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Flamers Are Either Broken Or This Guy Is Cheating.


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#41 mariomanz28

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Posted 19 February 2016 - 07:01 AM

Looks like you shutdown at 53% heat then 68% heat...lol

And didn't PGI say that moving to 1 patch a month would help QA? We already had to have 1 hot fix and things still look broken with flamers.

What exactly was QA doing with their extra 3 weeks this time?

#42 pwnface

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Posted 19 February 2016 - 09:07 AM

I'm going to build some mechs to go headshot hunting :D

#43 Johnny Z

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Posted 19 February 2016 - 09:10 AM

View PostGhogiel, on 19 February 2016 - 02:18 AM, said:

Could be everything on the HUD can take 2secs to update with the server. Your info isn't quite what the server is seeing in addition to the regular bugginess of MWO. Or the fact flamers have known bugs in addition to the know bugginess of MWO. Especially with this area of MWO> hit reg, updating with server and the HUD. But yeah shutting down at 52% is borked.


I have never found this game to be overly buggy. I have however noticed players using exploits and cheating. Like every other game.

Edited by Johnny Z, 19 February 2016 - 09:10 AM.


#44 Mystere

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Posted 19 February 2016 - 09:22 AM

View PostPaigan, on 19 February 2016 - 01:53 AM, said:

If I may: I'm a software developer myself and spiteful ignorance like that drives me crazy.

Let me tell you, how it really is:
...
So, my advice: If you don't know what you're talking about, just don't say anything in the first place.


Amen!


View PostMrMadguy, on 19 February 2016 - 02:04 AM, said:

Depends on quality of code. If it's cattle-code, full of crutches and supports - then yes, you are right. But if code is good - then it should start working almost immediately.


I look at two things when a developer works on one of my projects:
  • code factoring
  • testing methodology
Fail at any of those and you're out of my project. Usually that also means you're going to look for a new assignment, or worse a new job.

And finally, if you call yourself a "programmer" or worse "coder", you're out, no questions asked.

#45 Mister Blastman

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Posted 19 February 2016 - 09:32 AM

View PostSader325, on 19 February 2016 - 12:54 AM, said:

Someone explain to me this footage. Watch it very carefully.






So either the last hotfix broke flamers, or this guy is cheating.


LOL
You called Mcgral a cheater? LOL

LOL

Sorry, Mcgral has skills.



Your head popped off. Check the replay.

Edited by Mister Blastman, 19 February 2016 - 09:41 AM.


#46 GrimRiver

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Posted 19 February 2016 - 10:33 AM

Server update lag, pretty much lagshield for lights sometimes.

Rolling in my atlas I alpha'ed a 72point alpha into a spider CT one time and he didn't die nor armor popped but 4 seconds later after he ran away he killed over and it said I killed him.

My ping at time was 39

His ping was 300+

Happens every so often.

#47 CDLord HHGD

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Posted 19 February 2016 - 10:54 AM

View PostPaigan, on 19 February 2016 - 01:53 AM, said:

If I may: I'm a software developer myself and spiteful ignorance like that drives me crazy.

Let me tell you, how it really is:

Software is incredibly complex. Spaceshuttle-start-like complex.
Changing or extending it is similarily complex.
If a developer changes something, there are bugs, yes.
Say for a major change, there are 100 bugs (against like 1000 lines of code that work perfectly fine on the first attempt. Already an incredibly good performance from the developer there.)

At first the developer tests himself ("most" of the time) and finds and fixes, say, 50 bugs on his own.
Very good and thorough developers maybe find 70 or 80 bugs (just fictional figures here).
QA then does its testing.
Depending on how good everyone is, something between 80 and 95 bugs are found.
Or maybe 96. Or maybe 97 if you're lucky.

So customers like you (like "us" here) only see 3-5 from originally 100 bugs.
Of course 3 out of 3 bugs are 100%.
You ALWAYS see 100% of all the bugs you see.
That does NOT mean there was no quality control at all. That's a perception thing, not a measurement of code quality.
"Almost all" bugs were long fixed before you ever had a chance of encountering them.
And nobody is perfect.

Personally, I'm amazed how GOOD the quality management in PGI is.
Patches run smoothely and quickly 99% of the time.
I have hardly any client crashes.
I hardly ever disconnect.

If I compare it with Eve-Online, for example:
They have a daily downtime of 1 hour because they are too stupid to get their memory leaks fixed at least back when I played.
Patches take HOURS over HOURS just to deploy, even AFTER they did all the testing.
Their client hangs up on a regular basis even in character creation (i came back last year to toy around with it and the client is still HORRIBLE, even after ... 15 years or so)


So, my advice: If you don't know what you're talking about, just don't say anything in the first place.

This is probably the most sensible thing I've seen you say. :)

#48 Ghogiel

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Posted 19 February 2016 - 11:04 AM

View PostJohnny Z, on 19 February 2016 - 09:10 AM, said:

I have never found this game to be overly buggy. I have however noticed players using exploits and cheating. Like every other game.

Yeah it is. And no you really haven't.

#49 Revis Volek

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Posted 19 February 2016 - 11:10 AM

View PostGhogiel, on 19 February 2016 - 11:04 AM, said:

Yeah it is. And no you really haven't.



Some people have a hard time realizing their opinions are not fact.

He has no proof, he just has to justify losses somehow.

#50 pwnface

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Posted 19 February 2016 - 11:41 AM

View PostPaigan, on 19 February 2016 - 01:53 AM, said:

If I may: I'm a software developer myself and spiteful ignorance like that drives me crazy.

Let me tell you, how it really is:

Software is incredibly complex. Spaceshuttle-start-like complex.
Changing or extending it is similarily complex.
If a developer changes something, there are bugs, yes.
Say for a major change, there are 100 bugs (against like 1000 lines of code that work perfectly fine on the first attempt. Already an incredibly good performance from the developer there.)

At first the developer tests himself ("most" of the time) and finds and fixes, say, 50 bugs on his own.
Very good and thorough developers maybe find 70 or 80 bugs (just fictional figures here).
QA then does its testing.
Depending on how good everyone is, something between 80 and 95 bugs are found.
Or maybe 96. Or maybe 97 if you're lucky.

So customers like you (like "us" here) only see 3-5 from originally 100 bugs.
Of course 3 out of 3 bugs are 100%.
You ALWAYS see 100% of all the bugs you see.
That does NOT mean there was no quality control at all. That's a perception thing, not a measurement of code quality.
"Almost all" bugs were long fixed before you ever had a chance of encountering them.
And nobody is perfect.

Personally, I'm amazed how GOOD the quality management in PGI is.
Patches run smoothely and quickly 99% of the time.
I have hardly any client crashes.
I hardly ever disconnect.

If I compare it with Eve-Online, for example:
They have a daily downtime of 1 hour because they are too stupid to get their memory leaks fixed at least back when I played.
Patches take HOURS over HOURS just to deploy, even AFTER they did all the testing.
Their client hangs up on a regular basis even in character creation (i came back last year to toy around with it and the client is still HORRIBLE, even after ... 15 years or so)


So, my advice: If you don't know what you're talking about, just don't say anything in the first place.


As a software developer myself, if the company I worked for released software that had obvious bugs that are found by the community within the first day we probably would fire our QA team. If your QA team isn't catching obvious stuff before a public release there is a major problem.

I find it hard to believe that you are praising PGI for the quality management of their code. There are still major bugs with the chat system which never should have made it into production 4 years ago. Counterstrike had a less buggy chat system and that game is 16 years old. 16! Counterstrike is in high school right now getting it's first bl0wjob under the bleachers and MWO still can't implement a chat system that doesn't lag, double post messages, sometimes NOT even post the message at all!

The MWO development team does a few things really well (mainly the art if were going to be honest) but having good quality control hasn't really been one of them IMO. Sure sometimes bugs slip through into production, it should be a rarity though and not every other patch.

Edited by pwnface, 19 February 2016 - 11:44 AM.


#51 Strengar

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Posted 19 February 2016 - 12:11 PM

I have to agree with Paigan.
I develop in a language called ABAP (software SAP) and you would be amazed at how much
damage missing [ ] (brackets) can cause.
Unfortunately you do not always get errors when compiling when the code works.
I don't always agree with what is changed but I have to say the quality of what work and what doesn't is better than expected.

#52 GRiPSViGiL

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Posted 19 February 2016 - 12:36 PM

View PostRevis Volek, on 19 February 2016 - 11:10 AM, said:



Some people have a hard time realizing their opinions are not fact.

He has no proof, he just has to justify losses somehow.

There is nothing to justify when winning and losing means NOTHING in MWO.

#53 1453 R

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Posted 19 February 2016 - 12:53 PM

Looks like a HUD glitch to me. He had you basted with what I'm assuming is a hex-flamer Nova for more than long enough to 90% you, but it didn't show up. Not really McGral cheating, just awful luck and a glitch neither of you could do anything about. Sorry, man.

#54 Revis Volek

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Posted 19 February 2016 - 01:08 PM

View Postpwnface, on 19 February 2016 - 09:07 AM, said:

I'm going to build some mechs to go headshot hunting Posted Image



Its been a fun time, Im surprised you guys havent jumped in on this yet!

I will be around tonight for some tag team flaming and cockpiting!!!

View PostGRiPSViGiL, on 19 February 2016 - 12:36 PM, said:

There is nothing to justify when winning and losing means NOTHING in MWO.



Winning and Loosing is literally THE ONLY THING in MWO.


I dont know how you cant see this....What other thing is there to do around here????

#55 Deathlike

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Posted 19 February 2016 - 01:41 PM

I don't think there's a HUD glitch necessarily.

There's always a discrepancy between what you see and what the server sees. For instance, players that never made it in and get shot tend to have weird hitboxes (can't headshot them properly or having "holes in their hitboxes", depending on terrain like Terra Therma or Vitric Forge).

When the server goes poopy (massive desync+disco), you can still move your mech, overheat, and a host of other things, but as long as the server says "lol nope", it doesn't actually happen.


Chances are, the code for Flamers could be tied up with the Coolshot code and causes poop to happen.

However, the SRMs came from the mech behind you (the Timberwolf) around :26 into the video (it briefly shows its the Seismic Wallhack Dorito on the radar), so you were already being double teamed (you were going to lose that in the first place).

Edited by Deathlike, 19 February 2016 - 01:41 PM.


#56 Aiden Skye

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Posted 19 February 2016 - 02:08 PM

The real crime here is that c(rap)py music you are gaming to. But yeah that video was weird. Though it was entertaining to see you go supernova...by a nova.

#57 Sader325

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Posted 19 February 2016 - 03:00 PM

View PostW A R K H A N, on 19 February 2016 - 02:08 PM, said:

The real crime here is that c(rap)py music you are gaming to. But yeah that video was weird. Though it was entertaining to see you go supernova...by a nova.



Your taste in music is **** if you think that is anyway a bad song.



If this bothers you, theres something wrong with you.

Edited by Sader325, 19 February 2016 - 03:07 PM.


#58 Gas Guzzler

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Posted 19 February 2016 - 03:08 PM

I'd rather listen to Tool.


Or listen to you say "wait what the **** is going on" again.

#59 Deathlike

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Posted 19 February 2016 - 04:37 PM

Well, I'm willing to test the bug out in a private lobby.

I'm sure it can be explained away.

#60 wanderer

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Posted 19 February 2016 - 04:52 PM

This reminds me of the heat bugs that triggered when people were messing around with the 1000% cooldown bug for LRMs on the Quickdraw. Too many inputs (in this case, heat adds) can result in really wonky behavior. Might be that enough flamers are making the target not respond in a logical manner when being cooked, trying to coolshot, or even firing off shots when the bar is lower than actual heat loads.





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