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2X Uac10 Ghost Heat Issue


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#21 Felicitatem Parco

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Posted 19 July 2016 - 04:54 PM

Is this "Bug" merely caused by someone doubletapping immediately before the next normal firing round, resulting in a neigh-instantaneous doubletap?

Shoot.
wait until right before the next cycle
Doubletap now - it fires your doubletap and instantly rolls into the next firing sequence, as normal.

Do this with 2 UAC/10 and you can Quad-Tap yourself.

A clan UAC will actually be firing both bursts at once if you time it close enough. The UACs have worked that way since the current double-tap mechanism was put in place.

Edited by Prosperity Park, 19 July 2016 - 04:58 PM.


#22 MOBAjobg

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Posted 19 July 2016 - 05:09 PM

View PostPaul Inouye, on 19 July 2016 - 04:24 PM, said:

Yes.. as per the patch notes.. the HS multiplier went from 1.0 to 15.0 (which falls directly between the Clan UAC5 and UAC20). It was the KDK that brought this issue to light and now this higher value is bringing the double tap issue to the surface. We have repro'd it and is now on a bug list. I cannot tell you WHEN it's going to get patched into the game quite yet. Engineering needs more time to look into it.

My KDK-3 is in the sick bay now because firing the 4xcuac10 by double tapping it had generated high heat spike that is totally unacceptable and I had to jump off the cliff quickly at the Viridian Bog map before being focused fire by more than 3 enemies mech.

#23 Deathlike

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Posted 19 July 2016 - 05:15 PM

View PostMcgral18, on 19 July 2016 - 04:52 PM, said:


They didn't announce it, but it's accurate.
Posted Image


This reminds me of the time that MG nerf when the Clans arrived... "fixed a bug with MGs and nerfed its damage".

It makes you wonder.... hmmmm.

#24 Stone Wall

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Posted 19 July 2016 - 05:22 PM

I remember back in MW3 they would play a user created side preferred way of playing in one camp of the game population called c5 weapons only UA ice. That ment they played on super cold maps with very little heat and fast cool down with unlimited ammo. This had people taking 2 or 3 UAC 20s and they would destroy each other. It was pretty fun.

Seeing those 4 UAC Kodiaks reminded me of those games, but they moved about 2 times as fast with super floaty JJs.

#25 Mister Blastman

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Posted 19 July 2016 - 05:23 PM

View PostPaul Inouye, on 19 July 2016 - 03:32 PM, said:

Looking into this.

Just remember, the only change made to the C-UAC10 is the amount of extra heat generated through HeatScale. That being said, if the double tap is now registering extra heat, that is a bug and will be fixed asap. It could have been the case all along, just that the C-UAC10 wasn't spiking heat like it is now. Either way... being actively investigated.


Double-tapping a single UAC/20 has the bug, too, FYI last time I checked.

#26 Idealsuspect

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Posted 19 July 2016 - 05:41 PM

View PostMister Blastman, on 19 July 2016 - 05:23 PM, said:


Double-tapping a single UAC/20 has the bug, too, FYI last time I checked.



It isn't a bug, UAC10 ghostheat penalty did change ...

And with UAC20 ghostheat penalty were already huge
If you shoot 2 uac20 you got 7 + 7 heat ( normal uac20 heat ) + 16,80 (ghost heat for shooting a 2nd uac20 in 0,5 second) total heat 30,80

View PostMcgral18, on 19 July 2016 - 04:52 PM, said:


They didn't announce it, but it's accurate.
Posted Image



I have not the weapons.xml file ( maybe it's only for steam users ? i did search it ) but i wonder what are heatpenalty values for clan UAC5 and UAC20 .... 1-2 and 30 maybe ?
If yes UAC5 seem me too low and UAC20 too high and also UAC10 new value too high too.

Edited by Idealsuspect, 19 July 2016 - 05:43 PM.


#27 Mcgral18

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Posted 19 July 2016 - 05:48 PM

View PostIdealsuspect, on 19 July 2016 - 05:41 PM, said:

I have not the weapons.xml file ( maybe it's only for steam users ? i did search it ) but i wonder what are heatpenalty values for clan UAC5 and UAC20 .... 1-2 and 30 maybe ?
If yes UAC5 seem me too low and UAC20 too high and also UAC10 new value too high too.


Both remain at 0.8 and 30.0


Two of the UACs have absolutely ridiculous Ghost Heat values

#28 Mister Blastman

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Posted 19 July 2016 - 05:50 PM

View PostIdealsuspect, on 19 July 2016 - 05:41 PM, said:



It isn't a bug, UAC10 ghostheat penalty did change ...

And with UAC20 ghostheat penalty were already huge
If you shoot 2 uac20 you got 7 + 7 heat ( normal uac20 heat ) + 16,80 (ghost heat for shooting a 2nd uac20 in 0,5 second) total heat 30,80




I have not the weapons.xml file ( maybe it's only for steam users ? i did search it ) but i wonder what are heatpenalty values for clan UAC5 and UAC20 .... 1-2 and 30 maybe ?
If yes UAC5 seem me too low and UAC20 too high and also UAC10 new value too high too.


There should be no penalty for double tapping a single UAC/20 by itself. And for that matter, there should be no ghost heat penalty at all on firing two AC/20s simutaneously.

#29 KodiakGW

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Posted 19 July 2016 - 05:58 PM

Can you include adding CAC10 Cooldown and Range modules when we patch this bug?

Please!

Edited by KodiakGW, 19 July 2016 - 06:54 PM.


#30 Mcgral18

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Posted 19 July 2016 - 05:59 PM

View PostKodiakGW, on 19 July 2016 - 05:58 PM, said:

Can you include adding CUAC10 Cooldown and Range modules when we patch this bug?

Please!


They're both already in?

#31 Brain Cancer

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Posted 19 July 2016 - 06:39 PM

Amazing how this got past all the time with the HunchbackIIC and Dire Wolves only to suddenly be realized once the Kodiak-3 hit the top of the assault charts.

#32 Mcgral18

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Posted 19 July 2016 - 06:43 PM

View PostBrain Cancer, on 19 July 2016 - 06:39 PM, said:

Amazing how this got past all the time with the HunchbackIIC and Dire Wolves only to suddenly be realized once the Kodiak-3 hit the top of the assault charts.


A GH value of 1 doesn't really show itself.
It was 1 extra heat for the four UAC10s (2 double tapping upon themselves)


Now it is significantly more. Like the cUAC20, it won't be used in those numbers (or, period...but the 2five 2ten still has a place)

#33 Brain Cancer

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Posted 19 July 2016 - 06:50 PM

View PostMcgral18, on 19 July 2016 - 06:43 PM, said:


A GH value of 1 doesn't really show itself.
It was 1 extra heat for the four UAC10s (2 double tapping upon themselves)


That's what I mean. With all the dakka builds Dire Wolves had, that was one of the better ones. That it was so off on heat load is surprising.

Quote

Now it is significantly more. Like the cUAC20, it won't be used in those numbers (or, period...but the 2five 2ten still has a place)


Gauss+ERPPC FTW.

#34 KodiakGW

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Posted 19 July 2016 - 06:56 PM

View PostMcgral18, on 19 July 2016 - 05:59 PM, said:


They're both already in?



DOAH! My bad. Corrected for CAC10. Just checked and no modules. I like running those because UACs tend to jam at the worst times for me.

Keeping on thread, might be good to see if other UACs produce the same issue.

Edited by KodiakGW, 19 July 2016 - 06:59 PM.


#35 Brain Cancer

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Posted 19 July 2016 - 07:09 PM

CAC's won't get modules because they're placeholder weapons for the nevereverfixed LBX's.

#36 Night Thastus

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Posted 19 July 2016 - 07:25 PM

View PostBrain Cancer, on 19 July 2016 - 07:09 PM, said:

CAC's won't get modules because they're placeholder weapons for the nevereverfixed LBX's.


They've already stated they're basically never fixing the weapon system to allow for swappable ammo types. So yes. They really need to just remove the standard Clan AC's, as they're just placeholders. So many new players don't realize this an use a clearly inferior weapon.

View PostPaul Inouye, on 19 July 2016 - 04:24 PM, said:

Yes.. as per the patch notes.. the HS multiplier went from 1.0 to 15.0 (which falls directly between the Clan UAC5 and UAC20). It was the KDK that brought this issue to light and now this higher value is bringing the double tap issue to the surface. We have repro'd it and is now on a bug list. I cannot tell you WHEN it's going to get patched into the game quite yet. Engineering needs more time to look into it.


We've known about this issue since the clans released. Seriously. How is this just now being addressed? I'm glad it is, but it's not like this is "new" news.

I really hope this isn't pushed back to mid 2017 or something. I'd love to have it handled within the next month or two.

Edited by Night Thastus, 19 July 2016 - 07:26 PM.


#37 meteorol

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Posted 19 July 2016 - 07:58 PM

View PostPaul Inouye, on 19 July 2016 - 04:24 PM, said:

Yes.. as per the patch notes.. the HS multiplier went from 1.0 to 15.0 (which falls directly between the Clan UAC5 and UAC20). It was the KDK that brought this issue to light and now this higher value is bringing the double tap issue to the surface. We have repro'd it and is now on a bug list. I cannot tell you WHEN it's going to get patched into the game quite yet. Engineering needs more time to look into it.


Glad to hear this. Created a thread about it aswell, and everyone was like "that's how this is supposed to work". Nice to see it isn't.

#38 YourSaviorLegion

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Posted 19 July 2016 - 08:07 PM

Meh. Just further divides the skilled players from the not so skilled players, not my problem.

#39 Remover of Obstacles

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Posted 19 July 2016 - 09:10 PM

Ghost heat for 2 uac10s is now worse then 1 uac20 and you need two ballistic slots and eight more tons and more ammo, is this intended?



#40 Deathlike

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Posted 19 July 2016 - 09:14 PM

View PostRemover of Obstacles, on 19 July 2016 - 09:10 PM, said:

Ghost heat for 2 uac10s is now worse then 1 uac20 and you need two ballistic slots and eight more tons and more ammo, is this intended?


Obviously not, unless one bothered to test the changes out before deploying it.

Edited by Deathlike, 19 July 2016 - 09:14 PM.






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