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Posts posted by Berreta
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Ive noticed that post patch for every server Ive played on has a now terrible server fps/performance in general compared to how it ran before the latest .3 update.
Before the update I would get a solid 40-60 fps usually with some dips when s*** hit the fan but it was a good solid fps.. Now I notice that as soon as the servers fill up performance drops drastically and im lucky if i can even maintain 30 fps.
Its even worse then KOTH which is pretty bad... Ive also noticed that the longer the server is up and the more people join the less the game utilizes my GPU. At times it will drop to 20 percent usage and ill get 10-15 frames which is literally unplayable!
Im not super tech savy with this stuff so im not sure if its a memory leak or the new stuff added in the update? But tbh it doesnt seem like any of the new features/content should have this big of an impact on performance as there wasnt a whole lot added/changed?
I also know this is not just a problem with me as everyone I play with is experiencing the same problem.
Anyone have some insight on why the drop in performance and if it will change with future updates? Because at this stage ive literally quit epoch because of the poor fps.
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Snake bite probably.
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Honestly I think the damage model for jammers and walls was fine. Maybe buff them a little... Like 2-3 Satchels for a jammer. 1 for walls and 2 for doors maybe. Just take out the ability to destroy a jammer with so few zafir mags. N if it all still needs a buff then just make the satchels a little rarer. Half this community plays this mod to build bases, raid others, & pvp. Please dont take our ability to do that away. If people want to play pve then they can go play on an indestructible base server...
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I dont know anything about setting up servers so figured id ask here.
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This is not epoch specific. I have seen this on KOTH and other game modes as well. Raising object detail and view distance seems to fix it for me.
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Lol well usually (at least in real life) you "talk" to a store owner/trader to tell him which goods you would like to purchase. Which is called "shopping".
Assuming all of the goods are in the back of the shop of course. Although in Epoch the traders have the hidden stash of .50s and wooden stud walls just stuffed down their pants.
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WIth the release of the marksmen dlc coming soon and its release onto the dev branch. Id like to ask the devs too please include ALL of the different weapon skins, uniforms, armor, camos, and options available to the epoch loot tables! (If possible of course) I noticed that a lot of uniforms and weapon camos are missing from vanilla epoch, taking away some of the customizability of our character and his weapon with relation to what map we play on... There are many new ghillie suits and armor pieces with the dlc that should ALL be added and not just one version. Vanilla epoch for example only has the CSAT Desert Camo Ghillie which just doesnt make sense to wear if I play on chernarus, despite Arma having 3 different versions of Ghillie suits to play with. The same point can also be added for wetsuits/pilot clothing and other camos as well.
Here are some screens of the new uniforms, armor pieces, weapons, and camo variations.
New Ghillies
Some New Armor/Weapon Camo Variations
Also can we get these vanilla uniforms to go with the new weapons please :)
Wetsuit Camo Combo
Green Pilot Coveralls so we can blend in on Chernarus instead of the Tan/Yellow Camo Version
There is a lot more that I didnt show as I didnt want to make this post 5 pages long... XD
But My Ultimate Point is to just please find a way to add EVERYTHING from the DLC and from Vanilla A3 to Epoch if its technically possible!
I think it would make Epoch that much more enjoyable.
& Good work guys .3 is amazing so far!
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Can confirm as well. Hasnt been updating for going on a week now.
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So destroying another ones jammer now allows you to gain access to there lockbox?
Havnt been able to test this in .3 yet since i heard it took A LOT of satchels to take down a jammer now.
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Ok just tested out the ABR with a silencer and it shoots high as well just not to the same extremity. So my mistake. Guess i just never realised this was in A3 before. Doesnt really make sense though for this to be in Arma since there is no way to adjust the sights accordingly like you would do IRL...
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Now that 1.4 has officially been released you can test without having to switch versions back and forth. The more people we get testing the .3 version the faster well find bugs and the faster the server files will be released!
And as stated from Axle "We need to get close to a full server without any major issues before we let the files out."
So lets help the devs out and get on Mells!
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Lol at the blimps and balloons idea. In reality a few rounds would make them plummet like a rock. But hey were all clones fighting each other on an island with monsters so wth why not right? But in all seriousness, yes planes are a must.
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Weve noticed that with the suppressor attached to the SR-25 when shooting at upwards from 600m to 1km the gun shoots high. About 25-50m high. Im not sure if this is intended with muzzle velocity or some other factor? But with the suppresor taken off it is not an issue.
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Idk how much the damage model changed on shelfs but I put about 6 zafir mags into this shelf and kept going with the 6.5 LMG but couldnt destroy it. Maybe there should be a remove option that returns 2 salvage? Kind of a pain if you get the shelf stuck in the wrong spot like i did here.
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Also found a small bug to where the stud walls in ghost mode wont snap to the floor itself but will only snap to the wall beneath it.
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Also noticing clipping issues with cinder walls after they have already been placed. Such as another wall cant be placed flush with the end of a cinder wall. It will push it back a few feet.
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I think there needs to be a visual pointer somewhere to show where your jammers radius ends. Maybe an option to go along with maintain that shows its radius for 30 seconds? Ill explain why.
WIth the new small 75m radius (Which I know can be changed, but none the less) If you are building at the edge of that radius and happen to move the building piece outside of that area it will get "stuck". With no way to remove it because it is in the "deadzone" from where the jammers radius ends to where it allows you to place another jammer "225m" away.
Maybe allow us to "remove/move" building pieces in the deadzone?
I ended up getting a shelf kit stuck in the middle of a road leading to my base with no way to pick it back up. Would be pretty dissapointing to get a lockbox stuck like that.
Maybe lockboxes shouldnt be tied to jammers as well?
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I'm happy to see that building will be updated but I really think the frequency jammer needs to be changed to something smaller. If you take out physics - people will just bury it. What's the point of having it that large if i can just bury it?
Im pretty sure the jammer will still have physics. I believe its only the actual building pieces that can clip into the ground now.
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Also adding from what i've seen the ability to "Smash" the yellow singular pallets from the altis map with a sledgehammer to recieve cinder blocks. So for the cherno and taviana hosters i'd start adding those around the map :)
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Im with you here mostly as I am a big fan of the key system from A2 Epoch. A few things here I would change/add.
-Implement this key system ON TOP of the already 30 minute lock duration for a somewhat more permanent lock solution for vehicles you own when you are offline. (Still being able to find spawned vehicles and lock them for 30 mins.)
-A lot of people will complain about not knowing which keys go to which vehicle. Easily fixed. Just have it state the color/type/id of the vehicle. The id is incase you have 2 or more of each. (Example) Key-Brown Hunter 5678.
-Hotwire kits from A2 were no bueno and if they are just as rare then A2 then the vehicle database would be just as bad. I would prefer a craftable Lock/Key Stripper that requires a lot of components and has a 100 percent chance to break in. (Example) 4 Electronic Components, 1 Large Salvage Metal, etc. Once you break into the car the keys to the car becomes useless and it is now a vanilla vehicle with no key.
-KeyMakers kits. Allowing a player to find a spawned vehicle (Or Lock/Key Strip someone elses vehicle.) and make a key for it with basic supplies. (Example) 1 Salvage, 2 Electronic Components, etc.
-This would not only fix the overload of locked vehicles on the map problem but it would also ADD MISSION VALUE to finding a locked vehicle by knowing that you can break into the vehicle and make it your own.
So yea this is just my 2 cents. I think it would be nice and add another addition to base raiding/vehicle hunting with key/lock strips, lockpicks, hotwire kits, whatever you want to call them.
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Too many times have I had my base glitched into to have all my gear on my shelf kits taken. None of the walls gone, No evidence of fair play, no evidence of a satchel or explosives. Just missing gear and an empty secure base. This, at least for me, is completely ruining the mod at its state. The lockboxes work decently well when I had one on the Altis server, but i have yet to find one on the cherno server and they dont hold a lot of gear. They are Far to rare to find!!! I highly recommend adding safes or some sort of large secure storage soon. Im taking a break from the mod as im tired of building a base, collecting gear, and then having all my hard work taken away by some douche who presses a couple buttons on his keyboard and steals my weeks long worth of work. (I know how to glitch into bases as well & its far too easy. Not going to post it for obvious reasons.) But this needs to be addressed asap.
2.5.2 Performance/Fps Versus 3.0.2
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Yea im more or less talking about a server that has 50 players or more. Thats when the FPS drops significantly. Which prior to the patch, it didnt.