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mute

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Everything posted by mute

  1. I don't care for the idea of points at the individual level. Statistics, on the other hand, are both neat and at times useful beyond personal gratification. I wouldn't mind seeing more info, rather than less: graphs of # of kills/deaths (subsystems disabled/lost) over the time of the game, drop rate, and such, with important events (captures, artillery strikes) highlighted. Maybe the 1-2 minutes it'd to read it would be worth missing out on deployment for next round. Alternately, it could just be dropped into a log file for later geeky perusal.
  2. I've had this problem several times, and I know our providers aren't the same. My lock acts a bit different - I have to scuttle X to recover - but that's probably a Linux/Windows thing. Either way, the network connection is down until I perform some ritual voodoo on either the modem, or the router, or a combination. Or maybe it coincidentally takes one voodoo ritual time unit for net connectivity to pop back up. I also suffer from connection problems when scp'ing files outbound to a server that could easily take my bandwidth and then some. I always reckoned that the router's state tracking couldn't handle the traffic, but I haven't tried switching to DHCP and plugging my box directly into the modem. Or, if I did, I forgot whether it worked. Good ol' brain. My hardware's a Motorola SURFboard and SMC Barricade. If I absolutely must I'll provide model #'s later. It's just that nobody's figured out how to build a proper modem or router yet.
  3. Today as I was playing online (Boiling Point) I saw a bot bumping dejectedly against a fallen tree. I jumped to the overhead view to extract it manually, only to find that the map showed it position a quarter km away and moving. It seems that the 3d view stopped updating the bot's position, but the overhead map was tracking it just fine. After about 30s, the bot disappeared from the 3d view, reappearing at the position shown on the overhead map. Lag was low-grade / normal. I dunno how to account for this, so I'll leave it up to you.
  4. I'm in the CST/CDT zone, and can usually play after 6 or 7pm. Fridays and Saturdays depend on hit 'n miss social stuff, but since Friday seems to be emerging as the winner (huge surprise) stateside, I may have to start setting aside some time.
  5. When units extract, they are not immediately added back to the availability count. Heavily damaged units seem to take longer, so I guess this is due to repairs, which is neat. It'd be nice to see the number of units unavailable because of damage (even better with ETA) in the drop window. This isn't hard to track in single player, but with multiple players who knows what the mechanics are up to?
  6. Yurch, please DTAS once placeable defenses are stronger.
  7. FYI, this doesn't effect all AMD64 linux installations. I just replayed this scenario, and moved all 3 vehicles along the bridges to the last island with no slowdown. I'm running Gentoo/AMD64, nVidia 6600 GT with older (7676) drivers; all DropTeam options are selected.
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