch size for minor changes is a huge issue for those with slower internet and data limits, and is frustrating in general for everyone else. I understand the problem is due to unreal engine.
However, another game I play that uses unreal engine 3 has developed a method of updating their game that no longer requires an entire file to be re-downloaded and replaced if it is even slightly changed. Reducing patch sizes vastly.
please, please look into this. I cannot play as I cannot constantly download these 600mb updates that should be 25mb.
Thank you.
The dev team already said that the massive size of patches is an issue if the Unreal engine, not a design choice. They are looking into ways to make those patch sizes smaller, if that even can be done.
...Did you even read my post___ ...
Edited by and_zero, March 13 2014 - 01:11 PM.
#60
Posted March 14 2014 - 03:20 AM
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