|
widespread posted:I might be inept at using ShadowPlay, but how do you even get it to work? Just have nVidia Experience constantly running? Also, how do I know the manual capture works? Open nVidia Experience, enable Shadowplay and configure your binds.
|
# ? May 10, 2015 01:14 |
|
|
# ? May 10, 2024 01:39 |
|
closeted republican posted:Outpost plays fine, but god is it boring to look at after playing Bioticslab for a while. It's like someone removed all of the cool stuff in Bioticslab and replaced it with a generic outdoors snowy base area. Outpost has more subtle horrors. Like how it is the only place with restrooms. All locked. Also yeah regardless of ones outlook on leveling up, level Zero blows. "Your commando can see stalkers!... No, no, your game isn't bugged, you are just not allowed to see them yet".
|
# ? May 10, 2015 01:22 |
|
closeted republican posted:Outpost plays fine, but god is it boring to look at after playing Bioticslab for a while. It's like someone removed all of the cool stuff in Bioticslab and replaced it with a generic outdoors snowy base area. Outpost really shines during zed time, where the rapid spinning of the windmills and violent winds go in slow motion as well. I really hope there's a level with rain where you can see the droplets during zed time.
|
# ? May 10, 2015 01:23 |
|
^^^ ^^^ Pretty sure there's some restrooms scattered around Biotics Lab as well. We should be able to go in, even if they would all be dead-end death traps. closeted republican posted:Last night in a Normal Outpost game, Hans wiped out most of the team with gas grenades and I had no idea anyone died until I noticed that there wasn't as much firing sounds as their was a few seconds ago. It was only after Hans was killed that I checked the scoreboard and saw that 4 out of 6 members of the team were dead. There really does need to be a bigger/permanent UI indicator that You Are The Last One Left. Lemon Curdistan posted:Open nVidia Experience, enable Shadowplay and configure your binds. Also in the ShadowPlay options you can tell it where to put a little icon that indicates SP is active. When you hit manual capture a little arrow shows up indicating that it saved. Not sure what it does when you tell it to record manually, so far I've just been using the DVR 'hey grab the last 60 seconds' button. If you don't see it make sure your drivers are up to date, it made me do that last night to keep using SP. Takes No Damage fucked around with this message at 01:35 on May 10, 2015 |
# ? May 10, 2015 01:27 |
|
Takes No Damage posted:Not sure what it does when you tell it to record manually, so far I've just been using the DVR 'hey grab the last 60 seconds' button. The round arrow icon that shows you are constantly recording the last X minutes of footage has a green light inside when you've switched it to manual "always on".
|
# ? May 10, 2015 01:48 |
widespread posted:I might be inept at using ShadowPlay, but how do you even get it to work? Just have nVidia Experience constantly running? Also, how do I know the manual capture works? Open GeForce Experience, click "ShadowPlay" in the upper-right corner, make sure the big flip switch is switched on, and note/change the hotkeys. It's super easy. You can enable an little on-screen display that will indicate if you're manually recording, confirm that you just saved the shadow recording, and whatever else. e: This is what happens when I open tabs and then get distracted by IL-2.
|
|
# ? May 10, 2015 02:42 |
|
RoadCrewWorker posted:I wouldn't mind if they dropped the xp system tomorrow, but they'd need to put some kind of specialization into its place. I believe there's already a solution for the grinding from what I've seen on a custom map server. The server was using some kind of custom plugin that artificially boosted everyone to lvl 25 but your real perk level remains what you connected as . I didnt notice this until I leveled while trying out the perks at level 25 for some classes. The boost is temporary as I saw my perk levels restored after disconnecting. I'm not sure if I kept the exp from those play sessions as I forgot what my perk levels before I connected but it might be another issue for the whitelist and etc. Custom map servers are always the best servers anyways. Grinding just becomes transparent if you play on these kinds of servers.
|
# ? May 10, 2015 03:26 |
|
Grinding is awful in KF1 custom servers. The sheer amount of damage and health healed you have to get to level up when you're somewhat close to the server's cap is ridiculous. I know the servers want grinding so people come back, but I want to run around with cheaply-purchased turrets and machine guns, not having to grind for 10+ levels so they can become afforable.
|
# ? May 10, 2015 03:54 |
|
Tac reload is essential on shotguns to the point where the stagger perk really doesn't need to exist. It doesn't seem to help the AA-12 much but the starting pump loads so much faster I could probably forego the Double if it weren't so much fun.
|
# ? May 10, 2015 04:21 |
|
The regen perk seems fairly poo poo to, its way to slow to give back health.
|
# ? May 10, 2015 04:23 |
|
I would honestly prefer creating a new perk to making the regen perk more useful. I'd prefer something that cuts the syringe recharge time by a third, which would do the same basic job but encourage more attentive play.
|
# ? May 10, 2015 04:31 |
DoombatINC posted:I would honestly prefer creating a new perk to making the regen perk more useful. I'd prefer something that cuts the syringe recharge time by a third, which would do the same basic job but encourage more attentive play. solid suggestion
|
|
# ? May 10, 2015 04:48 |
|
Something that could really help the level 0 woes is if every perk started at level 1 instead, so you'd at least get a few baseline stat boosts from the get-go.
|
# ? May 10, 2015 04:59 |
|
Being able to choose perks for your class is a good idea, but the problem is that there are very obviously some choices that are better than others. Most of the perk tiers conists of a really good one, like Tac Reload, with a comedy option. It doesn't help that most of the choices are just benefits from KF1's classes put into perk choices for some reason instead of really changing things up. The only perks that really stands out as fresh is Call Out and maybe the regen ones, which tells you about how uninspired most of the choices are.
|
# ? May 10, 2015 05:01 |
|
Can you report playing for griefing yet? Starting to see more and more of it.
|
# ? May 10, 2015 05:22 |
|
I think the perks could be re-worked to give the class a distinct feel if you go down one route entirely or a mix and match. Like zerk could be either stuff that makes them stronger on one side or stuff that makes them tougher, support could have loads of passive group of buffs and maybe up his supplier thing or something that makes shotguns crazy damaging.
|
# ? May 10, 2015 05:27 |
|
Alteisen posted:I think the perks could be re-worked to give the class a distinct feel if you go down one route entirely or a mix and match. I believe that is called 'is a shotgun'.
|
# ? May 10, 2015 05:30 |
|
gnome7 posted:Something that could really help the level 0 woes is if every perk started at level 1 instead, so you'd at least get a few baseline stat boosts from the get-go. Set it to 5, to start newbies off with a perk choice. It's super disappointing to finally reach level 5, only to realize that your brand-new tier 1 perks are boring.
|
# ? May 10, 2015 08:00 |
|
If they eliminate the level grind from the game Normal should be the new HoE and Scrakes and Fleshpounds should start the match enraged and making a beeline toward you.
|
# ? May 10, 2015 08:04 |
|
Serious Frolicking posted:I believe that is called 'is a shotgun'. I mean make it absurdly strong like maybe a fleshpound not taking a full AA12 clip and actually dying.
|
# ? May 10, 2015 08:05 |
Alteisen posted:I mean make it absurdly strong like maybe a fleshpound not taking a full AA12 clip and actually dying. Yes, let's just trivialize the game.
|
|
# ? May 10, 2015 08:21 |
|
LuciferMorningstar posted:Yes, let's just trivialize the game. No different than a good sharp killing scrakes and fleshpounds the moment they appeared in KF1.
|
# ? May 10, 2015 08:57 |
Alteisen posted:No different than a good sharp killing scrakes and fleshpounds the moment they appeared in KF1. Meaning that particular role will be filled when sharpshooter shows up. Support is already the dominant class, I don't think it needs to be much stronger than it already is.
|
|
# ? May 10, 2015 09:17 |
|
I haven't actually gotten to tac reload in any class but yea it sounds pretty mandatory for Support, slow reload time is one of the biggest vulnerabilities of that class along with low total ammo. Since they put so much work into the weapon animations I'd like to see basically every class get +1% reload speed per level, then at +15% it just switches to the tac reloads which then get another +10% up to lv25. I don't think this would particularly break anything, ammo management is already key on higher levels. I just got everything to lv10 and moved up to Suicidal tonight, poo poo is crazy. As a Support I used my pistol and in one wave my loving knife for pretty much the first time. The crawler dash is bloody horrifying
|
# ? May 10, 2015 11:18 |
|
ChickenHeart posted:I would much prefer if leveling up instead unlocked alternate skills, new weapons, and cosmetic features for your perk. I really don't like hopping into the more difficult servers and having to limit what classes me and my friends can play as based on how much grinding we've done on a perk. Different ways to skin a cat I guess, but with the alternative you've suggested I'd probably get equally as frustrated having to grind levels just to get the <uber-super-weapon> for a particular class. Sure, the current system restricts your usefulness a little if you pick a server with too high a difficulty, but personally I like it and by using the filter system so you only see the servers with the difficulty setting you want Wish List: the filters should allow you to say LESS-THAN-OR-EQUAL-TO or GREATER-THAN-OR-EQUAL-TO difficulty x
|
# ? May 10, 2015 14:42 |
|
Colosmicon posted:Set it to 5, to start newbies off with a perk choice. It's super disappointing to finally reach level 5, only to realize that your brand-new tier 1 perks are boring. I do like the idea of reducing the level cap by 5. Make the current level 5 perk the future level 0 perk, give at least some (small) buffs at level 0, maximum level at 20. That way the player gets a shiny thing from the get go with each perk that helps make them different other than the weapons they use. With the exception of zerker (which gets worse as time goes on), all the classes start exactly the same but with different weapons.
|
# ? May 10, 2015 15:05 |
|
LuciferMorningstar posted:Meaning that particular role will be filled when sharpshooter shows up. Support is already the dominant class, I don't think it needs to be much stronger than it already is.
|
# ? May 10, 2015 16:21 |
|
Shumagorath posted:That's fair. As much as I want the AA-12 to liquefy Fleshpounds in a single mag it would be kind of unfair to have a class that can clear a hallway in a blink AND drop the big bad guys without problems. If they're weak to explosives and high damage per projectile weapons then everything will work out when the Sharpshooter and explosives class show up. FP's have ALWAYS been weak to explosive damage. It's the Scrakes that barely take any damage from it, and consequently Scrakes are the ones everyone tosses all their nades at.
|
# ? May 10, 2015 18:28 |
|
Skoll posted:FP's have ALWAYS been weak to explosive damage. It's the Scrakes that barely take any damage from it, and consequently Scrakes are the ones everyone tosses all their nades at. Probably because Scrakes seem a lot more willing to walk slowly into a pile of grenades. FPs tend to go into a blind rage within moments of seeing players and start running around.
|
# ? May 10, 2015 18:39 |
|
Alkydere posted:Probably because Scrakes seem a lot more willing to walk slowly into a pile of grenades. FPs tend to go into a blind rage within moments of seeing players and start running around. You never played KF1, have you?
|
# ? May 10, 2015 18:44 |
|
Skoll posted:You never played KF1, have you? Yes. Though admittedly it's been a long time. I was the group SS so the most I remember of KF1 Scrakes/FPs is playing "pop goes the head" with a crossbow.
|
# ? May 10, 2015 18:47 |
|
Yeah supports are already probably the only class worth having more than one of. One of my favorites is emptying my AA12 and then parry tanking with the machete until my team get around to shooting the scrake/FP/boss. Parry tanking is really fun and strong and it's a shame berserkers have nothing to look forward to until lv10+ or I'd level one.
|
# ? May 10, 2015 21:54 |
|
Anyone else feel like the object pop-in can get pretty bad? Outpost is the worst offender by far.
|
# ? May 11, 2015 00:11 |
|
Hace posted:Anyone else feel like the object pop-in can get pretty bad? Outpost is the worst offender by far. Not at all. What are your settings & specs?
|
# ? May 11, 2015 00:21 |
|
I'm playing on Ultra for everything but occasionally when turning a corner to face a giant mass of enemies i notice some go through the UE mipmap loading. It's most noticeable on bloats, because they basically look like wet bowling pins for half a second.
|
# ? May 11, 2015 00:26 |
|
I run High Quality @ 2560 x 1440 with a Intel SSD, i5, and a 660ti. I never noticed any pop-up or MIP loading at all. Slybo fucked around with this message at 00:33 on May 11, 2015 |
# ? May 11, 2015 00:27 |
|
Slybo posted:Not at all. i5 4670K + GTX770 on an 840EVO SSD Playing at 1080 with realtime reflections and volumetric lighting off.
|
# ? May 11, 2015 00:47 |
|
I don't really notice pop-in until Hans's spawn cutscene, but for some reason only his pants seem to suffer pop-in. Maybe I do get pop-in otherwise but I'm too busy playing and shooting to really notice much? Then suddenly you have this quiet moment where you can't help but think "Why does it take three seconds for his PANTS to finish going through pop-in?" Section Z fucked around with this message at 00:57 on May 11, 2015 |
# ? May 11, 2015 00:54 |
|
Does anyone else's game lock up if you try to quit just before the next map loads? I get stuck on either the KF2 loading screen or some kind of bugged out screen, it varies wildly when it bugs out.
|
# ? May 11, 2015 00:58 |
|
|
# ? May 10, 2024 01:39 |
|
The only hiccup I get is whenever I buy a new weapon and it's immediately equipped.
|
# ? May 11, 2015 01:02 |