superfuzz wrote:

right. well, how's it run on the 460? cause i thought about 10 mins ago that maybe i should just bite the bullet and grab one. what kinda fps do you get with max settings? and in any other commonly discussed games when it comes to benchmarking?

A single GTX 460 will be more than sufficient for this game.  I run with two of them in SLI because this is not the only game I play, and I get 60 FPS in most areas with vsync on except when population is heavy.

I'm gonna post a few more short ones:

8)  Chat:  The chat window needs several more items.

- The ability to right click on people's names in the chat window and get the same menu that you would get if you right clicked their picture on the right.  It's a pain in the butt to see someone in trade saying "I'll buy that from you", then you have to scroll down through the hundreds of names to find their picture and right click on it.

- The ability to link items into chat.  It's far easier to help people out when they are asking questions about fittings and mechs, when you can simply drag and drop an item from the market/cargo/personal hangar into chat.

- The ability to link fitted mechs into chat.  When you want to discuss optimal fitting options for your mech, the best way to do it is to link them something that they can click on and see what you have fitted.  Typing every module out is a pain, especially when the community hasn't really agreed on acronyms for a lot of things yet.

superfuzz wrote:

yeah i know it's not good, but the fact is i get higher fps on crysis than i do on this game - explain that one to me?

Crysis, although it can be dialed up to extreme levels of detail, was written when your card was fairly new.  Therefore the drivers for that old clunky thing are optimized for games like Crysis.

In order to play newer games you have to keep upgrading your hardware too.  Just a fact of life.  I'm betting that this game would run great on a GTX 260.  That's what I was using before I upgraded to the 460.

If I have multiple clients running in full screen or windowed mode, and I tab out of one client for more than 2-4 minutes, the client that I'm not currently working on will crash to desktop with an "unrecoverable data" error.


Currently I'm running:

Windows 7 64, Ultimate
1680X1050 resolution
Rampage III Formula Motherboard
Core i7-950 Processor
6GB Corsair Dominator RAM
2X MSI Hawk GTX 460 in SLI
120GB SSD

I can provide a DxDiag report if this isn't quite enough information.

6)  Mouse Control Options:  A few players have expressed an interest in being able to move the camera veiwpoint around their mech without changing the direction of the mech.  Yes, this can be accomplished by rotating through the WASD keys while moving the mouse and holding right click down, but sometimes a player just wants to quickly swing the camera view behind them to see if they are being followed without having to perform keyboard acrobatics.

Solution:  Put everything that can be interacted with on the Landmarks viewpane.  Make tabbed viewpanes that can show harvestable/mineable materials.  Then put an options under game options that allows a player to toggle the left click button to move the camera angle without moving the mech.

7)  Targetting:  The issue here is that when a player targets more than one entity, and then destroys their primary target, another primary must be highlighted and then another hotkey or click is required. Considering how close this game resembles EVE, I'm surprised that instead of copying it's remarkably easy targeting method, the developers decided to invent a decidedly more clunky method of prioritizing targets.

Solution:  Scrap the method where primary and secondary targets are chosen during locking an entity.  Instead the primary list is generated in order of locked targets.  For instance, if you lock three targets in a row, then the first one you lock automatically becomes primary, when that target is destroyed, then the next one that was locked automatically becomes primary... ect ect.  Switching primaries should require nothing more than highlighting which target you wish to primary next.



I'm sure I'll have more suggestions soon.  Like I said, I've only been playing two days so these are my suggestions so far.

First off, I love this game.  Been waiting to play a game like this on the surface of a planet for six years now. 

I've only been playing for about two days, but I've run across several things that I think would make the game more accessible and more enjoyable:


1) Font Size:

Issue: At 1680X1050 and higher resolution the text is very difficult to read.  This is coming from people with perfectly normal eyesight and from people with corrected vision. 

Solution:Increasing the font size along with the resolution would be great.


2) CTRL Button:

Issue 1:  Many people have their VOIP client key bind set for CTRL.  When CTRL is depressed while walking, the mech stops walking.

Solution 1:  Fix the code so that the mech doesn't stop moving.

Issue 2: The CTRL button cannot be remapped to anything else.  Some people have expressed an interest in remapping the CTRL button as the targeting button.

Solution 2:
Allow the CTRL button to be remapped.


3) Splitting Ammo:  When a mech is outside of a terminal it is not possible to split a stack of ammo and load those stacks into different guns.  When this is attempted all of the ammo will load into a single gun.

Solution:  Allow ammo to be dragged and dropped into a weapon by stacks without pulling all ammo of that type into that single weapon.


4)  Lasers:  Lasers use an exceedingly large amount of accumulator per cycle, on top of having the exact same ammo consumption as other weapons.  In PVP if someone is running a full rack of lasers, running an armor repper, running a sensor amplifier and is being accumulator drained by an opponent, then they will be dead in the water in just a couple of cycles.

Solution: Either move to an ammo type that only needs to be changed every few shots, or lower the amount of accumulator consumed.


5)  Windows:  Windows that can be opened outside a terminal/outpost and inside should remain open when deploying or entering said terminal.  For instance, if the cargo window is open, and a player deploys, then the cargo window will be closed upon deploying from the terminal.

Solution:  Allow windows that can be accessed either inside or outside of a terminal to stay open upon changing states.