

Death By Heat At 98%
#1
Posted 20 January 2017 - 01:05 AM
#2
Posted 20 January 2017 - 01:11 AM
#3
Posted 20 January 2017 - 01:18 AM
"I am used to riding that heat limit between victory and defeat"
I feel you, OP. I admire your knife fighting prowess.
#4
Posted 20 January 2017 - 01:21 AM
Tristan Winter, on 20 January 2017 - 01:18 AM, said:
"I am used to riding that heat limit between victory and defeat"
I feel you, OP. I admire your knife fighting prowess.
... Can I just point out how crap those would be as weapons? You have to get incredibly close, they look like they'd have no precision, it'd be difficult to put proper force into your attacks with them, and dear lord they'd get snagged on things incredibly easily. I want to slap whoever made those.
#5
Posted 20 January 2017 - 02:52 AM
I kid, I kid, quit hitting me ow ow.
#6
Posted 20 January 2017 - 03:21 AM
RestosIII, on 20 January 2017 - 01:21 AM, said:
Redesign that into a pointy tonfa (e.g. remove that stupid strap on the forearm) and we're golden.
#7
Posted 20 January 2017 - 03:36 AM
nothing can be done so I just press on
#8
Posted 20 January 2017 - 05:42 AM
Everything from dmg updating, red reticules, heat bar, hit indicators are all very delayed.
I guess it's just needs the 1/4 second + any other lag from monitor etc to update on your screen from the server.
#9
Posted 20 January 2017 - 05:53 AM
I get this sometimes, Amsro has killed Amsro.
But usually I can walk the tight rope. 6 Large Pulse Lasers can escalate quickly.

#10
Posted 20 January 2017 - 05:54 AM
Nothing can be done about it on your end because it is server side
#11
Posted 20 January 2017 - 06:00 AM
#13
Posted 20 January 2017 - 06:20 AM
Snazzy Dragon, on 20 January 2017 - 06:04 AM, said:
So what? The servers knows you fired your weapons and can calculate the heat accordingly. Any client-side manipulation will just be a futile exercise.
Edited by Mystere, 20 January 2017 - 06:23 AM.
#14
Posted 20 January 2017 - 06:37 AM
Mystere, on 20 January 2017 - 06:20 AM, said:
So what? The servers knows you fired your weapons and can calculate the heat accordingly. Any client-side manipulation will just be a futile exercise.
That's exactly what happens now! It's client side and therefore there will always be a delay

Edited by Snazzy Dragon, 20 January 2017 - 06:37 AM.
#16
Posted 20 January 2017 - 07:01 AM
Stagger firing GH weapons, not triggering GH client side, but server side said something different
I've also died at 99%, because I touched 100% for that fraction of a second, RGNgeesus decided to ruin my day, with a full damage roll at 100.1%
#17
Posted 20 January 2017 - 07:05 AM
#18
Posted 20 January 2017 - 07:25 AM
However judging from what i'm seeing here there is likely a fairly good explanation for WHY I've managed to dodge this problem. Very seldom do I find the need to chain fire a weapon and IF its because lag on the heat side of the game then the lag + ghost heat clearly is at fault due to tempo easily being messed with during an unstable connection.
Unrelated to Mechwarrior :
#20
Posted 20 January 2017 - 10:18 AM
Ghogiel, on 20 January 2017 - 09:07 AM, said:
The bar in your UI should actually be relevant, and no amount of manipulation client side can affect the heat calculation server side.
But it still does not explain why death occurs at less that 100%.
Edited by Mystere, 20 January 2017 - 10:29 AM.
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