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Broken Acceleration Values


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#1 Bishop Steiner

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Posted 01 March 2017 - 10:51 PM

just dropped in my HBK-4G(F) and was moving like in frozen molasses.

Dropped back to mechlab, checked accel... my Crab showed 29 kph/s accel... my Hunchback? 0.29 kph/s. Kanajashi reports the same in his RVN-3L(C) .36 kph/s

My JR7-F(F) 0.29 kph/s, CPLT-C1(F) 0.2 kph/s and my AS7-D(F) is 0.12 kph/s

I think we missed a few decimals.

*JR-IIC(O), CDA-X5, VND-SIB, CTF-3L(L), BLR-2C, GRH-5H(C) are also off by 2 decimal spaces

Edited by Bishop Steiner, 01 March 2017 - 11:14 PM.


#2 SnafuSnafu

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Posted 01 March 2017 - 10:54 PM

View PostBishop Steiner, on 01 March 2017 - 10:51 PM, said:

just dropped in my HBK-4G(F) and was moving like in frozen molasses.

Dropped back to mechlab, checked accel... my Crab showed 29 kph/s accel... my Hunchback? .29 kph/s. Kanajashi reports the same in his RVN-3L(C) .36 kph/s

My JR7-F(F) .29 kph/s, CPLT-C1(F) .2 kph/s and my AS7-D(F) is .12 kph/s

I think we missed a few decimals.

JR-IIC(O), CDA-X5, VND-SIB, CTF-3L(L), are also off by 2 decimal spaces


Yes there are bugged values, BLR-2C is also one of them

#3 Bishop Steiner

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Posted 01 March 2017 - 10:57 PM

View PostSnafuSnafu, on 01 March 2017 - 10:54 PM, said:


Yes there are bugged values, BLR-2C is also one of them

if you find any more, feel free to add them, those were just the ones on my IS account I had. Checking my clan acct now.

#4 Mcgral18

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Posted 01 March 2017 - 11:00 PM

View PostBishop Steiner, on 01 March 2017 - 10:51 PM, said:

just dropped in my HBK-4G(F) and was moving like in frozen molasses.

Dropped back to mechlab, checked accel... my Crab showed 29 kph/s accel... my Hunchback? .29 kph/s. Kanajashi reports the same in his RVN-3L(C) .36 kph/s

My JR7-F(F) .29 kph/s, CPLT-C1(F) .2 kph/s and my AS7-D(F) is .12 kph/s

I think we missed a few decimals.

JR-IIC(O), CDA-X5, VND-SIB, CTF-3L(L), are also off by 2 decimal spaces



QUESTION:


Do you actually see decimal values in the Mechlab? Or just the graph?
They're not terribly friendly to read.


Can confirm, some have their live values, and without modifiers (presumably from the engine) they be SLOW


Others (like the Viper) are just naturally slow...which is upsetting.


And photo evidence, because why not
Posted Image

If its posted many times, it will be seen eventually

Edited by Mcgral18, 01 March 2017 - 11:00 PM.


#5 Bishop Steiner

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Posted 01 March 2017 - 11:14 PM

View PostMcgral18, on 01 March 2017 - 11:00 PM, said:



QUESTION:


Do you actually see decimal values in the Mechlab? Or just the graph?
They're not terribly friendly to read.


Can confirm, some have their live values, and without modifiers (presumably from the engine) they be SLOW


Others (like the Viper) are just naturally slow...which is upsetting.


And photo evidence, because why not
Posted Image

If its posted many times, it will be seen eventually

Here ya go, screenies of the BLR-2C and the BLR-2C(C)
Posted Image

Posted Image

Now call me crazy...but one is 20.02kph/s ...the other? 0.19 kph/s

#6 Mcgral18

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Posted 01 March 2017 - 11:24 PM

Oh, you HOVER over
That's much easier to read

Yeah, it's a fairly common issue, actually
Onion currently has the wrong quirks (2C, O variant)
Catapult for the longest time had one variant with a missing module slots, IIRC
1500% weapon cooldowns


All you can do is report them, which is good.

#7 Wintersdark

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Posted 02 March 2017 - 07:36 AM

oh hilarious, that's just awesome. Patching now; had no internets last night because Reasons.

Gotta love some mechs having 1/100th the acceleration of others of the same weight class!

#8 GrimRiver

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Posted 02 March 2017 - 08:48 AM

Same for Sparky.

+1KPH per every 20 seconds.

Sssssssllllllllllloooooooooooowwwwwwwwwwwwww.

:'(

#9 AngrySpartan

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Posted 02 March 2017 - 08:54 AM

That is why you do not test Skill tree together with some other major gamechanging mechanics, like...let me think of one...(surprise!!!) decoupling engines from mibility!

#10 Amsro

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Posted 02 March 2017 - 09:04 AM

View PostAngrySpartan, on 02 March 2017 - 08:54 AM, said:

That is why you do not test Skill tree together with some other major gamechanging mechanics, like...let me think of one...(surprise!!!) decoupling engines from mibility!


Its an honest mistake to miss a few decimal places on a dozen or so mechs.

We are testing it. On the test server. Posted Image

#11 Katpocalypse Meow

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Posted 02 March 2017 - 09:08 AM

The accel/decel values in the skill tree also appear to be broken. It's especially bad with decel where even with max Hard Brake it takes significantly longer to stop then the same mech does on live WITHOUT hard brake. Might be tied to broken values in the mechs themselves like you mentioned with the engine decoupling or the skill tree values are being applied wrong, i.e Hard Braking values are inverted and decreasing decel instead of increasing decel.

Edited by Katpocalypse Meow, 02 March 2017 - 09:08 AM.


#12 YourSaviorLegion

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Posted 02 March 2017 - 09:08 AM

Atlas AS7-D is broken too, it gains a KPH every 2-3 seconds.

Edited by YourSaviorLegion, 02 March 2017 - 09:11 AM.


#13 AngrySpartan

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Posted 02 March 2017 - 09:09 AM

View PostAmsro, on 02 March 2017 - 09:04 AM, said:

Its an honest mistake to miss a few decimal places on a dozen or so mechs.
We are testing it. On the test server. Posted Image


I completely understand that and ok with mistakes, they happen!
Sarcasm was related to PGI's habit to mix oranges (engine decoupling) and rotten fish (skill tree) on the same plate (PTS).

#14 Wintersdark

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Posted 02 March 2017 - 09:27 AM

View PostAngrySpartan, on 02 March 2017 - 08:54 AM, said:

That is why you do not test Skill tree together with some other major gamechanging mechanics, like...let me think of one...(surprise!!!) decoupling engines from mibility!

Why not, in this case?

It doesn't matter what things are like now. All you need to do is try a mech without Mobility skills, then add the Mobility skills, and Lo! You can test how the mech feels with and without those skills, and thus objectively judge how the skills impact performance.

The bug is a bug. *shrugs* It's clearly unintentional, and likely just due to poor data entry.

View PostAngrySpartan, on 02 March 2017 - 09:09 AM, said:


I completely understand that and ok with mistakes, they happen!
Sarcasm was related to PGI's habit to mix oranges (engine decoupling) and rotten fish (skill tree) on the same plate (PTS).

But in this case, it's sort of part of the same package. Just doing one or the other wouldn't give relevant results [in this particular case].

#15 Amsro

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Posted 02 March 2017 - 09:44 AM

View PostKatpocalypse Meow, on 02 March 2017 - 09:08 AM, said:

The accel/decel values in the skill tree also appear to be broken. It's especially bad with decel where even with max Hard Brake it takes significantly longer to stop then the same mech does on live WITHOUT hard brake. Might be tied to broken values in the mechs themselves like you mentioned with the engine decoupling or the skill tree values are being applied wrong, i.e Hard Braking values are inverted and decreasing decel instead of increasing decel.


Yeah hard brake increases the time to stop. HA! and you HAVE to take it to get to the bottom of the skill tree to use speed tweak.

Posted Image

#16 Bishop Steiner

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Posted 03 March 2017 - 06:52 AM

View PostGrimRiver, on 02 March 2017 - 08:48 AM, said:

Same for Sparky.

+1KPH per every 20 seconds.

Sssssssllllllllllloooooooooooowwwwwwwwwwwwww.

:'(

guy in my unit tried testing the Jenner ..... took 10 minutes to get to almost max speed. XD

#17 Bud Crue

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Posted 03 March 2017 - 07:04 AM

Reporting as requested:

Add the Quickdraw 4G to the list.

#18 Alex Morgaine

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Posted 03 March 2017 - 11:20 PM

oooo this'll be fun Posted Image

#19 Elizander

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Posted 03 March 2017 - 11:27 PM

Can't you see all this info in the store and check there?

Or you know, PGI can just run a script on the file and spot any value below 1 or something. :3

Edited by Elizander, 03 March 2017 - 11:28 PM.


#20 Alex Morgaine

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Posted 03 March 2017 - 11:33 PM

awww, it looks fixed.





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