FNB All Good Things BETA Feedback
Posted: Thu Jan 16, 2020 7:37 pm
New BETA map coming shortly - Still W.I.P.
Will post the LINK once the package is ready
------------------------
BETA-1 :
------------------------
Focus of this beta will be mainly gameplay/pickups, etc.
I'm not too sure whether the lower or outside routes are worth keeping. They divert from the main flow of the
match and are pretty linear. Eventually you have no choice but to get back to a main route so there's no real
advantage (they don't get you to the flag any quicker than the upper levels). Anyways, opinions on that stuff
will be welcomed.
Also, any bad stuff you might find.
------------------------
Known Issues:
------------------------
Some bugs and homs persist, occasional "leaky" zones, still todo audio, finish some artwork, etc.
There are in the full build a few high-poly bad spots, one hits 900p/1460n when looking down into a pit in the middle arena.
A bit of a jitter if you happen to look there, but doesn't affect the Framerate on my machine, at all. oh well.
Generally speaking seems to run pretty well.
I did have an issue with slowdowns entering areas with excessive amounts of visible coronas, so I just deleted the issue away for now.
So some lights (usually wall lights) look a bit bland since they lack hotspot. There's still corona lites, just a lot less of them now.
Did improve performance a bit.
------------------------
BOT play :
------------------------
I think masterful+ ut bots in 12 player (teams of 6) are decent enough.
With teams of 8+ it is very difficult to Grab and cap and pickup gets scarce. I personally like to play CTF/iCTF with 5 vs 5 or 6 vs 6.
More than that gets too chaotic, less than that it is always too easy (unless a really small map layout). anyways, that's just imho.
It is actually pretty fast to get from flag to flag, IF unopposed. However, normally, not the case since the bots change levels all through the base and can kill you fast. Plenty of "death from above".
*** After a short spell they seem to be using all the routes (thanks to sector smart alt-path actors)
even caught a few little robot buggers outside having a swim, lol!
If you really learn the layout, and are good with XLOC / hammer then I think you can certainly take advantage inside the base.
That said, if you're shitty with XLOC or just use the various lifts, jumpads and teleports then you'll likely be grinding a lot. You have to be smart (or use teamwork) to get the flag and get out alive.
------------------------
Other notes:
------------------------
Yeah, there's no collision on the plants. Don't forget bots always see you!
Erm, the "pit" is supposed to kill BOTS only. Not kill real humans Sometimes a robot survives.
Important, always grab that sniper rifle on the way out of your base.
Many times it was my "last chance" to kill enemy FC right before he capped!
So here's a look:
More stuff will follow here today and tomorrow (including an actual MAP link )
Cheers
Will post the LINK once the package is ready
------------------------
BETA-1 :
------------------------
Focus of this beta will be mainly gameplay/pickups, etc.
I'm not too sure whether the lower or outside routes are worth keeping. They divert from the main flow of the
match and are pretty linear. Eventually you have no choice but to get back to a main route so there's no real
advantage (they don't get you to the flag any quicker than the upper levels). Anyways, opinions on that stuff
will be welcomed.
Also, any bad stuff you might find.
------------------------
Known Issues:
------------------------
Some bugs and homs persist, occasional "leaky" zones, still todo audio, finish some artwork, etc.
There are in the full build a few high-poly bad spots, one hits 900p/1460n when looking down into a pit in the middle arena.
A bit of a jitter if you happen to look there, but doesn't affect the Framerate on my machine, at all. oh well.
Generally speaking seems to run pretty well.
I did have an issue with slowdowns entering areas with excessive amounts of visible coronas, so I just deleted the issue away for now.
So some lights (usually wall lights) look a bit bland since they lack hotspot. There's still corona lites, just a lot less of them now.
Did improve performance a bit.
------------------------
BOT play :
------------------------
I think masterful+ ut bots in 12 player (teams of 6) are decent enough.
With teams of 8+ it is very difficult to Grab and cap and pickup gets scarce. I personally like to play CTF/iCTF with 5 vs 5 or 6 vs 6.
More than that gets too chaotic, less than that it is always too easy (unless a really small map layout). anyways, that's just imho.
It is actually pretty fast to get from flag to flag, IF unopposed. However, normally, not the case since the bots change levels all through the base and can kill you fast. Plenty of "death from above".
*** After a short spell they seem to be using all the routes (thanks to sector smart alt-path actors)
even caught a few little robot buggers outside having a swim, lol!
If you really learn the layout, and are good with XLOC / hammer then I think you can certainly take advantage inside the base.
That said, if you're shitty with XLOC or just use the various lifts, jumpads and teleports then you'll likely be grinding a lot. You have to be smart (or use teamwork) to get the flag and get out alive.
------------------------
Other notes:
------------------------
Yeah, there's no collision on the plants. Don't forget bots always see you!
Erm, the "pit" is supposed to kill BOTS only. Not kill real humans Sometimes a robot survives.
Important, always grab that sniper rifle on the way out of your base.
Many times it was my "last chance" to kill enemy FC right before he capped!
So here's a look:
More stuff will follow here today and tomorrow (including an actual MAP link )
Cheers