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Balistic Firing Delay

v1.0.142

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#1 CutterWolf

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Posted 14 November 2012 - 04:58 PM

Dev's I can understand having travel time or to even lag shoot with ballistic weapons but what I can't understand is the delay from pulling the trigger to the shot firing.

Can you make it so at least the weapon fires when you pull the trigger and then let us worry about figuring out the travel time and how much we will need to lead a target to make a hit?

It is so frustrating currently to have to try to "guess" when its going to fire and how much your going to have to lead your target to give yourself a small chance of hitting moving targets.

Thanks in advance!

#2 Stingz

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Posted 14 November 2012 - 05:05 PM

Yeah, firing delay makes it even harder to hit a target than needed.
Stacking fire delay, projectile velocity, and high speed tracking for a good shot is not easy.
It's the reason Gauss is used more than any AC variant, and why I use LBX instead (scatter for lights).

#3 Ghosth

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Posted 14 November 2012 - 06:08 PM

Cutter, in effect, that shot is going to the MWO server and back before it goes off.

It does seem to be worse some times than others. Seems more noticeable with PPC's vs Gauss.

What I don't understand is that it doesn't seem to happen with lasers.

#4 Streeter

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Posted 14 November 2012 - 06:12 PM

yeah its server side authentication to make sure you arent using a hack and firing more often than you really can.

what I dont understand (Im not a programmer) is why they cant let you fire when you pull the trigger and let the shot off and do the authentication check on the damage side of the equation where a slight delay would be far less noticeable. There must be a reason for it though as it makes a million times more sense to do it that way ;)

#5 Solis Obscuri

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Posted 14 November 2012 - 07:08 PM

View PostGhosth, on 14 November 2012 - 06:08 PM, said:

What I don't understand is that it doesn't seem to happen with lasers.

Yeah, same here.

#6 CutterWolf

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Posted 14 November 2012 - 07:19 PM

View PostGhosth, on 14 November 2012 - 06:08 PM, said:

Cutter, in effect, that shot is going to the MWO server and back before it goes off.

It does seem to be worse some times than others. Seems more noticeable with PPC's vs Gauss.

What I don't understand is that it doesn't seem to happen with lasers.



I fully understand about the whole sever side thing as I have been involved heavily in game development in the past. But, just as you stated, lasers, and missiles are not effected by this and PPC's and Gauss are slightly effected. So it stands to reason that this effect must be intentional on the programing side of things and not a net coding or sever side travel time (ping) issue.

@Streeter, In regards to it being an ant-hacking feature I don't buy either since it would all so effect every weapon system in the game. Why would you only enable an ant-hack feature on one weapon type and not all? I firmly think this has something to do how they coded the AC's to induce some kind of timing issue to get the travel time to target they were going for. I really hope they look into correcting this issue ASAP.

#7 Axident

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Posted 14 November 2012 - 10:43 PM

Hope they do something about it. Playing from New Zealand with our usual latency, plus the fire delay, makes ballistic weapons essentially unuseable. Machine guns seem okay. AC2s are tolerable most of the time, but above that and weird things happen, like rounds going flying off in all sorts of impossible directions.

Edited by Axident, 14 November 2012 - 10:44 PM.


#8 Scar

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Posted 14 November 2012 - 11:13 PM

View PostGhosth, on 14 November 2012 - 06:08 PM, said:

What I don't understand is that it doesn't seem to happen with lasers.

It happens with lasers too, but in the slightly different way, because lasers are dealing Damage over Time(DoT).

Edited by Scar, 14 November 2012 - 11:15 PM.


#9 Kamatayan

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Posted 15 November 2012 - 12:35 AM

View PostSolis Obscuri, on 14 November 2012 - 07:08 PM, said:

Yeah, same here.


Agreed. Just another one of the sooo many things they don't want to fix so they can release new crap that we don't want.

#10 impar

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Posted 15 November 2012 - 02:16 AM

It makes most ballistic weapons useless, and on those I include the PPC.
If you have a decent connection to servers it probably works however, as servers are still only based in NA, all players from around the world suffer a penalty against NA players.

#11 Krzysztof z Bagien

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Posted 15 November 2012 - 02:33 AM

I live in Poland, my ping is about 120 - 130 and in most cases I don't have problem with that and delay is less than 0.5 second (it would be time required to do the authentication check on my shot), but sometimes (it seems random and not related to high ping) balisitcs and PCCs fire up to 3 seconds after "pulling the trigger".
And there's also convergence problem when leading the target in order to bypass lagshield...

Edited by Krzysztof z Bagien, 15 November 2012 - 02:46 AM.


#12 CutterWolf

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Posted 15 November 2012 - 12:06 PM

I really hope the Dev's post something up about this so we at least will know that they are working on it or explain the reason why it has to be the way it is.

#13 Hidirian

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Posted 15 November 2012 - 12:17 PM

Weapon-Balancing This is being addressed.

#14 CutterWolf

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Posted 15 November 2012 - 12:42 PM

View PostHidirian, on 15 November 2012 - 12:17 PM, said:

Weapon-Balancing This is being addressed.



Nope, sorry but he did not address this issue at all in that post. I'm talking about the firing delay, when you pull the trigger the round does not fire as it should there is a delay before firing. He is only talking about upping the travel speed on the weapon which is from the point it "fires" to the time it takes to get to the target.

#15 CocoaJin

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Posted 15 November 2012 - 12:51 PM

View PostStreeter, on 14 November 2012 - 06:12 PM, said:

yeah its server side authentication to make sure you arent using a hack and firing more often than you really can.

what I dont understand (Im not a programmer) is why they cant let you fire when you pull the trigger and let the shot off and do the authentication check on the damage side of the equation where a slight delay would be far less noticeable. There must be a reason for it though as it makes a million times more sense to do it that way :)

Hmmm, hadnt thought about that...I likes, if it can work.

Edited by CocoaJin, 15 November 2012 - 12:52 PM.


#16 Wescott

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Posted 15 November 2012 - 01:42 PM

View PostKrzysztof z Bagien, on 15 November 2012 - 02:33 AM, said:

I live in Poland, my ping is about 120 - 130 and in most cases I don't have problem with that and delay is less than 0.5 second (it would be time required to do the authentication check on my shot), but sometimes (it seems random and not related to high ping) balisitcs and PCCs fire up to 3 seconds after "pulling the trigger".
And there's also convergence problem when leading the target in order to bypass lagshield...

It may be made worse as more players log onto the servers at certain times i.e. when NA wakes up and decide to play thus bloating the servers overloaded code and network facilities however as we no longer receive a figure advising number of players on line we cannot evaluate that for certain however it must be a factor. MORE = DRAW on existing resources. And Distance = Disadvantaged and Dissatisfied players so if this is not to be a NA only club then this problem needs addressing.

Edited by Wescott, 15 November 2012 - 01:42 PM.


#17 Skyfaller

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Posted 15 November 2012 - 05:42 PM

View PostAxident, on 14 November 2012 - 10:43 PM, said:

Hope they do something about it. Playing from New Zealand with our usual latency, plus the fire delay, makes ballistic weapons essentially unuseable. Machine guns seem okay. AC2s are tolerable most of the time, but above that and weird things happen, like rounds going flying off in all sorts of impossible directions.


Aahh NZ .. beautiful country. Only bad thing about it is its horrid internet speeds and cost. Still..i'm trying to relocate there soon. :)

#18 BFett

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Posted 15 November 2012 - 05:52 PM

Yes, I agree that the large caliber ACs should not have a fire delay. I wouldn't mind them shooting half a second faster either though, since right now if a mech runs past you it will be almost impossible to hit them.

#19 Asmosis

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Posted 15 November 2012 - 05:52 PM

It'd make a lot more sense (in terms of hack prevention and gameplay) to actually fire the shot when you click fire, and if its an invalid shot serverside it gets rejected with a small margin for error based on clients ping.

e.g for why error margin is required.

Player A holds down fire button

First shot fired at 300ms ping
second shot fired at 250ms ping

gap between shots server side is 50ms too short so second shot gets rejected.

Edited by Asmosis, 15 November 2012 - 05:53 PM.


#20 Kamatayan

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Posted 16 November 2012 - 12:02 AM

From my experiences it takes a little less than 2 seconds from trigger to fire an LBX-10 on my centurion before. So imagine the lead time needed there. Lasers fires instantaneously though.





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