Jump to content

Weapon Cooldown Calculation Bug


11 replies to this topic

#1 Alexander Schmidt

    Game Designer

  • 9 posts

Posted 11 September 2014 - 01:38 PM

Hey Folks,

Some of you might have noticed that there is a slight problem to the cooldown calculation when it comes to several items affecting this stat. The final cooldown value is slightly off of what it is supposed to be when adding up percentages of the modules, the quirks, and the Mech efficiency.

The problem is that some percentage values are currently based off an already modified value, depending on the combination of the three. This leads to an offset of around 3%.
We are currently working on fixing this with one of the next patches.

#2 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,966 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 11 September 2014 - 01:43 PM

Thanks for letting us know.

#3 Bront

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 4,212 posts
  • LocationInternet

Posted 11 September 2014 - 01:45 PM

Thanks for the udpate.

#4 Solahma

    Member

  • PipPipPipPipPipPipPipPip
  • Fury
  • Fury
  • 1,364 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNerv HQ, Tokyo-3

Posted 11 September 2014 - 02:18 PM

Thanks for the update, can we get an update why certain weapons do not have weapon modules?

EDIT: Namely the IS UAC5, IS ERLL, AC2, all Clan standard AC, and so on.

Edited by Solahma, 11 September 2014 - 02:19 PM.


#5 Karpundir

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 395 posts
  • LocationToronto, Canada

Posted 11 September 2014 - 02:35 PM

Will this correction also implement updated value for heat efficiency in the MechLab once cooldowns mods are equipped?

#6 Bartholomew bartholomew

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,250 posts
  • LocationInner sphere drop point

Posted 11 September 2014 - 02:37 PM

thanks for the head's up :)

#7 Revorn

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Patron
  • 3,557 posts

Posted 11 September 2014 - 02:46 PM

Good to get this Update, thanks.

#8 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 11 September 2014 - 03:25 PM

View PostSolahma, on 11 September 2014 - 02:18 PM, said:

all Clan standard AC


All standard Clan ACs are LBX placeholders for switchable ammunition.

#9 Russ Bullock

    President

  • Developer
  • Developer
  • 909 posts

Posted 11 September 2014 - 03:57 PM

Check this out too

http://mwomercs.com/...weapon-modules/

#10 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 11 September 2014 - 07:44 PM

View PostAlexander Schmidt, on 11 September 2014 - 01:38 PM, said:

Hey Folks,

Some of you might have noticed that there is a slight problem to the cooldown calculation when it comes to several items affecting this stat. The final cooldown value is slightly off of what it is supposed to be when adding up percentages of the modules, the quirks, and the Mech efficiency.

The problem is that some percentage values are currently based off an already modified value, depending on the combination of the three. This leads to an offset of around 3%.
We are currently working on fixing this with one of the next patches.



Thanks for the update Alex.

Can you tell us if the various cooldown reductions are supposed to be additive or multiplicative?

#11 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,162 posts
  • LocationThe Far Country

Posted 12 September 2014 - 07:58 AM

View PostUltimatum X, on 11 September 2014 - 07:44 PM, said:



Thanks for the update Alex.

Can you tell us if the various cooldown reductions are supposed to be additive or multiplicative?


+1. This is the question I was going to ask. It's a pretty big deal for how they interact.

#12 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 12 September 2014 - 08:11 AM

you should simplify it,

weapon cooldown is 1xcdtime

with a 2% module it should be:
(1-0,02) x time

with a 2% module and a quirk imcreasing it for 7,5% it should simply be:
(1-0,02+0,075) x timer
thats easier to calculate and no weird % of % calculation is needed.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users