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Ac/2S: Latency = Unintentional Nerf


6 replies to this topic

Poll: Damage with AC2s (21 member(s) have cast votes)

Do you feel like you do significant damage with AC2s?

  1. Yes (4 votes [19.05%] - View)

    Percentage of vote: 19.05%

  2. No (17 votes [80.95%] - View)

    Percentage of vote: 80.95%

Do you feel your rate of fire is too slow?

  1. Yes (12 votes [57.14%] - View)

    Percentage of vote: 57.14%

  2. No (9 votes [42.86%] - View)

    Percentage of vote: 42.86%

Do you feel AC2s generate too much heat?

  1. Yes (18 votes [85.71%] - View)

    Percentage of vote: 85.71%

  2. No (3 votes [14.29%] - View)

    Percentage of vote: 14.29%

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#1 WinnieTheWhor

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Posted 25 March 2013 - 04:21 PM

Currently, AC/2s are supposed to have a fire rate of 0.5 shots per second. Also currently, there is no code in the game to alter the fire rate of your weapon akin to how Host State Rewind functions.

This means that AC2s literally fire slower depending on how high your latency is. Simple description:

100 ping = 0.6 shots per second, not 0.5 as advertised.

Also: HOLY CRAP DO AC2s GENERATE A LOT OF HEAT.

#2 UberFubarius

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Posted 26 March 2013 - 08:14 AM

View PostWinnieTheWhor, on 25 March 2013 - 04:21 PM, said:

Also: HOLY CRAP DO AC2s GENERATE A LOT OF HEAT.

Balanced by the fact that AC/2 have insane range, light weight (for a ballistic), and DPS behind just AC/20 (obscenely heavy) and UAC/5 (heavier and can jam).

#3 General Taskeen

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Posted 26 March 2013 - 08:16 AM

View PostUberFubarius, on 26 March 2013 - 08:14 AM, said:

Balanced by the fact that AC/2 have insane range, light weight (for a ballistic), and DPS behind just AC/20 (obscenely heavy) and UAC/5 (heavier and can jam).


When you go from 0.5 to .85 Cool down, that's not a balance thing, that has to do with lag causing firing-delay and host-state rewind stuff that's not in the game.

#4 Cyke

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Posted 27 March 2013 - 01:03 AM

Host State Rewind is necessarily a very complex thing to implement for projectile weapons; there are a number of possible implementations, that each have their advantages and weaknesses from the point of view of the firer and the target.

These are logical hurdles that there's no way to get around, and have been around since some of us have been messing around with modding for QuakeWorld 15 years ago.

PGI has some very difficult decisions to make in implementing this for projectile weapons, which is no doubt why hitscan line trace weapons got the state rewind so much earlier.
However, I'm certain that PGI is already working hard on it. We just have to be patient..

#5 MustrumRidcully

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Posted 27 March 2013 - 02:26 AM

My revised AC/2 stats:
Damage: 2 per shot
Heat: 0.5 per shot
Cooldown: 1 second

Lowering the rate of fire will lower the latency problem described by the poster a bit, but more importantly:
1) The AC/2s current DPS is way too high for a weapon of its weight.
2) The rate of fire is impractical if you actually want to use the weapon at range
3) Due to the high rate of fire and the high heat per shot, the weapon is much too hot.
So we go from a 4 DPS / 2 HPS / 2 APS (ammo per second) to 2 DPS / 0.5 HPS / 1 APS weapon.

Yes, this will nerf the theoretical DPS, but it will make the AC/2 vastly more heat efficient, allowing you to run more of them without investing ridicilous sums in heat sinks or be ridicilously hot. And hey, you need less ammo as well.
It will make 6 AC/2s Jagermechs a bit more viable, and might also help Hunchbacks, Cicadas and maybe (but probably not really) the Spider. You culd run 2 AC/2 just with 10 standard heat sinks and still get a neat 4 DPS.

Edited by MustrumRidcully, 27 March 2013 - 02:28 AM.


#6 Bhan Zor

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Posted 27 March 2013 - 03:59 AM

I'm the one who said yes to the damage question - because its true when you use 4 or 5 of them. :) The question should be more precise.

However, the rate of fire is surely off. You can tell the difference between testing grounds and live matches.

#7 Skirich

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Posted 27 March 2013 - 04:16 AM

There are another two things with AC-2s that should be considered : - due to projectile speed and floating delay between button press and shot actually accures - and next shot will be dependant of ping - too much spread. Add this to a crude convrgence system - you do only a half damage to intended area at 200+ range. Even to assault.
So there is too much heat for a 40-50% of paper efficiency.
Secnd thing - there is a bug with hit identfication of miltiple ac-2 chainfireing hits. So you need to fire all at once. Or 2 then 4 if you have 6 of them.
A little buff could be used.





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