
Phantom OfKrankor
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Posted - 2010.08.06 16:57:00 -
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August 5th Machine Info: XP Pro SP3 Intel Core2 t7200 (2Ghz*2) ATI x1700 (mobile) 2GB RAM
User Experience * Did you have Audio enabled? EVE Voice only * Did you have brackets turned on? On and off with different overview presets * Average FPS during the test(s): 20 fps +/- 5 on 1680x1050, zoomed out about 1/2 way, low settings * Did you notice any desyncs during the test? no * On a scale of 1-10: 3 * Describe your experience, make comments, suggestions, etc: General observations: I was in fleet w. Attempting to join EVE voice took several minutes before successfully joining the fleet audio channel, then after about 5 minutes EVE Voice no longer worked. The initial mass jump resulted in a ~4 minute wait, with an e-warp back to gate after loading system.
During the first fight I had auto-repeat off, guns and neut still cycled repeatedly after going "red." Drone control and ship movement were not as bad, but still very sluggish. Targeting was unreliable, I would attempt to target primary, the targeting reticle would begin flashing around the target, 30 seconds later I would get the targeting countdown display, the timer would often skip before finalizing the lock. Attempting to change laser crystal ammo was always difficult. With auto-repeat off and the guns not showing the cycling animation, I would occasionally try to go MF <> Scorch. This would usually result in a 1-2+ minute wait before the gun switched straight from a loaded crystal to a non-flashing, "empty gun" icon on the HUD, any attempt to try a re-load during this time would result in a "gun is full" message pop-up 30 seconds later. Then there would be another 1-2+ mins before it would switch from "empty gun" to the next crystal. In most of the fighting I had one group of guns with MF and the other group with Scorch because by the time one group caught up to my ammo change 5 minutes ago, it decided to start changing the other group. During this time I also noticed that my cargo was inaccessible, showing nothing in it and displaying without the #/# m3 data.
In the fight with "NO DRONES" module responsiveness was better. However, once we went "drones free," drone control and my drone window performed badly. For instance, at that point I had 4 heavy drones out, I tested recalling them and after several minutes they stopped displaying as fighting and returned to the ship. Once they seemed to be recalled, my drone control window only showed a total of 1 heavy under my control, which was in my bay. I tried refreshing the drone window, but no luck. Then about 1 1/2 minutes later it showed 4 drones in the bay. Releasing them again resulted in a similar situation, showing I had a total of two heavy drones under my control, both in space and uncontrollable. After waiting and ignoring the drones for a while, it would show 4 total, 3 in space, 1 in bay, then finally 4 in space. Meanwhile my guns were still deciding what ammo they should try to load.
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