Override Shutdown Bug
#1
Posted 27 August 2016 - 06:55 PM
Wrote in a couple months back regarding an override shutdown issue I experienced with my archer. Override shutdown warning was played and when I checked my heat gauge it wasn't past 95% then I blew myself up. Some experienced played mentioned it could have been dissipation or lag that caused me to miss that 100% by the time I looked.
Last night while messing with the kdk 3 with quad uac 10s, (I know the ghost heat has been fixed, but hasn't been an issue for me Cox I usually fire 2 by 2 to keep the pressure on). It was a bog match and I got excited because it was a while since I went onto my kdk and accidentally trigger my 2nd pair of uac10 before the 0.5s threshold. Was at resting heat prior to firing so I thought ' ok that's just 1 mistake, I'll be more careful the next volley' when I double tapped the 2nd pair I heard the override shutdown warning. A quick glance down showed my paper doll flashing internal dmg but my heat was only 70%. Another volley of fire and I heard the warning again but my heat was in the mid 80s and another 2 flashes on my internal structure.
Anyone else experience something like this? Because I'm pretty sure override shutdown and internal dmg only incurs after I cross the 99% threshold and my mech forces the override
#2
Posted 27 August 2016 - 07:05 PM
The spectators saw something quite different. My flamers never stopped firing for them, even when my mech was powered down due to heat. Apparently the heat gauge flew up to 100% before I shutdown, and I would have been at 500-1000% heat when I tried to power up.
#3
Posted 27 August 2016 - 08:18 PM
edit, had way too much, hmm, discussions about packages on Saturday, and I lost most of those discussions... /looks over shoulders...
Edited by Tarl Cabot, 28 August 2016 - 05:31 AM.
#5
Posted 28 August 2016 - 01:41 AM
#6
Posted 28 August 2016 - 02:02 AM
since I switched to a hard-wired connection about 2 years ago I have only seen it a few times as opposed to seemingly every other game over wireless
#7
Posted 28 August 2016 - 05:35 AM
#8
Posted 28 August 2016 - 09:40 AM
Bohxim, on 28 August 2016 - 01:41 AM, said:
Depends on location and server/ping.
Also, 80% was the closed beta threshold for receiving Crit damage to heatsinks, ammo, equipment and anything with a slot. This has been removed as of January 2013.
(Funny actually, that 80% is roughly the range Battletech weapons lock up as a safety feature against extreme heat and require the pilot to override them. Of course in BT there is no shutdown override; it shuts down at or near 100% period.)
Currently override activates when you show drastic increases in heat, done in anticipation that you will overheat at the rate you are going. So if you fired another volley you'd hit 100% guaranteed and override is anticipating this.
Most of MWO's net code relies on anticipation of what you will do to help "hide" the lag. Any time something bugs out or rubber bands and such is when someone did something outside the scope of anticipation.
Edited by Koniving, 28 August 2016 - 09:42 AM.
#9
Posted 28 August 2016 - 11:12 AM
Bohxim, on 28 August 2016 - 05:35 AM, said:
As a Lions fan, missing packers is a dream scenario for me.
#10
Posted 28 August 2016 - 06:19 PM
#11
Posted 29 August 2016 - 10:05 AM
#12
Posted 30 August 2016 - 07:36 PM
The mg ones haven't happened to me but have heard a few times after killing an mg mech and I just wander around looking for another mg mech
#13
Posted 30 August 2016 - 07:48 PM
John1352, on 27 August 2016 - 07:05 PM, said:
The spectators saw something quite different. My flamers never stopped firing for them, even when my mech was powered down due to heat. Apparently the heat gauge flew up to 100% before I shutdown, and I would have been at 500-1000% heat when I tried to power up.
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