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Flamers Are Either Broken Or This Guy Is Cheating.


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#61 Deathlike

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Posted 19 February 2016 - 05:04 PM

View Postwanderer, on 19 February 2016 - 04:52 PM, said:

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.


It's ghost heat most likely, due to the .5 second "ghost heat cooldown" timer.

#62 Davegt27

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Posted 19 February 2016 - 05:33 PM

I had the similar reaction when Sader killed my Streak Wolf early this morning in that puny Shadow Cat


So I rebuilt my Streak Wolf and moved it back to my TW-S (seems pgi removed the previous TW-s nerf)

I will get you next time you puny shadow cat lol


#63 GRiPSViGiL

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Posted 19 February 2016 - 06:05 PM

View PostRevis Volek, on 19 February 2016 - 01:08 PM, said:





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????

Well PGI hopes it is to collect and buy every mech pack they can dream up and crap out. I don't care if my team loses because I can't control 11 other people and depending on what mech I am in I will outdo all most of the time and all but 1 or 2 the rest of other times. My point is you can do well and lose so why care when the lost match accounts for nothing concerning the game. I am referring to quick play of course since I don't waste my time with CW since it is pretty pointless still.

Edited by GRiPSViGiL, 19 February 2016 - 06:06 PM.


#64 MauttyKoray

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Posted 19 February 2016 - 06:46 PM

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.

Holy ****... from a guy who took game development towards the end of high school (tech campus program at our local college) and was briefly studying coding, thank you so much for this explanation. I've never worked in the industry myself but this was just great.

At least its not as bad as someone having a quote from one of the head IT guys for Second Life (virtual world social program) saying that it doesn't even make sense how their servers and the program are even working.

Something that full release games do that freemium titles don't get a chance is that after QA its usually released to a group of people/centers that are basically a secondary QA. These 'average' people like you and me end up doing stuff that profession QA might not think of and find bugs that would be 1 in a million but possibly game breaking. Its not so much like that anymore with the age of the internet, instead Alpha/Beta tests of actual players who will most likely play the game on release take part in are run and the gameplay is monitored.

Edited by MauttyKoray, 19 February 2016 - 06:49 PM.


#65 Troutmonkey

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Posted 19 February 2016 - 07:28 PM

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.

After watching it a couple of times and reading some of the comments, I think I've worked it out.
Your coolshot didn't register on the server. That's what went wrong. You popped the coolshot and your heat dropped about 45% on the client side, but didn't register on the server. That means you are actually running much hotter on the server than you really are and it's forcing shutdowns on you because it thinks you went over. Then McGral head shotted you while you were powered down.

That's the most likely scenario that I can imagine

#66 ZenFool

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Posted 19 February 2016 - 07:50 PM

Something is definitely out of whack now. Where were the tons of "flamers OP" people to track down the new hotfix injected bug? I've had targets hit cap and overheat instantly twice in the last day. After getting an arm blown off(no HS in arm btw) my own heat would spike to nearly 100% instantly while trying to use four flamers(after waiting well beyond the wait time). That happened in two different games. Considering I've only played ten or so games it seems this could be reproduced fairly quickly.

I seriously would love to have all the people that put in time telling us how broken they were before hotfix to maybe check this out. After all, they were concerned two days ago, why no concern now?

#67 wanderer

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Posted 19 February 2016 - 10:49 PM

They did nothing to fix the "destroyed flamers are treated as still firing" bug.

Given the hotfix, the effect of that is likely even worse than it was.

#68 Deathlike

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Posted 19 February 2016 - 11:25 PM

View Postwanderer, on 19 February 2016 - 10:49 PM, said:

They did nothing to fix the "destroyed flamers are treated as still firing" bug.

Given the hotfix, the effect of that is likely even worse than it was.


Sounds like a feature.

#69 MonkeyCheese

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Posted 19 February 2016 - 11:45 PM

Instinctively calls someone a cheater when its clearly a bug.....

#70 Mad Strike

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Posted 21 February 2016 - 07:49 PM

Here's something.......what about if another flamer mech sneaked behind you on that moment........i tend to do all the time.

P.D: We guys with flamers ALLWAYS know what we're doing XD

Edited by Mad Strike, 21 February 2016 - 07:51 PM.






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