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Temporary Cooldown (Ac2)

Heat Scale

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#141 Wintersdark

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Posted 02 February 2015 - 03:59 AM

Obviously, its not that simple.

#142 evillittlestew

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Posted 02 February 2015 - 06:23 AM

lol disable their arms again! haha nice but where is my AC2 cool down module! i want it :(

#143 wanderer

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Posted 02 February 2015 - 01:00 PM

Quote

It also bears pointing out that the -original- programming of the game before even MWO Alpha, nevermind Beta, was done by another studio entirely before the project was passed on to PGI.


So in other words, MWO code is lostech.

Also, neither ghost heat nor omnimechs were part of the original coding.

#144 G SE7EN7

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Posted 02 February 2015 - 09:47 PM

View PostLORD TSARKON, on 29 January 2015 - 10:26 AM, said:

Here you go.... Here is an old macro for the dakka dakka for Autohotkey

; What key will you press to toggle the dakka on or off?
dakka_toggle := "F5"

; What key will you press to unleash the dakka upon your puny foes?
dakka_key := "LButton"

Hotkey *%dakka_key%, commence_dakka
Hotkey *%dakka_key% up, cease_dakka
Hotkey *%dakka_toggle%, toggle_dakka
return

commence_dakka:
if GetKeyState(dakka_key, "P")
send {3 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {4 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {5 down}
else
return
sleep 125
if GetKeyState(dakka_key, "P")
send {6 down}
else
return
return

cease_dakka:
send {3 up}
send {4 up}
send {5 up}
send {6 up}
return

toggle_dakka:
dakka_is_off := !dakka_is_off
SoundBeep
if dakka_is_off {
Hotkey *%dakka_key%, off
Hotkey *%dakka_key% up, off
}
else {
Hotkey *%dakka_key%, on
Hotkey *%dakka_key% up, on
}
return

lol

I just say: "Awesome Razer Mouse, Unleash Hell!"

#145 Tordin

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Posted 03 February 2015 - 05:21 PM

Aaaa, why havent I read this before? Time to dakka like crazy!

#146 Punk Oblivion

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Posted 03 February 2015 - 09:54 PM

So I didn't see an AC2 fix in the patch notes... So are we STILL waiting for the removal of ghost heat from AC2's? Hurry up and squash that bug! My trigger finger is getting itchy!

#147 IG 88

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Posted 04 February 2015 - 04:26 AM

this is the best app ever
http://evilc.com/joo...hd-fire-control

lrm 5 ghost heat 437ms :P instant overheat after 3 lrm

but 438ms and your fine :P

Edited by IG 88, 04 February 2015 - 04:27 AM.


#148 Paul Inouye

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Posted 04 February 2015 - 10:51 AM

View PostQuickdraw Crobat, on 01 February 2015 - 11:39 PM, said:

Because I'm talking about the programming originally done to make a Mechwarrior game in Cryengine. The game was originally being put together in another studio, and the programming to make 'mechs function in Cryengine was originally done by a different studio. Don't recall offhand who was originally working on it, but when it got into PGI's hands there was already a lot of the base work done for the 'mech function and combat.


Just to let you know.. this is not true. MWO was built from scratch by PGI using CryEngine. If you're referring to our 2009 teaser trailer for, what was at that time a different project completely, that was done in UnReal, which was also 100% PGI.

#149 Paul Inouye

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Posted 04 February 2015 - 11:00 AM

View PostKmieciu, on 02 February 2015 - 12:00 AM, said:

All they had to do is to change 2 numbers inside an XML file.

And they failed.

Anyone with half a brain can take a look at weapon stats file and modify it accordingly.


Just look, it's that simple:
AC/2
http://static.mwomer...apons/1018.json

AC/5
http://static.mwomer...apons/1019.json


Just to make it clear what happened...

To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.

What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".

#150 Ratpoison

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Posted 04 February 2015 - 11:00 AM

View PostPaul Inouye, on 04 February 2015 - 10:51 AM, said:


Just to let you know.. this is not true. MWO was built from scratch by PGI using CryEngine. If you're referring to our 2009 teaser trailer for, what was at that time a different project completely, that was done in UnReal, which was also 100% PGI.

Thank you for the clarification, I've been so tired of people talking about a 6 year old concept trailer as if it should be relevant to what the game is like now.

#151 Graugger

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Posted 04 February 2015 - 05:22 PM

View PostPaul Inouye, on 04 February 2015 - 11:00 AM, said:


Just to make it clear what happened...

To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.

What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".


From what I'm getting from this, basically the idea was to cancel the ghost heat on AC/2s server side rather than client side so that a patch wouldn't be needed to remove the ghost heat then re-implement it. With this, the coding to cancel it out server side (the temporary solution) sounds much more complex to implement whereas the client side direct fix appears much easier to alter and implement.

With the frequency of hot fixes would it not have been acceptable to change the XML in a patch for a few days while backing up the old version for when you want to stop the testing?

Granted this revealed and error in the current method of testing the removal of ghost heat but it does sound unnecessarily complex.

#152 Choppah

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Posted 04 February 2015 - 06:30 PM

So I dropped last night in a basic'd KGC with 6 AC2's... no extra heat but still too hot. Plus trying to aim at the same spot for a span of 10 seconds is near impossible. Shots land everywhere against a competent opponent, and there are some reg issues dropping shots to boot. Outside of reducing heat to 0.75 or even 0.5, I don't see another way to make the tonnage investment of any AC2 worth the heat per second.

Edited by Choppah, 04 February 2015 - 06:30 PM.


#153 AlmightyAeng

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Posted 05 February 2015 - 09:29 AM

View PostPaul Inouye, on 04 February 2015 - 11:00 AM, said:


Just to make it clear what happened...

To make a change permanently, we would change the XML as you described. HOWEVER, this change is something we are wanting to test on a large scale.. i.e. not permanent. To do this, we have to create a special server override which gets placed on the servers that kick of matches. We have done this exact thing before without problems.

What happened last week was that the server override causes a 'Mech stat reset (by that I mean the stats that put a 'Mech together before you drop into a 'Match) when you were already dropped into a 'Match. This reset values on Omnipods including lower arm actuators which are a variable set by players. The reset changes it back to default (off) hence causing the problem with lower arm actuators "locking up".


So...is the ghost heat on for AC/2's, or off now?

#154 Belorion

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Posted 06 February 2015 - 04:52 PM

Can the thread title be changed? Its not talking about the cooldown.

#155 Skamay

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Posted 11 March 2015 - 05:53 PM

I would like an AC2 cooldown module please.

#156 Kaptain

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Posted 03 September 2015 - 10:19 PM

View PostChoppah, on 04 February 2015 - 06:30 PM, said:

So I dropped last night in a basic'd KGC with 6 AC2's... no extra heat but still too hot. Plus trying to aim at the same spot for a span of 10 seconds is near impossible. Shots land everywhere against a competent opponent, and there are some reg issues dropping shots to boot. Outside of reducing heat to 0.75 or even 0.5, I don't see another way to make the tonnage investment of any AC2 worth the heat per second.


Just tested in prep for the mauler and I agree 100%.

AC5s are far cooler and more effective. The ac2 ghost heat removal is a good start but heat per shot still needs to be reduced.

Edited by Kaptain, 08 September 2015 - 02:45 PM.






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