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Artillery Strike Doesn't Work In Faction Play


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#1 swordburden

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Posted 12 June 2021 - 12:18 PM

I mapped the artillery strike to #2 on my keyboard and it worked all night in quick play but when I started my first game in faction play no smoke would showed and no artillery. I tried in advance view and zoomed in with regular zoom. I asked in game and the loser's I were with just talked loser talk and were unhelpful.

Do I have to hold down my #2 key for more than a second for the artillery strike to commence?

Also I don't understand why after I launch faction play and I'm matched with players and the game launches. The map starts and I can move my mech around. I experience lag of some sort. I don't know if it's connectivity or some other glitch in game. But 3 out of 3 games I've played I've always got sniped the first time without being able to take a shot at the enemy mech. The game literally freezes!!!!!! Then my mech is somewhere else and the enemy mech has obliterated my mech into tiny pieces. 3 out of 3 games!! Is this some glitch everyone knows? Because the enemy team always wins.............. Or could it be that my quad core 3.1 ghz cpu isn't fast enough for faction play?


My team talks not stop shi*** and always loses. Always. Then I play quick play and win 5 matches. When I started to play mechwarrior online back in 2012 there was a system where the mods could select the offensive players and make them play together, but some reason that's not happening anymore? I want to play faction play and wait the 20-30 minutes so I can spawn 4 mech's in one match.. But the abuse is a joke.

Edited by swordburden, 12 June 2021 - 12:28 PM.


#2 Anachronda

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Posted 12 June 2021 - 01:06 PM

Your best bet as far as Faction goes is to find a unit to join, make friends, or join the teamspeak/discord where units accept other players to play with. Uncoordinated teams are always at a disadvantage.

The thing about airstrikes and artillery strikes is they have a mild nerf in that there is a time delay between strikes. If anyone on your team uses airstrike or artillery strike, you can't deploy one for a slight period of time (I'm not sure what the current delay is, but I think it's a few minutes). This was implemented years ago because otherwise an entire team could just drop strikes simultaneously and annihilate people.

There should be an indication of the cooldown on the part of the hud that displays your consumables. It will change color when the strike is available, and Betty (the computer) will tell you the strike is available. Of course you can be beaten to the punch in an uncoordinated situation and you're back to the cooldown. In Quick Play very few people use consumables like strikes and uavs, especially in the lower tiers, so you are more likely to be able to use them when you want.

#3 swordburden

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Posted 12 June 2021 - 01:52 PM

Thanks Anachronda for the repley. Yet on my first game in faction play the enemy team used 3 artillery strikes on my team. I saw all three red smoke signals on the ground where they aimed them. And my team did lose because of this.

#4 Tarl Cabot

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Posted 12 June 2021 - 03:55 PM

Just 3 arty strikes in FP? Now that is rare. Each player, via Axillary Skill Tree, can potentially have up to 2 arty/airstrikes per mech, for a total of 8 arty/airstrikes per player per FP match.

Edited by Tarl Cabot, 12 June 2021 - 03:58 PM.


#5 justcallme A S H

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Posted 12 June 2021 - 08:34 PM

View Postswordburden, on 12 June 2021 - 12:18 PM, said:

I mapped the artillery strike to #2 on my keyboard and it worked all night in quick play but when I started my first game in faction play no smoke would showed and no artillery. I tried in advance view and zoomed in with regular zoom.

Do I have to hold down my #2 key for more than a second for the artillery strike to commence?


Arty works. You will find the other 11 players are getting in first basically.

You should not be using Advanced Zoom unless you have builds with 800m base range either.


View Postswordburden, on 12 June 2021 - 12:18 PM, said:

But 3 out of 3 games I've played I've always got sniped the first time without being able to take a shot at the enemy mech.

always loses. Always. Then I play quick play and win 5 matches.


That is because - and I'm juts gonna be honest - skill.

Looking at your stats they are well below average. Faction Play has no Match Maker, you need to have solid loadouts and be organised. If you are doing less than 1,000 damage a match then you're very much underperforming and need to address it.

FP is definitely not going to be the most friendly place for Tier 5/ Tier 4 players. Not by a long shot.

#6 Horseman

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Posted 12 June 2021 - 11:49 PM

View Postswordburden, on 12 June 2021 - 12:18 PM, said:

I mapped the artillery strike to #2 on my keyboard and it worked all night in quick play but when I started my first game in faction play no smoke would showed and no artillery. I tried in advance view and zoomed in with regular zoom. I asked in game and the loser's I were with just talked loser talk and were unhelpful.

Do I have to hold down my #2 key for more than a second for the artillery strike to commence?

Arty strikes are on cooldown, and that cooldown is shared across the entire team. Pay attention to the consumable icons in the upper right of your HUD.

#7 swordburden

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Posted 13 June 2021 - 11:06 AM

Quote

[color=#959595]Just 3 arty strikes in FP? Now that is rare. Each player, via Axillary Skill Tree, can potentially have up to 2 arty/airstrikes per mech, for a total of 8 arty/airstrikes per player per FP match.[/color]


Yeah I'm aware of the skill tree and the two arty strikes perk's. But the enemy team laid down 3 art strikes at our feet. And once the arty strikes had finished, they added another 3 arty strikes, the little red puffs of smoke on the ground. That was the first game I played in faction play. Second game I played our team had arty strikes too. I checked the minimum system requirements again on steam. Sometimes the minimum syst. requir. go higher, but they haven't. 2.6 ghz. So my 3.1 ghz and 7 gb of ram should handle 24 players right? It's not like I'm playing a racing game and there are 50 cars visible and I'm traveling at 140 km/h through the short corners. 130 kph /km/h in this game feels more like 60 km/h.


My game freezes and my mech dies. Fraps fps counter stays at 60 fps. So I don't know. It's too convenient that a enemy mech just happens to be there when my game freezes. Every game I play. MWO doesn't freeze in quick play, it never has for me.

One players says one thing. Another play says another.

Edited by swordburden, 13 June 2021 - 11:08 AM.


#8 Horseman

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Posted 13 June 2021 - 03:21 PM

View Postswordburden, on 13 June 2021 - 11:06 AM, said:

Yeah I'm aware of the skill tree and the two arty strikes perk's. But the enemy team laid down 3 art strikes at our feet. And once the arty strikes had finished, they added another 3 arty strikes, the little red puffs of smoke on the ground.
3 strikes, all at once? Nope, that's not happening. One team, one strike, one cooldown, and they're not going to drop another strike until that cooldown finishes. Two strikes under your team's feet could happen, but only if one of those was dropped by you or one of your teammates.

#9 swordburden

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Posted 13 June 2021 - 04:09 PM

If it's not happening then someone is cheating. I'll take a screenshot or better yet I'll take a video of it in fraps now that I run it all the time with mwo.

#10 Horseman

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Posted 13 June 2021 - 08:52 PM

Please do. No offense, but video evidence is vastly more convincing than word of mouth.

#11 justcallme A S H

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Posted 13 June 2021 - 10:47 PM

View Postswordburden, on 13 June 2021 - 04:09 PM, said:

If it's not happening then someone is cheating. I'll take a screenshot or better yet I'll take a video of it in fraps now that I run it all the time with mwo.


Video will be great.

Unfortunately it's not going to show what you think because you're just not correct.

But get the video and then we can explain to you what is happening.

#12 Ignatius Audene

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Posted 13 June 2021 - 11:51 PM

Sounds like a combo of bad connectivity, slow pc (mwo is rly demanding in terms of cpu power cry engine...) and skill gap. In faction it is normal, that u eat multiple 40-60 alpha if u do a bad poke.

Fp is more demanding for the system as well. The choke points result in easy lag spikes.

#13 D V Devnull

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Posted 13 June 2021 - 11:57 PM

View Postswordburden, on 13 June 2021 - 11:06 AM, said:

I checked the minimum system requirements again on steam. Sometimes the minimum syst. requir. go higher, but they haven't. 2.6 ghz. So my 3.1 ghz and 7 gb of ram should handle 24 players right?

Hi there, swordburden... It unfortunately happens that the System Reqs. are rather out-of-date at this time. While you might have enough CPU Speed there, your RAM is actually low and will cause you a problem with MWO in general. The current true recommended amount of RAM is now 16 GB in order to handle the overall data load. It so happens that there simply is not just the visible space taken up by the MWO Game Client in RAM that you do see, but also the operational system sharing with the GPU in order to give it enough RAM to deal with all the textures. All that is happening, and yet it still has to share RAM with whatever else you have loaded in the background, including Windows itself doing what it has to behind the scenes. So you will need to upgrade your RAM if you wish to enjoy MWO better than you currently are. :o


On the side... I also noticed indications that your computer does not have the Power Profile set up to accommodate MWO properly. You're going to need to set it into the "High Performance" mode and keep the CPU from trying to sleep, or these issues with lag are definitely going to keep happening to you. (I'm a little surprised that Tarl Cabot did not mention this particular nasty requirement up above. They must have been tired when they wrote their post!) :(


~D. V. "sorry, but 7 GB RAM is not enough anymore... your Power Profile also needs fixing" Devnull

#14 Gagis

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Posted 14 June 2021 - 12:48 AM

MWO does not use that much RAM.

#15 D V Devnull

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Posted 14 June 2021 - 01:16 AM

View PostGagis, on 14 June 2021 - 12:48 AM, said:

MWO does not use that much RAM.

You make me facepalm here... Let me give you a lesson you will not forget... -_-

I started playing MWO with an NVidia GeForce GT 440 and 8 GB System RAM available. At that time, my Windows was only willing to share 2 GB RAM with the GT 440 card. It had to be run at lower resolutions with really low advanced graphical settings being used in order to even function reasonably. I can tell you this was not such a happy thing, and not something I would ever be willingly returning back down to. :(

I was later able to upgrade by a pure stroke of luck to an NVidia GeForce GTX 670 and 16 GB System RAM available. (I'll even admit a couple of issues with RAM Timing not being set properly for the increased amount had to be worked out.) It happens that post-upgrade, my Windows was finally willing to be nice and share 7 GB with the GTX 670 because it had the room to safely spare for use. This meant that MWO was able to perform at higher resolutions and some improved advanced graphical settings because it had the RAM for both the System-side Game Client and the GPU Rendering work as well. Things got quite a bit better, generally speaking... and a lot more happy, too! :)

Lesson to be learned? MWO uses a lot more RAM than you are willing to admit, whether your mind has the ability to accept it or not. You explicitly can not get away with trying to force everything (including Windows, GPU, and Other Programs too) to fit into too small a RAM space. :angry:

~D. V. "giving a rather necessary lesson about MWO and overall RAM usage on the computer" Devnull

#16 Gagis

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Posted 14 June 2021 - 01:59 AM

Computers don't just reserve memory in secret. I fired up my MWO, launched into a game and checked system statistics.

MWO is currently using
1.5G/16G of system RAM
3.9G/4G of GPU VRAM

Upgrading from 8G to 16G made absolutely no difference for me since MWO barely manages to use 2G. Its just nowhere near to being the bottleneck on modern computers since Cryengine 3 was made in a time when people had very little RAM to work with.

In contrast, MW5 manages to push 2,5G/16G and 4G/4G. I'm running both on low settings since my GTX970 is a potato.

#17 D V Devnull

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Posted 14 June 2021 - 03:17 AM

View PostGagis, on 14 June 2021 - 01:59 AM, said:

Computers don't just reserve memory in secret. I fired up my MWO, launched into a game and checked system statistics.

MWO is currently using
1.5G/16G of system RAM
3.9G/4G of GPU VRAM

Upgrading from 8G to 16G made absolutely no difference for me since MWO barely manages to use 2G. Its just nowhere near to being the bottleneck on modern computers since Cryengine 3 was made in a time when people had very little RAM to work with.

In contrast, MW5 manages to push 2,5G/16G and 4G/4G. I'm running both on low settings since my GTX970 is a potato.

Well, you're one lucky nut. Every time I have MWO running, I find it taking up rather inordinate amounts of both System RAM and VRAM here. Just for the MWO client in visible System RAM usage, I constantly find it eating up to 5 GB or more for itself while in missions. Adding the underlying Windows OS and anything it happens to keep cached, plus a little bit of web browser, can even go so far as to push it over 8 GB visibly used if what I have loaded hogs RAM too. My GPU only has 2 GB of VRAM on itself, so I can constantly rest completely assured that MWO is pushing it into using several GB of System RAM for its' own needs. The software for the NVidia GeForce GTX 670 actively reports more RAM being shared with the card than I thought, a crazy 7.71 GB made accessible to the GPU card. Any which way, it's a good thing I've got the RAM to handle stuff with, or I would still be dealing with my computer having a hard time dealing with MWO here. :mellow:

Again, one more time, that's...

1.5 GB to 2 GB — Windows OS itself
Start @ 1 GB ... Climbs to ~5 GB — MWO Game Client itself
7.71 GB — Shared with NVidia GeForce GTX 670
——————————————————————————
Usual 14.71 GB TOTAL on a bad day for me in RAM usage
(Not including if I've got a web browser doing RAM Hogging there, or something else needing to be up)

...which makes it a damn good thing that I have 16 GB RAM to work with currently, and my computer is set up not to willingly be a RAM Hog at all! Sadly, I know that MWO's Developers have let it get more bloated over time, even though I run it plain unmodded vanilla and have always run it that way, which is why I always recommend people (including swordburden) always have enough installed System RAM to be able to shrug off MWO bogging things down at any time. :o

I don't know how you're getting away with MWO taking so little space, but I don't seem to have that choice. Is your RAM usage number even from while you are actively in a Match against other humans? That number looks more to me like being in your Home MechLab Bay and sitting idle for 15 minutes. :(

~D. V. "I'm getting way different RAM usage than you... Your numbers seem off, versus what it appears people need." Devnull

#18 Ignatius Audene

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Posted 14 June 2021 - 04:31 AM

Maybe your gpu is so low on vram and so more ram is in use? With my 3070 i never break 50% usage in my 16gb ram setup. And the System already reserves more space than actually in use. Near 15 gb sounds weird.

Edited by Ignatius Audene, 14 June 2021 - 04:35 AM.


#19 Gagis

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Posted 14 June 2021 - 04:54 AM

RAM is typically not shared with the GPU except on mobile devices since it is significantly slower than the VRAM on the GPU and will create a dramatic bandwidth bottleneck.

What may often confuse people is that some operating systems preload frequently used applications into memory anticipating you might open them, but this has minimal performance impact since that data is flushed out if some active application needs the space. It can make monitoring overall memory usage confusing, if you don't check it on the application level.

#20 swordburden

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Posted 14 June 2021 - 02:57 PM

I'm not going to argue that there are cheaters on mwo. Before steam launched their anti cheat software there were thousands of players who cheated on counter strike. I knew a lot of "pro" players who swore on forums and in game and in team speak that they did not cheat and knew no one that did. Same players were banned when steam launched the anti cheat software. Some even continued to say they didn't cheat and bought the game again with steam, they were caught again for cheating.

I didn't start this thread because I thought that the team I played against were cheating. But now I know they're not supposed to have been able to launch so many artillery strikes.

Quote

[color=#959595] I also noticed indications that your computer does not have the Power Profile set up to accommodate MWO properly. You're going to need to set it into the "High Performance" mode[/color]
First thank you for responding too this. But I'm confused how do you know if my power setting is set too performance or energy savings ? What indications??

When I installed windows 7 I left the power setting to performance. I checked it again and yep it's still on performance.

My mwo client uses a bit over 5 gigabytes of ram. If I had one of the new 5 ghz cpu's I'd expect the client to use a lot less ram, not to mention the newer ram runs at a faster speed and better bandwidth. I have two solid state drives each with a read write of 500 mb/s and windows uses that as page file which I believe the game uses as well. My w7 uses about 1 gb of ram. And after looking at the resources I have 1 gb of ram left during the game play.

The only reason I know there are cheaters on this game is because someone told me you can't launch 3 artillery strikes at once on the enemy team. Then after they finish, they launch another 3 artillery strikes. That was my first game in faction play.


No one can code a game so it's impossible for someone to cheat on multiplayer. It could just make it harder for them. It's ridiculous to assume that I know nothing about cheating because I'm in the "noob" forums asking noob questions. I'm not going to argue that there are cheaters over and over. All one needs is someone to say no your wrong. If this scares the cheaters from cheating and having their accounts banned then great. A fair game is all I ask and think all other players want that. But there's always going to be cheaters, and they're always going to lie about cheating, aren't they? It just pisses me off when I have to wait an hour to play a faction play game, and the other team wins not because they can move their mouse faster to the bulls eye but because they have wall hacks or aim assists, or instant arty strikes and use them sparingly so it's not too obvious they're cheating, except for noobs that don't know each other and die after the 2nd arty strike.





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