

Ac2 Fire Rate All Over The Place.
#21
Posted 07 December 2012 - 07:00 AM
(Just need to know for my CDA3C which uses it).
Have notices the unevenness myself with AC/5s on Dragons and Centurions.
#22
Posted 07 December 2012 - 07:24 AM
There's a bug presently where all auto cannons ''jam''.
There is a reason for this, probably related to the UAC5. Whoever the dev was that decided weapon jamming for the UAC5 should have been in the game in the first place was an *****.
The only AC I have not had this experience with so far is the LXB10. Everything else, will have it's rate of fire stutter and stumble so badly that the AC presently is not worth taking on any mech.
#23
Posted 07 December 2012 - 07:42 AM
#24
Posted 07 December 2012 - 01:22 PM
#25
Posted 07 December 2012 - 01:53 PM
Strucker, on 07 December 2012 - 01:22 PM, said:
I would really like an official post about this change.
#26
Posted 08 December 2012 - 03:41 PM
#27
Posted 08 December 2012 - 03:44 PM
Quote
Dec 07 08:10 (PST)
Hello,
since the 4th December patch, i've noticed a rather large drop of the
Ac/2's Rate of fire, and I seem not to be the only one
(here<http://mwomercs.com/forums/topic/81302-ac-nerf/page__st__20__p__1561368#entry1561368>AND
http://mwomercs.com/...81616-ac2-nerf/) so I have conducted a
little experiment.
Here is what I found.
5 games, *one* arm-mounted AC/2 on a Yen-lo-Wang, the measures have been
done by hearing with a Korg KDM-1 digital metronome. The experimentation
was a continuous firing while tweaking the Metronome until i found the good
pace in order the two to be in sync without any lag.
AC/2's theoretical rate of fire: *120 *RPM = 0.5s/round
Game 1: *72 *RPM = 0.83s/round
Game 2: *70-72* RPM
Game 3:* 70-72* RPM
Game 4: *70-72* RPM
Game 5: *70-72* RPM
Since my metronome works by 2 increments I cannot test 71 RPM, but I can
safely say that the actual Rate of fire for the AC/2 is very close to 71
RPM (i.e. 0.85s/round) which means a 41% drop compared to the intended rate
of fire.
*However,* the reload bar in the guns panel seems to be out of sync and
faster than the observed rate of fire.
Is it intended? is it a bug? Could I have more information on that matter?
Yours Truly,
J4ckInthebox
*PS:I know I could have counted how many shots it fired in 15 secs and
multiply it by 4, but i'm French, i do things the French way (i.e.
unnecessarily complicated)
And it is more accurate that way

Quote
Dec 07 10:15 (PST)
Hello ****************
We are currently testing and investigating your issue and we will update you shortly.
Best Regards,
Justin Xyang
GameMaster
MechWarrior® Online™
Edited by J4ckInthebox, 08 December 2012 - 03:46 PM.
#28
Posted 08 December 2012 - 03:51 PM
Sumptins wrong Joe!
#30
Posted 10 December 2012 - 09:37 AM
If you just hold down chainfire, then the weapons fire - starting at the top of the list, if not on c/d. There is a delay between shots on chain fire if you hold it down; entirely linked to firing delay. However, firing delay is a touch random, and whether the next gun in the group is on cooldown further effects it.
You end up having kind of this odd patter of one shot, then three more rapid shots, then the initial delay and first shot, delay, three shots, etc.
It is definitely odd. I've found I have better luck with 2 groups - one on chain fire, one that shoots all AC's, and just hold both down. Still get sporadic ROF, but it is consistently higher ROF than just using the single group chain fire.
#31
Posted 10 December 2012 - 09:43 AM
Strucker, on 10 December 2012 - 08:45 AM, said:
Any more news back in regards to the ticket?
yep.
Quote
Justin Xyang (MechWarrior® Online™)
Dec 10 07:31 (PST)
Hello ********************
I'm passing your issue on to the devs, thanks for submitting it!

Edited by J4ckInthebox, 10 December 2012 - 09:44 AM.
#32
Posted 10 December 2012 - 10:05 AM
#33
Posted 10 December 2012 - 12:25 PM
#34
Posted 10 December 2012 - 08:38 PM
#35
Posted 10 December 2012 - 08:40 PM
#36
Posted 10 December 2012 - 09:06 PM
BUG : AC/2 has an inconsistent rate of fire for clients.
NOTES : Server Is notified of your button press or its held state. Here on the server the AC/2 bullets spawn at the constant cooldown rate, what you would expect to see. Server then allows the client to fire at the exact client controlled target the server is currently looking at / locked on.
Here lies the problem. Due to lag, traffic congestion, packet-loss there can be a delay between each fire call the clients receive.
But fear not, Lets say cooldown is 1.0s and you are holding down the fire button : FIRE -> 1.2s wait -> FIRE -> 0.8s wait -> FIRE -> 1.3s wait -> FIRE -> 0.7s wait -> FIRE........
It will of course be worst if you are constantly clicking fire. More messages first set to server and then received back.
REVIEW : On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
REASON : This weapon system is so cheater proof I laugh at the stuff out there. Prove me wrong hacker, prove me wrong! and then help me fight against it.(I'll do a post eventually)
FIXING THE ISSUE : The movement code and physics state rewind are currently being worked on and are nearing completion. Once that is finished we will start lying to you by spawning a projectile at the exact time you press the fire button. Then we will do magic.
ESTIMATED FIX DATE : March 2013
EDIT PS : This actually happens to all weapons except lasers, but the easiest to perceive when firing something with a shorter cooldown.
#37
Posted 10 December 2012 - 09:09 PM
#38
Posted 10 December 2012 - 09:11 PM
Thomas Dziegielewski, on 10 December 2012 - 09:06 PM, said:
FIXING THE ISSUE : The movement code and physics state rewind are currently being worked on and are nearing completion. Once that is finished we will start lying to you by spawning a projectile at the exact time you press the fire button. Then we will do magic.
ESTIMATED FIX DATE : March 2013
i love you, but that is so far away
#39
Posted 10 December 2012 - 09:34 PM
#40
Posted 10 December 2012 - 10:59 PM
Thomas Dziegielewski, on 10 December 2012 - 09:06 PM, said:
BUG : AC/2 has an inconsistent rate of fire for clients.
NOTES : Server Is notified of your button press or its held state. Here on the server the AC/2 bullets spawn at the constant cooldown rate, what you would expect to see. Server then allows the client to fire at the exact client controlled target the server is currently looking at / locked on.
Here lies the problem. Due to lag, traffic congestion, packet-loss there can be a delay between each fire call the clients receive.
But fear not, Lets say cooldown is 1.0s and you are holding down the fire button : FIRE -> 1.2s wait -> FIRE -> 0.8s wait -> FIRE -> 1.3s wait -> FIRE -> 0.7s wait -> FIRE........
It will of course be worst if you are constantly clicking fire. More messages first set to server and then received back.
REVIEW : On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
REASON : This weapon system is so cheater proof I laugh at the stuff out there. Prove me wrong hacker, prove me wrong! and then help me fight against it.(I'll do a post eventually)
FIXING THE ISSUE : The movement code and physics state rewind are currently being worked on and are nearing completion. Once that is finished we will start lying to you by spawning a projectile at the exact time you press the fire button. Then we will do magic.
ESTIMATED FIX DATE : March 2013
EDIT PS : This actually happens to all weapons except lasers, but the easiest to perceive when firing something with a shorter cooldown.
What about the other poster who tested AC2s with a consistently worse cool down than the .5 seconds they are supposed to have?
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