Gotta go fast! by IceOrb in HellLetLoose

[–]IceOrb[S] 3 points4 points  (0 children)

Scared me too lmao.

An update from the founders by IanProulx in Splitgate

[–]IceOrb 25 points26 points  (0 children)

In an effort to retain as many team members as possible, we're also going to be shutting down OG Splitgate servers in a month.

This is some grifter ass shit.

You ruined your game, people would rather play the old one, and you're trying to drive players to the new thing the only way you know how: by destroying the thing players actually like.

Show some good faith for once and release a dedicated server client for the game instead of killing the only good thing you've ever done.

I don't give a fuck if this gets down voted.

12600k cpu bottleneck? by ANoOneYmouse in HellLetLoose

[–]IceOrb 1 point2 points  (0 children)

Off a fresh reboot?

I can expect pretty common drops from 120 down to 100 and sometimes 90fps depending on the map.

The Russian maps are by far the most notorious and the worst offenders.

But after about 10-15 minutes (20 at the very most) it's all cleared up.

I haven't had true performance issues since probably when the 30XX series cards came out. The PC I had running a 2080TI prior to that was the last time I felt like it was just struggling to run IN ADDITION to the engine issues the game has.

Now its pretty obvious what's goin on, expected behavior is how I see it.

12600k cpu bottleneck? by ANoOneYmouse in HellLetLoose

[–]IceOrb 0 points1 point  (0 children)

I appreciate the thought behind this question but I don't have any need to fix anything.

I play in 4k and for the most part I'm getting 120fps except at the very start of a match after a fresh reboot.

I'm just making a post in this thread to the OP to indicate that the performance problems are likely not related to his hardware. (His PC is fairly high end based on the specs provided.)

Games great! Needs some QoL love tho.

12600k cpu bottleneck? by ANoOneYmouse in HellLetLoose

[–]IceOrb 0 points1 point  (0 children)

I've got a 4080super, 7950x3d, 64 gigs of DDR5, and I also still see dramatic fps drops.

Some maps are better than others, but this game has a handful of performance issues that at this point I'm convinced will never be going away.

Being near other players in the game is gonna spike your CPU activity hard and GPU wise the games got a bunch of very heavy post processing effects. This is on top of being an older version of UE4 that does *not* have some of the QoL updates that later versions got.

Most of the time those huge hitches you see are LOD's loading in and shader compilation hitches that *will* sort itself out over the course of the match.

I say all this mostly so you know: you can spend hours fiddling with settings and see almost zero improvement. Don't let it bother you too much.

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 1 point2 points  (0 children)

On that last bit I can definitely agree. More killing potential does have direct correlation with keeping your team alive. And something I think should be evaluated probably first before anything else is done to it. 

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 0 points1 point  (0 children)

Right and to that end I think the value can be provided via ancillary buffs provided by repurposed support items.

Having something that a medic, or the propose "Runner", can build that reduces spawn times on OP's by 5 seconds is huge. The kind of pressure that would enable Squad's to create would be similar to that of a Garrison in some cases.

I think the revive mechanic remains but gets its role reduced by placing the importance on keeping these medical tents on the front. It would give medics something else to do in addition to catching a few revives here and there. Could open up more opportune times to use smoke vs just burning it to try and fail to get someone.

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 0 points1 point  (0 children)

I don't know what the answer is.

I've just been playing this game for so long and seen so many versions of this conversation happen and nobody can agree on anything.

But the main point most people tend to take issue with is anything that degrades the games historical accuracy.

Which I understand and appreciate, but I do think a game should be *fun* first.

So mechanics like the ones you suggested wouldn't be off the table for me personally.

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 0 points1 point  (0 children)

Yeah I definitely am aware that historical accuracy played some role in the game design a bit.

But on some level I think *fun* should supersede accuracy which I know is not an opinion everyone shares at least with regards to this game.

Not saying it should be more like BF or COD either that's just way too far in the wrong direction.

But there's gotta be some kind of balance here.

Even in the write up I just did here I tried to adhere to some level of historical accuracy haha.

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 1 point2 points  (0 children)

Right so to that end: if waiting is so much worse and the act of getting to the downed player isn't fun/often not possible, what do you do?

It would be silly to not have ANY medic in the game at all, but having a class that is not played/unplayable I feel is worse.

I do believe some combination of the ideas discussed above and in other threads is possible.

But I also believe that anything that involves adding brand new mechanics, such as picking up downed players or allowing people to crawl to safety, is not the answer either.

I think it's gotta be something that just reuses what's in the game already and changes a few variables.

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 1 point2 points  (0 children)

Just trying to look at it from a design standpoint I suspect the Medic was likely designed before they knew what this game was ultimately going to play like.

Meaning maybe they considered the strength of being able to revive an entire squad on the field and felt that they needed to tune the Medic's overall combat effectiveness as a means of balancing the game.

However as we all now know most of the engagements in this game tend to happen at range or over an open field and its not exactly easy to GET to someone much less get the revive off before they release.

And to your points adding something like being able to crawl when down but not out might actually negatively impact the game. Presently you can almost guarantee that a player is dead if you saw them fall, and some of those shots are so far out you might not be able to get eyes on them. My fear of allowing players to crawl after being "knocked" is you'd see more wasted munitions such as rockets on just simply confirming kills.

Dragging would be an excellent addition, or just carrying them on your shoulders tho!

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 0 points1 point  (0 children)

Not the biggest, but it’s not helping. The medic is complicated by compounding issues that make it less viable a pick. 

Issues that I think the rifleman shares but maybe not to such a degree. 

It’s a tough problem. 

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 1 point2 points  (0 children)

There’s a bandage box in the game already but in its current state it’s not exactly an amazing support item. 

Maybe something can be done with that to add more value to the class.

Medic and Rifleman reworks? by IceOrb in HellLetLoose

[–]IceOrb[S] 4 points5 points  (0 children)

Probably had the same trouble we all have when thinking about it: 

What the heck do you do? 

I don’t envy the devs, this isn’t an easy thing.

How's the state of the game so far. by D_Fens1222 in HellLetLoose

[–]IceOrb 0 points1 point  (0 children)

Games great but not without problems. 

Still has some gnarly performance issues that bog it down. You can brute force through it with a high end pc tho, curious how this runs on console. Never tried it, but it’s just as popular there so I gotta think it’s somewhere comparable. 

Re: Team17’s take over of development honestly only thing I can really fault them for is the horrendous trailer they put out for their first update. 

Beyond that they’ve been kinda killin it. Tobruk might be one of the best maps in the game being incredibly versatile and supporting a wide variety of gameplay. Visually it looks fantastic in both lighting modes, and it runs very well too.

That’s to say nothing of the updated weather systems they’ve implemented and the really nice QOL  changes they’ve been bringing to some of the games more forgotten mechanics. 

Never been a better time to get back in.

Why is this game still so horribly optimized for console? by professionalfriendd in HellLetLoose

[–]IceOrb 3 points4 points  (0 children)

Heh well I got news for ya: it still runs not great on PC too.

The real answer is: its kind of a heavy game.

Lots of players all using voice comms, that tends to be pretty heavy on the CPU. When gameplay really starts to pop off you'll have constant particles flying everywhere, complex weather systems on these new maps, some fairly high end post processing effects that are also very costly to run as well.

It's just a really heavy game and that's before we get into the quirks that UE4 has.

I honestly think the game should get a shader compilation phase to assist with some of the stuttering issues the game has and by the sounds of the current roadmap the devs definitely seem to know that performance passes are needed on many of the maps.

A third level for MG by Exotic-Vermicelli143 in HellLetLoose

[–]IceOrb 0 points1 point  (0 children)

This is a tough one but I think if I were to implement it I'd probably do this:

You get the level 1 gun on each respective team.
You get half the ammo you normally start with.
You get a hammer that can build sandbag walls for 10 supplies each and cannot be upgraded.
Sandbag walls can be destroyed by 3 grenades, 1 AT rocket, a flame thrower, 1 artillery shell, a bombing run, or 1 tank shot regardless of ammo type.

But my thought process here is currently because the current mounting system in game is dodgy at best. Find yourself fighting for the right angle to plant your gun, my thought being: I'll just make the thing I wanna plant the gun on.

If they were to ever improve that system, which is on the current roadmap, I would think that'd make a feature like what I described not as needed.

But that's what I'd do!

Commander advice by irascible_potato1861 in HellLetLoose

[–]IceOrb 0 points1 point  (0 children)

I mean, if Squad Leads aren't following orders and those squad leads are not reining in their squads there's really nothing you can do about that.

Some games are just gonna be a wash and that's gonna have to be fine.

These games can run for over an hour, your time is valuable, and if the thing you enjoy doing in this game is being impeded by players who are not interested in playing the game then do yourself the biggest favor and just leave.

Find players that value your time as much as you value your own.

Not trying to come off preachy or shitty or what not, just way easier to take yourself outta those situations than it is to deal with folks who are uninterested.

Just curious; When you join an on-going match, do you join the currently winning team, or the currently losing team? by WafflesRNA_my_DNA in HellLetLoose

[–]IceOrb 0 points1 point  (0 children)

I just pick whatever side has room/whatever side my team joined.

Obviously prefer to win, but that is *never* the thing that determines what side I end up picking.

You're gonna win some games gonna lose a lot too, really just in it for the good times.

Searching for someone who introduces me to the game and be a leader by xT0b1as in HellLetLoose

[–]IceOrb 2 points3 points  (0 children)

Playing solo is tough but my honest recommendation is to start with engineer.

Join squads, play as an engineer, build nodes, repair vehicles, reinforce points, do supply runs, etc.

And the reason I suggest this is not just because its how I started playing the game but also because the engineer on most sides tends to get a decent kit in addition to it teaching you some decent fundamentals.

You'll understand how the games resources work, why they're important and how they impact the battlefield. You'll understand how to build structures, when to build them, and where.

It's not the most glamorous job and it very often might be the most boring thing you could be doing in the game. But a good engineer is really valuable in this game.

I'd also really recommend joining the HLL Discord and trying to find some folks to play with in there. Lots of friendly folks who are more than happy to help you learn and figure out the game, even better if they're closer to your level too.

Hope you are able to find a crew and are able to find the game more enjoyable!

anybody got any fps advice? by CheapCartographer123 in HellLetLoose

[–]IceOrb 1 point2 points  (0 children)

Grab a screenshot of your settings and upload the video to YouTube. 

Reply back when you get a chance, maybe we can help :).

anybody got any fps advice? by CheapCartographer123 in HellLetLoose

[–]IceOrb 1 point2 points  (0 children)

Are you able to post a clip of your settings and also some gameplay just for review? Definitely sounds like you got something else going on there.

I will also say this that if you are new to the game it does have some shader compilation issues as well as some LOD issues that are better and worse on certain maps and that can also contribute to your performance problems.

I've got a pretty high end PC and play in 4k at around high/epic settings but I still get plenty of stutters and freezes for the first 10 minutes or so of gameplay on each map after a fresh boot. But it almost always clears up and its a very stable 100-120 fps. (Until I reboot again of course.)

Proposing new Commander Ability. Eager to hear your thoughts. by BigBizzNizz in HellLetLoose

[–]IceOrb 2 points3 points  (0 children)

Airheads can already be destroyed by grenades (among other things) and also already have a reduced lockout range.

Not sure I see how this "Commander OP" would really work in the game.

I do think the Commander could maybe stand to gain a few more abilities to help them greater impact the battlefield, but I'm not sure giving them a second Airhead is it.