Best posts made by ZooDoo4U
Latest posts made by ZooDoo4U
@spikeynoob Thank for confirming. I'm thinking part of it is the addition overhead for the auto toggle for the mass generators if the power drops below a certain value...
Completely agree it is a wild ass guess, but that would be the first thing i've seen from the release notes that might easily explain it... Sounds like a nice enhancement but at the code of making the game unplayable, well...
Anyone else seeing the game performance getting really with the latest update? I've been playing since the original SupCom beta was available, sure seems over time a lot of the little tweaks have caused the game to slow down. While the latest update May 2022, this update has really made the game unplayable in the later parts fo the game. Playing a 3v3, when i was up around 900 units, i couldn't place a build template where desired simply because the game was so unresponsive. I've never seen this before and always have seen my machine very responsive. Nothing on my machine has changed since i've built it. I run a web site, and a few services, some are a bit involved but that longest request may take 8ms for the worst while most (90%) are 2ms or less. Ya i'm a dev and track this stuff... Generally there isn't a lot of traffic, just more for personal learning.
As for my machine specs, 5950x 128GB ram, and fiber for internet.
There is this problem, would suggest kind of related to this, seems a few months back did see someone asking in chat about "Anyone else seeing units not fire at enemy units?" Had never seen it but not it seems to happen way too much now... Remember having a GC kind of standing sentry on one side of the map, think it was 10 or 15 T3 ground bots attacked it, the GC never until i noticed it and started manually targeting the t3 bots. The GC was able to take out a few but lost the GC anyway. Sure seems something has been done to change the games internal prioritization of events it seems.
I'm wondering what changes have been made since vanilla SupCom? I've played a long time, never saw where enemy units would get in range and not fire at them. Remember seeing a couple people asking about this scenario "Anyone see enemy units move in range but never fire..."? I'm starting to notice more and more in most every game. Not only this seems the game in general keeps getting more and more laggy with each successive patch.
Also no way to make the checks key or hash lookups rather than an n*m list match?
I'm wondering if this is what has started causing a lot of lag in the games that i'm seeing. I know i have a low end machine 64Gb of some slow 3600Mhz memory and a low end 5950x with only 32 threads, but seriously, nothing should be making this machine lagg, but something has started stuff to lagg pretty bad.
Also not sure if there is much discussion about other places where game play is getting worse and worse. Meaning i had a GC standing in a place i forgot about on the map, and about 10 T3 fighting bots hit it and they were standing right next to it, well withing the GC's range, but the GC never fired once and lost it with it only firing well too late...
Hosting a game with a filter on the player's rating. Seem the filter for the lower range should be >= (greater or equal) not a simple > (greater than)...
Seems currently a player's rating will be floor'ed then compared to the allowed lower. Say had a friend that has a global score of 835, and had a filter of 800 to 1300 and they were not able to join. Interesting in this case there was no message like "Rating not within allowed ranking" as i've seen when i've attempted to enter a room where my ranking was out of range. Just seem the ranking in the room filter should be >= Lower && <= Upper.
Didn't test the upper range, but lower check sure seems to be:
if( Math.Floor( player.Rating) > lobby.lowerRankAllowed)
// let em in...
// sorry charlie