Jump to content

Ac2 Fire Rate All Over The Place.


40 replies to this topic

#21 Voidsinger

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,341 posts
  • LocationAstral Space

Posted 07 December 2012 - 07:00 AM

If every gunshot does a trip to the server, then what does a quad MG build do to lag times?
(Just need to know for my CDA3C which uses it).

Have notices the unevenness myself with AC/5s on Dragons and Centurions.

#22 Mavairo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,251 posts

Posted 07 December 2012 - 07:24 AM

It's not just AC2s.

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 MeerKatV

    Member

  • PipPipPipPipPip
  • 192 posts

Posted 07 December 2012 - 07:42 AM

This just got fixed thank god :

https://mwomercs.com...52#entry1559652

#24 Strucker

    Member

  • PipPipPip
  • 88 posts
  • LocationTroll City

Posted 07 December 2012 - 01:22 PM

Yes ROF appears to have gone pants, unknown whether it was intentional change or unexpected problem, my guess is it has something to do re: decreasing the shaking applied by being hit from AC rounds, that was fixed in Dec 4th patch.

#25 JimSuperBleeder

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 473 posts
  • LocationZimbabwe

Posted 07 December 2012 - 01:53 PM

View PostStrucker, on 07 December 2012 - 01:22 PM, said:

Yes ROF appears to have gone pants, unknown whether it was intentional change or unexpected problem, my guess is it has something to do re: decreasing the shaking applied by being hit from AC rounds, that was fixed in Dec 4th patch.


I would really like an official post about this change.

#26 Strucker

    Member

  • PipPipPip
  • 88 posts
  • LocationTroll City

Posted 08 December 2012 - 03:41 PM

Anything new in terms of confirmation as a known issue or WAI?

#27 J4ckInthebox

    Member

  • PipPipPipPipPipPipPip
  • 832 posts
  • LocationBritanny, France

Posted 08 December 2012 - 03:44 PM

I've sent a ticket about it.

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 :D*



Quote

Justin Xyang (MechWarrior® Online™)
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 SpiralRazor

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 2,691 posts

Posted 08 December 2012 - 03:51 PM

Nope, definitely something wrong with AC2/2s.....i noticed it right away even with holding down the alpha strike key. It seemed to me that splitting them into group 1, group 2 chainfired actually fired them faster then holding down alpha strikes.....

Sumptins wrong Joe!

#29 Strucker

    Member

  • PipPipPip
  • 88 posts
  • LocationTroll City

Posted 10 December 2012 - 08:45 AM

View PostJ4ckInthebox, on 08 December 2012 - 03:44 PM, said:

I've sent a ticket about it.


Any more news back in regards to the ticket?

#30 Kraven Kor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,434 posts

Posted 10 December 2012 - 09:37 AM

I have found this is partially due to how chainfire works.

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 J4ckInthebox

    Member

  • PipPipPipPipPipPipPip
  • 832 posts
  • LocationBritanny, France

Posted 10 December 2012 - 09:43 AM

View PostStrucker, on 10 December 2012 - 08:45 AM, said:


Any more news back in regards to the ticket?


yep.

Quote

Your request (#58448) has been deemed solved. To reopen, reply to this email.

Justin Xyang (MechWarrior® Online™)
Dec 10 07:31 (PST)
Hello ********************
I'm passing your issue on to the devs, thanks for submitting it!


Posted Image

Edited by J4ckInthebox, 10 December 2012 - 09:44 AM.


#32 DoktorVivi

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 239 posts
  • LocationWyoming

Posted 10 December 2012 - 10:05 AM

I had 4 ac/2s set in a single weapon group, held the button down and while they started synced up, after a couple shots each one would start firing at different rates. Definitely an issue.

#33 BlackBeltJones

    Member

  • PipPipPipPipPipPip
  • 460 posts

Posted 10 December 2012 - 12:25 PM

As a lover of AC/2s I would love to hear feedback on this "fix". I thought J4ck's test was great and I would love for him to try it again (hint, hint)

#34 Umbra8

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 176 posts

Posted 10 December 2012 - 08:38 PM

I'm a bit curious by the statement from PG 'your request has been deemed solved'. Does that confirm that the issue submitted is a valid bug, or that there is a resolution to said bug? Then it's followed by the statement the issue has been passed on to development. It doesn't appear in the section under 'known issues'. I'm a bit confused on this one.

#35 PANZERBUNNY

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,080 posts
  • Facebook: Link
  • LocationToronto, Canada

Posted 10 December 2012 - 08:40 PM

i wouldn't imagine 1 Ac2 is really worth the space.

#36 Thomas Dziegielewski

    Member

  • PipPipPipPipPipPip
  • 279 posts
  • LocationInner Sphere - St.Ives - CERES METALS, AAlcadis Revised Underground Complex, B5

Posted 10 December 2012 - 09:06 PM

Hello. So here is actually what is going on. This one is annoying, I know.

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 PANZERBUNNY

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,080 posts
  • Facebook: Link
  • LocationToronto, Canada

Posted 10 December 2012 - 09:09 PM

Sometimes due to lag etc it even sometimes seems you are firing more than you should be and people claim you're cheating.

#38 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 10 December 2012 - 09:11 PM

View PostThomas 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 Umbra8

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 176 posts

Posted 10 December 2012 - 09:34 PM

Thank you for your attention to this posting Thomas.

#40 Lefty Lucy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,924 posts
  • LocationFree Tikonov Republic

Posted 10 December 2012 - 10:59 PM

View PostThomas Dziegielewski, on 10 December 2012 - 09:06 PM, said:

Hello. So here is actually what is going on. This one is annoying, I know.

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?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users