Gauss Rifle And Ac2 - Undocumented Heat Increase
#1
Posted 16 July 2013 - 12:52 PM
Gauss Rifle has a 3 heat penalty for firing ONE or more. AC2 has a 1 heat penalty for firing 4 or more.
The heat of a gauss rifle shot is effectively 4 now, instead of 1, a 400% increase.
#2
Posted 16 July 2013 - 01:02 PM
daemur, on 16 July 2013 - 12:59 PM, said:
daemur
Are you sure about that? The values on smurfy are pulled directly from the game files and it got the values for all the other weapons right.
#4
Posted 16 July 2013 - 01:14 PM
daemur, on 16 July 2013 - 12:59 PM, said:
daemur
i have a video to show some strange behavior. heat jumps from 20-40% when stream firing. and steady the rest of the way
Strange jump occurs at 0.8 seconds. and i repeat it after that, it occurs consistently every time.
i apologize for the display format
Edited by Tennex, 16 July 2013 - 01:20 PM.
#5
Posted 16 July 2013 - 01:35 PM
#6
Posted 16 July 2013 - 01:38 PM
daemur, on 16 July 2013 - 01:07 PM, said:
I just checked again in a match and saw no heat penalty.
daemur
If the XML files are denoting 1 heat, plus a 3 heat penalty....then that is what it is in game...else where does the game draw it's weapon data from? if not from the file detailing the numbers...
#7
Posted 16 July 2013 - 01:44 PM
daemur, on 16 July 2013 - 01:39 PM, said:
Then why is the local XML data different than what is being used server-side? Why would those parameters be in the XML for those weapons in the first place if no changes were intended for them? I understand it isn't what is being used by the servers, but it seems pretty sloppy to have them out of sync.
Edited by TostitoBandito, 16 July 2013 - 01:45 PM.
#8
Posted 16 July 2013 - 01:56 PM
Tennex, on 16 July 2013 - 01:14 PM, said:
i have a video to show some strange behavior. heat jumps from 20-40% when stream firing. and steady the rest of the way
Strange jump occurs at 0.8 seconds. and i repeat it after that, it occurs consistently every time.
i apologize for the display format
I was going to make a video about this.
I can confirm its happening with 3x Ac/2 and with 4xAC2 macro fire.
Now with that said. I did a test.
River City
4x AC/2s Alpha strike till the mech overheated. 80 rounds fired.
4x AC/4 Macroed 72 rounds till mech overheated.
Of course this is where some people snarl;. "Macro fire gimped? GOOD!" Well the problem is I can replicate the error in the video without using macros.
Edited by Hexenhammer, 16 July 2013 - 01:58 PM.
#9
Posted 16 July 2013 - 01:57 PM
TostitoBandito, on 16 July 2013 - 01:44 PM, said:
Then why is the local XML data different than what is being used server-side? Why would those parameters be in the XML for those weapons in the first place if no changes were intended for them? I understand it isn't what is being used by the servers, but it seems pretty sloppy to have them out of sync.
Well, you can actually change those values and it won't have any impact on the game. It used to be possible to alter weapon stats, even mechs hardpoints and tonnage in closed beta, but it was fixed and now game uses values from server.
With that being said - maybe those values in .xml are outdated and has been changed on the server, but not in the patch, because it seems that there is very small penalty for Gauss or no panalty at all in game.
Edit: I didn't test AC2 so I can't say anything about it.
Edited by Krzysztof z Bagien, 16 July 2013 - 01:59 PM.
#10
Posted 16 July 2013 - 02:02 PM
Hexenhammer, on 16 July 2013 - 01:56 PM, said:
I was going to make a video about this.
I can confirm its happening with 3x Ac/2 and with 4xAC2 macro fire.
Now with that said. I did a test.
River City
4x AC/2s Alpha strike till the mech overheated. 80 rounds fired.
4x AC/4 Macroed 72 rounds till mech overheated.
Of course this is where some people snarl;. "Macro fire gimped? GOOD!" Well the problem is I can replicate the error in the video without using macros.
yup i think people who cry about AC2 macro should know that there is a way to do it without the macro.
so it isn't exactly a macro problem.
as you'll notice the heat in the video goes up in lumps, because i cant time my fingers as well as a macro. but the stream fire is the exact same, you can mix it up and do 2 shots + 2 shots, or 3 shots +1 or whatever
Edited by Tennex, 16 July 2013 - 02:05 PM.
#11
Posted 16 July 2013 - 02:06 PM
TostitoBandito, on 16 July 2013 - 01:44 PM, said:
Then why is the local XML data different than what is being used server-side? Why would those parameters be in the XML for those weapons in the first place if no changes were intended for them? I understand it isn't what is being used by the servers, but it seems pretty sloppy to have them out of sync.
purely to confuse you.
#12
Posted 16 July 2013 - 02:11 PM
daemur, on 16 July 2013 - 01:39 PM, said:
Think I know now why half the times when I fire an ERPPC its doing like 2-3 damage. Apparently my game client connects to your server to ask how much damage it should do and server gives it a small laser damage table instead ...
#13
Posted 17 July 2013 - 12:01 AM
daemur, on 16 July 2013 - 01:07 PM, said:
I just checked again in a match and saw no heat penalty.
daemur
Hi, thanks for the confirmation about the gauss and the ac/2.
the erll has also data in the xmls. so i guess they don't apply too?
Thanks
Phil
#14
Posted 18 July 2013 - 07:44 AM
Starting with 675 ammo I fired. At 91% heat I take a screenshot. The ammo left shows how much ammo it took to be fired to reach that heat.
Constantly alpha firing the three with them all bound to one key, it took 135 rounds. http://i.imgur.com/j4MWlWy.jpg
With each AC2 bound to a different key and triggered individually one after the other it took 45 rounds. One third as many shots to reach the same heat, at a lower fire rate. http://i.imgur.com/7IHP0KO.jpg
This is enough evidence for me, this is clearly bugged. I was using a similar AC2 set up before the patch and there was no heat increase, so this has definitely been introduced on the patch on the 16th. Hopefully it's at least acknowledged quickly and seen to in an upcoming patch, I don't want this to be a bug that sticks around for months just because it happens to be AC2s that are bugged and not everyone's beloved PPCs or SRMs.
#15
Posted 18 July 2013 - 09:02 AM
I'm glad others have captured videos of it, but tbh you don't need to see a video because this condition is easily recreated in the game. It happens literally. every. time.
#16
Posted 18 July 2013 - 09:59 AM
#17
Posted 18 July 2013 - 01:00 PM
#18
Posted 18 July 2013 - 05:57 PM
DV McKenna, on 16 July 2013 - 01:38 PM, said:
If the XML files are denoting 1 heat, plus a 3 heat penalty....then that is what it is in game...else where does the game draw it's weapon data from? if not from the file detailing the numbers...
If that were true, you could edit those values and do zero heat with any weapon. just because its in a game file client side doesnt mean thats what actually happens on the servers. SHOULD be the same, but not always.
try putting 3 gauss on a phract and see if theres a noticable heat difference between that and firing a small pulse laser or something.
Edited by Asmosis, 18 July 2013 - 05:57 PM.
#19
Posted 19 July 2013 - 03:03 AM
Why would the files on the server and the client be different? To cause errors and desync, obviously.
PS. Expl. Damage for LRM AMMO is still at 0.7 while LRM AMMO + ARTEMIS IV is at 1.8
STREAK SRM AMMO is at 2.5 while SRM AMMO is at 1.5
Try to explain that ;-)
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