The Unreal Engine... making games interesting since 1998.
hax!
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If you go past a certain number of fps, the number of shield points you regenerate per frame is less than 1, and as Bioware saw fit to code shield points to only work as whole numbers, your shield regen is rounded down to 0 points per frame. Sometimes you get drip fed a few points of shields at random intervals or at the end of a wave, but the only reliable way of getting shields back is using ops packs.
PC hax0rs
Reported, blocked, and called BSN MODS.
If you go past a certain number of fps, the number of shield points you regenerate per frame is less than 1, and as Bioware saw fit to code shield points to only work as whole numbers, your shield regen is rounded down to 0 points per frame. Sometimes you get drip fed a few points of shields at random intervals or at the end of a wave, but the only reliable way of getting shields back is using ops packs.
FTFY
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If you go past a certain number of fps, the number of shield points you regenerate per frame is less than 1, and as Bioware saw fit to code shield points to only work as whole numbers, your shield regen is rounded down to 0 points per frame. Sometimes you get drip fed a few points of shields at random intervals or at the end of a wave, but the only reliable way of getting shields back is using ops packs.
You might be able to force VSync via graphics driver's control panel. Failing that, downclocking your insanely fast GPU shoulddo the trick ![]()
I have pretty high framerate, but no such problem.
So you can have too many frames, huh.
I guess if I wanted to I could work out an "optimised frame rate" (for UT2k4, there's all sorts of stuff that needs to be considered to "optimise" how your game performs online) which might fix some problems. Regrettably, the shield regen problem would not be one of them.
Interesting that you still get shield gate in this instance without a shield recharge taking place.
So... I don't understand. If your FPS is higher than 60, (Drell?) shield regen gets borked? Is 60 a full number? Is 120 a full number as well by this extension, since 150 isn't?
Interesting that you still get shield gate in this instance without a shield recharge taking place.
My guess is that the game always restores 1 point of shield when the shield regen delay is up, and it allocates the remaining shield points as evenly as possible over the allocated number of seconds * your fps.
Either that, or the shield gate mechanics is simply coded to be, when damage is sustained and shields = 0, trigger immunity for 0.X seconds.
Using a cyclonic IV generally alleviates the issue for most characters, but if you can't hit around 1000 shields incl. bonuses the shield recharge will be almost 0.
What's most puzzling, is that the game grants very small instances of shield recharge at seemingly random times; inbetween waves, 10 seconds after you last took damage, with no discerable pattern or reason.
lolshields
So... I don't understand. If your FPS is higher than 60, (Drell?) shield regen gets borked? Is 60 a full number? Is 120 a full number as well by this extension, since 150 isn't?
So... I don't understand. If your FPS is higher than 60, (Drell?) shield regen gets borked? Is 60 a full number? Is 120 a full number as well by this extension, since 150 isn't?
Unless your game is allocating a 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0 etc points of shield regen per frame, the game rounds the number down. Lower shield characters tend to receive fewer points of shields per frame as every character is supposed to recharge shields at a similar rate, but playing at 30 and going from say, 6 point of shield regen to 5 per frame on a drell is neglegible. Going from 1 point of shield regen per frame to 0 at ~80fps means except in rare circumstances you don't ever get any shields back, as the game continually rounds the shields down from 0.89998 or 0.67898 to 0. Hell, even if you're at 0.9999999 points of shield recharged per frame it still rounds it down
I had a game where I lost all my health, but had only shields. Was scary.
I wonder if Frostbite will have similar issues such as these?
I wonder if Frostbite will have similar issues such as these?
Doubtful, as it's not fps based.
I didn't expect it to, but I haven't played many games using the frostbite engine. It will be interesting to see how much it impacts gameplay for the next MP. At least there will be new things to figure out instead of the same old AI nonsense.
I didn't expect it to, but I haven't played many games using the frostbite engine. It will be interesting to see how much it impacts gameplay for the next MP. At least there will be new things to figure out instead of the same old AI nonsense.
Agreed. It's bound to be better than this... Isn't it?
... Yeah I know, I know... Never say never XD
one thing I will be happy to get away from with the move from Unreal is the "stickiness" of animations that has plagued it for years. Hopefully, if they include an omnibutton function in the next game it won't be as much of a problem for mobility. Also, if they decide to keep sync-kills, maybe things like this won't happen:
Stupid question but hell with it. When does shield gate CD start? Is it immediately once your shields break or after the shields begin to replenish or after your shields have fully replenished? I was thinking it's after the shields begin to replenish.
Stupid question but hell with it. When does shield gate CD start? Is it immediately once your shields break or after the shields begin to replenish or after your shields have fully replenished? I was thinking it's after the shields begin to replenish.
After your shields break.