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Clan Small Pulse Laser Cooldown Module Broken?


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#1 Dollar Bill

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Posted 28 July 2015 - 11:52 PM

I just made a few builds using a Clan Small Pulse Laser cooldown module and noticed it works in the testing grounds, but in a normal game match the cooldown module doesn't work. Anyone else having a problem with that module? I've tried it on a Nova and Arctic Cheetah.

Edited by Dollar Bill, 29 July 2015 - 12:00 AM.


#2 aniviron

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Posted 29 July 2015 - 12:14 AM

People are reporting that all laser cooldown modules are broken right now.

#3 MeiSooHaityu

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Posted 29 July 2015 - 02:44 AM

Well that sucks. While they are fixing the laser cool down modules, they should finally get around to adding a cool down module for the A/C2.

#4 NeoCodex

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Posted 29 July 2015 - 03:08 AM

More importantly, since when is it broken?

Edited by NeoCodex, 29 July 2015 - 03:08 AM.


#5 Paigan

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Posted 29 July 2015 - 03:12 AM

View PostMeiSooHaityu, on 29 July 2015 - 02:44 AM, said:

Well that sucks. While they are fixing the laser cool down modules, they should finally get around to adding a cool down module for the A/C2.

That would require a NEW XML entry per module. Maybe even MORE than one.
Not sure it's realistic to hope for it...

:lol: :unsure: :blink: <_<

#6 Satan n stuff

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Posted 29 July 2015 - 03:23 AM

View Postaniviron, on 29 July 2015 - 12:14 AM, said:

People are reporting that all laser cooldown modules are broken right now.

I thought something was off, normally a C-LPL cooldown module 5 syncs the C-LPL's firing cycle up nicely with the C-ER-ML ( -0.17s ) and the C-MPL ( +0.13s ) and it currently doesn't. I just unlocked a crapton of cooldown modules with my spare GXP so I'd like this to get fixed soon.

Edited by Satan n stuff, 29 July 2015 - 03:26 AM.


#7 KodiakGW

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Posted 29 July 2015 - 08:22 AM

I'll need to test it myself, but I noticed my 3xLL WVR-6K was a bit off last night. Thought it was because I was tired. We ended up doing more push brawls and I was not doing my normal damage.

Edit: Hope they fix this soon. MRBC league drops are happening this week.

Edited by KodiakGW, 29 July 2015 - 08:23 AM.


#8 Revis Volek

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Posted 29 July 2015 - 08:28 AM

How do they break modules? Why are the fiddling with this stuff EVERY patch....there is no reason to make changes then LEAVE IT ALONE. I just dont get it....what changed that they even had to be in their?


I just dont think the person who makes these changes has a good memory or is very careful.......ever.

#9 xeromynd

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Posted 29 July 2015 - 08:35 AM

View PostDarthRevis, on 29 July 2015 - 08:28 AM, said:

How do they break modules? Why are the fiddling with this stuff EVERY patch....there is no reason to make changes then LEAVE IT ALONE. I just dont get it....what changed that they even had to be in their?


I just dont think the person who makes these changes has a good memory or is very careful.......ever.



Posted Image

Here's what helps me understand: If you think of your MWO install folder as one of those coin-push games at the carnival, it all starts to make sense. PGI adds a feature (coin) to the game, and some completely unrelated feature (coin) seems to magically get pushed off the other end. Happens every time they try to put something new in, without fail. Tweak with HSR, and somehow a faction camo skin gets booted out the other side.

It's king of like the headphone tangling fairy in your pocket. Put in pocket, magical stuff goes on in there, and **** comes out messed up.

Edited by xeromynd, 29 July 2015 - 08:36 AM.


#10 Deathlike

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Posted 29 July 2015 - 09:27 AM

Spaghetti-code™.

Working as intended™.

#11 Cyborne Elemental

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Posted 29 July 2015 - 11:54 AM

I thought the training ground weapons were shooting faster than they should personally..

Once in game, things seemed to be firing slower, never can tell from patch to patch..

I thought maybe it was just a FPS issue, as I get 120+ fps in training grounds, but once in game with 23 other mechs rendered and weapons going off my FPS usually floats between 60-90.

#12 Bobby Jubraj

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Posted 29 July 2015 - 02:21 PM

Hey guys,

Yeah so we've confirmed that there is an issue right now with energy weapon cooldowns. The issue is that in Testing Grounds, the energy weapon cooldown begins immediately after firing as opposed to in public matches, where the energy cooldown begins after the duration of the laser.

We're hoping to get this sorted out soon so please bear with us, but that being said the correct application of energy weapon cooldown is actually the one in public matches.

#13 Davegt27

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Posted 29 July 2015 - 02:23 PM

ok thats cool

I can take my tin foil hat off

#14 Dollar Bill

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Posted 30 July 2015 - 07:09 PM

View PostBobby Jubraj, on 29 July 2015 - 02:21 PM, said:

Hey guys,

Yeah so we've confirmed that there is an issue right now with energy weapon cooldowns. The issue is that in Testing Grounds, the energy weapon cooldown begins immediately after firing as opposed to in public matches, where the energy cooldown begins after the duration of the laser.

We're hoping to get this sorted out soon so please bear with us, but that being said the correct application of energy weapon cooldown is actually the one in public matches.



Ok, and thanks for the replys guys. :)





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