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Is Large Pulse Laser


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#1 Lock Down

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Posted 08 December 2014 - 01:20 AM

IS Large Pulse Laser are suppose to have a cool down of 3.25 and a duration of .67

but if you time it with a stop watch its 4 seconds? If you add cool down module its stays the same 4 seconds?? Has anyone else noticed this or bothered to time it?

seems to me all pulse lasers are off?

Edited by Lock Down, 08 December 2014 - 01:23 AM.


#2 John1352

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Posted 08 December 2014 - 01:32 AM

I'm not sure if you're calculating it right. Cooldown starts when the laser beam stops. 3.25 + 0.67 = 3.92s

Is it 4 seconds allowing for this? If so, it is a bug. If you were timing the beam as well, it is ok.

#3 Lock Down

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Posted 08 December 2014 - 01:38 AM

View PostJohn1352, on 08 December 2014 - 01:32 AM, said:

I'm not sure if you're calculating it right. Cooldown starts when the laser beam stops. 3.25 + 0.67 = 3.92s

Is it 4 seconds allowing for this? If so, it is a bug. If you were timing the beam as well, it is ok.


No timing the cool down only its 4 seconds.

#4 Wintersdark

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Posted 08 December 2014 - 03:02 AM

So you're getting .67s beam plus a 4s cooldown, for 4.67s total cycle time?

On all mechs or just one?

#5 John1352

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Posted 08 December 2014 - 03:22 AM

Testing time! BRB

Edit: I did two tests, both in my Victor 9S (c)

First was in a match on Frozen City. Didn't get particularly accurate results this time (and didn't record the values because I had to rush off to fight), but duration + cooldown was ~ 4 seconds, which matches the weapon stats.

Next was in testing grounds, Viridian Bog. Measured duration + cooldown as 3.98, 3.98, 3.91, 3.87. This matches the weapon stats nearly perfectly.

I included map/mech info for completeness. My measuring strategy was as follows: Hold down mouse, fire first shot, wait, as soon as second shot begins, start timing, as soon as third shot begins, stop timing. By adding my reaction time to both shots, I minimized the effect it would have on the timing.

It is working as it should for me, can someone else confirm this?

Edited by John1352, 08 December 2014 - 03:48 AM.


#6 William Mountbank

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Posted 08 December 2014 - 03:46 AM

Was this in testing grounds? Because afair you don't have any mech skills active there, including Fast Fire, they're only active in a hot drop in-match.

#7 Cyborne Elemental

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Posted 08 December 2014 - 03:57 AM

View PostWilliam Mountbank, on 08 December 2014 - 03:46 AM, said:

Was this in testing grounds? Because afair you don't have any mech skills active there, including Fast Fire, they're only active in a hot drop in-match.


Thats interesting, never knew that testing grounds didn't add in your Skilltree bonuses and quirks.
Or am I reading that wrong?

#8 The Boz

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Posted 08 December 2014 - 03:59 AM

Record yourself with fraps or something, then measure from that.

#9 Lock Down

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Posted 08 December 2014 - 04:15 AM

View PostJohn1352, on 08 December 2014 - 03:22 AM, said:

Testing time! BRB

Edit: I did two tests, both in my Victor 9S (c)

First was in a match on Frozen City. Didn't get particularly accurate results this time (and didn't record the values because I had to rush off to fight), but duration + cooldown was ~ 4 seconds, which matches the weapon stats.

Next was in testing grounds, Viridian Bog. Measured duration + cooldown as 3.98, 3.98, 3.91, 3.87. This matches the weapon stats nearly perfectly.

I included map/mech info for completeness. My measuring strategy was as follows: Hold down mouse, fire first shot, wait, as soon as second shot begins, start timing, as soon as third shot begins, stop timing. By adding my reaction time to both shots, I minimized the effect it would have on the timing.

It is working as it should for me, can someone else confirm this?


Four seconds in game! large pulse on boars head. Yes i know there is a med quirk.

View Postsneeking, on 08 December 2014 - 04:11 AM, said:

And make sure to use a mech without LPL quirks.

Quirks are a bit vauge, some say specifically that a mech has a LPL quirk while others say LL quirk or erLL quirk.

I tryed taking a mech with a ppc quirk to testing ground to decide if there was distinction between ERppc and ppc because these things matter.

I could see no difference but does it count in a match ?

They realy need to be more specific with all this.


Agreed on more specific!

#10 William Mountbank

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Posted 08 December 2014 - 04:56 AM

View PostMister D, on 08 December 2014 - 03:57 AM, said:


Thats interesting, never knew that testing grounds didn't add in your Skilltree bonuses and quirks.
Or am I reading that wrong?


I don't know about the mech quirks, but it definitely used to be that skilltree bonuses were not added for Testing Grounds maps - but it should be obvious as any Elited or Mastered mechs you have won't reach their top speed, only the slower pre Speed Tweak velocity.

I would always test fire rates and the like in a match, just to be sure.





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