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The spawn lag makes the game pretty unplayable right now. I love dieing before I've even spawned.

Apparently there is a fix for the spawn lag explained here by Atomprompen:

Alot of fragmates had this problem. Although you think people would disable AVs before playing...

They shouldn't have implemented it. I've ended up canceling my server renewal as our two servers which use to house 20-45 people are dead in the water that last week and a half. This patch brought no one back either.

I guess so. They should have just nerfed the M60.

Alot of fragmates had this problem. Although you think people would disable AVs before playing...

Why is that? I've never had to disable my anti-virus software for any game.

Why is that? I've never had to disable my anti-virus software for any game.
It is out of habit, from way back in the day when AVs used to constantly intefere with gaming. Most AVs are smart enough to know to stop scanning while gaming these days, but old habits die hard :D

It is out of habit, from way back in the day when AVs used to constantly intefere with gaming. Most AVs are smart enough to know to stop scanning while gaming these days, but old habits die hard :D

Ah, I see. Well... avast! Free Antivirus FTW. It has a feature called "Silent/Gaming Mode". Of course, I have it enabled 24/7. :p

how big is thw patch...im nearly capped this month..

I don't think the R7 client update is that big. Most of the changes were made with the R10 server update.

EDIT: Nevermind. Looks like they fixed a ton of bugs with the R7 client update.

Well, I have yet to play with the updates (on 360) so I can't speak to that. I'm just going by what I'm reading and trying to picture how certain things have changed. Bottom line being instead of nerfing medics they buffed them, and it was medics that we all were complaining about. That's why I say I wonder what community DICE was listening to. If assault feels improved to you, that's good. Maybe I'll give it a whirl in the coming days.

Tell me what you think^^

First off Happy Birthday WastedJoker :cake: secondly, yeah this new patch kinda made things stupid. I mean its instant fire to hit a chopper with the tagger, now I only see medics running around, even more so then pre-patch, and its just stupid. With Infinity Ward going down like the Titanic you would assume DICE/EA would step up and do everything it can to pull all those COD guys over here now, but fat chance when they make the game even more unbalanced now.

Well what's worse than Demize just balancing for hardcore is he's balancing for hardcore console players. This is why there is the buffs to AA, the tracer dart and nerfs to helicopter explosive damage. On the consoles the helicopters are way more agile/responsive while on the PC they're nothing but short lived bullet magnets.

I'm not trying to start something with console players it's just a fact that Demize is a console player and doesn't know how to balance things for the pc version. So all of these changes were made with the hard core console version in mind.

Well what's worse than Demize just balancing for hardcore is he's balancing for hardcore console players. This is why there is the buffs to AA, the tracer dart and nerfs to helicopter explosive damage. On the consoles the helicopters are way more agile/responsive while on the PC they're nothing but short lived bullet magnets.

I'm not trying to start something with console players it's just a fact that Demize is a console player and doesn't know how to balance things for the pc version. So all of these changes were made with the hard core console version in mind.

Wait, you are telling me one person was responsible for all tha balance changes? That is ****ed up. And who the hell plays this game on consoles? How do you even keep a good aim, lol wait no. Don't tell me, aim assist?! LMAO.

Yeah, one person is in charge of the balancing of weapons for the game. This Demize99 person. And he pretty much only plays the console version from what I've read. Knowing that a lot of the changes make sense - for the console version of the game. That doesn't leave us pc gamers with a lot of hope though.

And I've heard there is very little aim assist in the console versions. There are some console players here so they'll probably be able to tell you if there is or isn't.

First off Happy Birthday WastedJoker :cake: secondly, yeah this new patch kinda made things stupid. I mean its instant fire to hit a chopper with the tagger, now I only see medics running around, even more so then pre-patch, and its just stupid. With Infinity Ward going down like the Titanic you would assume DICE/EA would step up and do everything it can to pull all those COD guys over here now, but fat chance when they make the game even more unbalanced now.

Thanks :D

I dont get a lot of the complaints about this patch, besides the pointless nerf of the m16/g3 I quite like the patch overall it fixed tons of bugs and made some GREAT changed (40mm/cg nerf)

And I cant stand all the people everywhere going OMG THE AN94 IS SO OVERPOWERED NOW ITS THE NEW M60!!11

It got a miniscule buff, all they did was make it so the damage drop off at long distance is two points less then it was, its basically exactly the same as it was before, yes the change was kind of pointless but it hardly effects anything and certainly didnt transform it into a superweapon overnight.

I also saw a rather idiotic thread on the ea forums saying how "OMG THE RPG7 IS THE NEW CG!!1" :no: (CG is still a hella lot better at taking out infantry than the rpg7 which has less explosion radius and slower rockets)

Yeah the patch has a couple of issues, but it is definitely far better than the game was pre patch. The new server browser is WAY better, weapons are overall more balanced then they were, and lots of bugs were fixed.

If they change the tracer speed (I welcome the idea of a speedup, they simply sped it up way too much) un-nerf the m16/g3 it will be great.

Yeah the patch has a couple of issues, but it is definitely far better than the game was pre patch. The new server browser is WAY better, weapons are overall more balanced then they were, and lots of bugs were fixed.
The server browser still sucks. As it takes about 10 mins and 50 refreshes to make the pos actually ping more than 5-10 servers in the list like it's supposed to. I find myself nearly exiting the game half the time just cause it takes so damn long to find a server.

The server browser still sucks. As it takes about 10 mins and 50 refreshes to make the pos actually ping more than 5-10 servers in the list like it's supposed to. I find myself nearly exiting the game half the time just cause it takes so damn long to find a server.

Hmm Odd.. I admit, that the server browser does not function 100% how I want, but I get atleast 50-100+ servers listed in a 5sec refresh. Way better than before. But previously, I felt the same. The server browser put me off way too much to play the game.

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  • Posts

    • Nope. That lack of surround sound capability (analog) won't fly with me. Sure, I use headphones most of the time, but still.
    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
    • Or... just use Bitwarden. Free, and has on-prem option as well. Works both on desktop and mobile, wherever you are. The age of local password files is over.
    • Thanks
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