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Clan Weapons Bugged

Bug Report

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#1 PhoenixFire55

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Posted 04 August 2014 - 09:01 AM

Clan lasers are fkn BS. 80-90% of their full damage is applied at the very first moment of contact. When a mere scratch by 4 lasers takes both legs that are yellow structure off a light from 800m this is called ret@rded. The 1.3-1.5 seconds duration is lies, any possible crit chances on lasers is also BS. Same goes for clan ACs, the full damage is applied each time the first slug hits the target regardless of if the remaining slugs hit or not. I suppose its called PGI-burst-fire?

Before trying to balance anything fix the goddamn weapons so that they actually do what they are supposed to do, and don't BS people with stories about how clan weapons are balanced by burst fire and longer impulse durations.

#2 Wintersdark

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Posted 04 August 2014 - 09:09 AM

Video or it didn't happen. I call total BS.

While I'm sure you'll label this as a cunning ploy to keep my EVIL BROKEN UNFAIR WEAPONS, I have absolutely never experienced what you claim. I've been endlessly frustrated by the need to hold Clan UAC's on target because my targets stubbornly refuse to allow me to dump all the damage in one body part.

Same with the Lasers... Hell, particularly with the lasers. Those absurdly long beam times are such a PITA.

#3 Wintersdark

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Posted 04 August 2014 - 09:23 AM

Ok, here. Stock AS7-D armor is 94 CT and 68 in each arm. If you're right, I should be destroying the CT before an arm, or at roughly the same time.

I took time to man up and make a video. Do you have more than ignorant QQ?


(uploading, give it ten minutes)

Wait, what? I do enough to take off both arms first, and do significant damage to the side torsos, before finally popping the CT... even though every time I'm starting my beams dead center on the CT and towards the end spraying the CT as well.

Try twisting to spread some of that damage.

#4 PhoenixFire55

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Posted 04 August 2014 - 09:41 AM

View PostWintersdark, on 04 August 2014 - 09:23 AM, said:

I took time to man up and make a video. Do you have more than ignorant QQ?


Your video posting skills are so awesome. Try taking the 'private video' tick off next time?

#5 Wintersdark

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Posted 04 August 2014 - 09:46 AM

View PostPhoenixFire55, on 04 August 2014 - 09:41 AM, said:


Your video posting skills are so awesome. Try taking the 'private video' tick off next time?

It's public; probably wasn't finished processing yet.

Edit: Ah, my mistake. After it uploaded, it wanted me to click publish. I was reading forum posts, not spending 10 minutes staring at the upload/processing progress bar.

Edited by Wintersdark, 04 August 2014 - 09:47 AM.


#6 PhoenixFire55

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Posted 04 August 2014 - 09:54 AM

View PostWintersdark, on 04 August 2014 - 09:46 AM, said:

It's public; probably wasn't finished processing yet.


Sweet. But training grounds have nothing to do with actual game code for most purposes.

#7 Wintersdark

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Posted 04 August 2014 - 09:59 AM

View PostPhoenixFire55, on 04 August 2014 - 09:54 AM, said:


Sweet. But training grounds have nothing to do with actual game code for most purposes.


Weapons still work the same way. Issues with ping and whatnot are not replicated, but everything else is.

Anyways, your the one making the accusation, the burden of proof is on you. I've demonstrated, in video, that they function properly, matching my claims that they do so. I'm not about to go into a match and deliberately throw it by doing that against enemy mechs. If you assert that they function differently in game, get in a private match and do it yourself, provide some proof.

Without said proof, your post is nothing but the tears of someone who can't accept that they lost, and feels the need to blame everything but themselves.

Further, if they DID function as you claim, Nova's would be unstoppable. Hell, you could alpha all 12 ERML's, overheat pretty much instantly, but still do enough damage even with the aborted beam to CT core most mechs. And that's clearly not the case.

#8 PhoenixFire55

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Posted 04 August 2014 - 10:08 AM

View PostWintersdark, on 04 August 2014 - 09:59 AM, said:

Weapons still work the same way.


Nope, and PGI was the first to admit it.

#9 Bigbacon

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Posted 04 August 2014 - 10:15 AM

i think this comes down the the colors used and the percentages. Someone posted up a suggestion to make more color gradients in the damage display for this very reason.

Where HTAL would really help as well.

#10 Wintersdark

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Posted 04 August 2014 - 10:19 AM

View PostPhoenixFire55, on 04 August 2014 - 10:08 AM, said:


Nope, and PGI was the first to admit it.

Do it, then, post a video. Prove you've got something other than random tears. Because right now you're making rather ridiculous claims. If things are as you claim, it should be very easy to get video of it happening.

#11 PhoenixFire55

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Posted 04 August 2014 - 10:21 AM

View PostWintersdark, on 04 August 2014 - 10:19 AM, said:

Do it, then, post a video. Prove you've got something other than random tears. Because right now you're making rather ridiculous claims. If things are as you claim, it should be very easy to get video of it happening.


I don't own any clan mechs so obviousely I can't make a video of me doing it and can't exactly ask people in random matches to do it. You on the other hand are free to leave this topic if you have nothing else to say.

#12 Wintersdark

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Posted 04 August 2014 - 10:24 AM

Hey, maybe my bumping it will cause someone, anyone, to agree with you? Someone with a Clan mech? Or do you figure that this is all a cunning plan to keep such a grossly obvious bug hidden? If what you claim was happening, it would be immediately obvious.

It's much more likely that you're just wrong.

#13 Kaeb Odellas

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Posted 04 August 2014 - 10:26 AM

View PostPhoenixFire55, on 04 August 2014 - 10:08 AM, said:


Nope, and PGI was the first to admit it.


While I remember that at some point early in its development Training Grounds mechs did behave differently from an actual match, PGI has since worked to make Training Grounds more representative of the online game. It seems absurd to me that they'd make the weapons behave differently when they've gone ahead and added mech efficiency and module functionality. I think the burden of proof is on you to prove that Clan weapons behave differently on on Training Grounds than on live matches.

EDIT: You don't even own any Clan mech's? Then how could you possibly know for certain? No one else has reported this happening, so you're probably in the wrong here. I see your location is St. Petersburg. Russian, perhaps? You could just be feeling the effects of lag.

Edited by Kaeb Odellas, 04 August 2014 - 10:30 AM.


#14 Wintersdark

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Posted 04 August 2014 - 10:29 AM

What you're doing in this thread is exactly the same as my claiming "IS PPC's do double damage whenever they hit my mechs." With no proof of it, nor anyone else making similar claims... Even despite proof offered to the contrary.

The burden of proof is on you.

Otherwise, you're just looking like a sore loser who can't accept he's wrong.

#15 process

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Posted 04 August 2014 - 10:30 AM

In practice, clan weapons do take more time to dispense damage. That said, I find it very common for my targets to stand still without reacting to the damage. It's not inconceivable there's a latency and/or feedback issue that's not giving players enough opportunity to react while the damage is being dealt.

#16 Kaeb Odellas

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Posted 04 August 2014 - 10:34 AM

View Postprocess, on 04 August 2014 - 10:30 AM, said:

In practice, clan weapons do take more time to dispense damage. That said, I find it very common for my targets to stand still without reacting to the damage. It's not inconceivable there's a latency and/or feedback issue that's not giving players enough opportunity to react while the damage is being dealt.


Most clan weapons anyway. The CLERML is the only one of the clan lasers that deals damage faster than its IS counterpart.

#17 PhoenixFire55

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Posted 04 August 2014 - 10:50 AM

View PostKaeb Odellas, on 04 August 2014 - 10:26 AM, said:

EDIT: You don't even own any Clan mech's? Then how could you possibly know for certain? No one else has reported this happening, so you're probably in the wrong here. I see your location is St. Petersburg. Russian, perhaps? You could just be feeling the effects of lag.


Seen that happen countless times to me, people I spectate etc., with different pings. Not saying it happens all the time, but smth is terribly broken. When an assault mech that is turning and jumping is cored out and killed through CT by a Stormcrow with 6 lasers in 2 shots from ~700m or so thats not right. Same way when a completely fresh heavy is killed by a DWF with quad UAC10s through a side torso with 50 armor instantly even before UACs stop firing for the first time, thats also an obvious bug.

#18 DEMAX51

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Posted 04 August 2014 - 10:51 AM

Until I see some evidence to the contrary, I'm going to assume the OP has no idea what he's talking about.

#19 PhoenixFire55

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Posted 04 August 2014 - 10:53 AM

View PostKaeb Odellas, on 04 August 2014 - 10:34 AM, said:

Most clan weapons anyway. The CLERML is the only one of the clan lasers that deals damage faster than its IS counterpart.


ML is 1.0s, CERML is 1.3s. Unless PGI makes intentional stealth changes to these values this isn't the case.

#20 Kaeb Odellas

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Posted 04 August 2014 - 11:07 AM

View PostPhoenixFire55, on 04 August 2014 - 10:53 AM, said:


ML is 1.0s, CERML is 1.3s. Unless PGI makes intentional stealth changes to these values this isn't the case.


At 7 damage with 1.3s burn time, the CERML does 5.38 DPS during its burn, slightly higher than the IS ML's 5 DPS. If you only land 1 second of your CERML on target, you still do more damage than if you land a full blast with an IS ML. All other clan lasers are worse in that regard.

View PostPhoenixFire55, on 04 August 2014 - 10:50 AM, said:


Seen that happen countless times to me, people I spectate etc., with different pings. Not saying it happens all the time, but smth is terribly broken. When an assault mech that is turning and jumping is cored out and killed through CT by a Stormcrow with 6 lasers in 2 shots from ~700m or so thats not right. Same way when a completely fresh heavy is killed by a DWF with quad UAC10s through a side torso with 50 armor instantly even before UACs stop firing for the first time, thats also an obvious bug.


It doesn't matter who you spectate or what their ping is. Only your ping matters. The important thing is that you're the only one who sees this happening, and since it is highly unlikely that the thousands of players who probably have better connections than you have missed what should be a glaringly obvious problem, it is more likely that the problem is on your end.





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