If people are going to claim that there's a bug with firing AC2s, people need to clearly state how they have their AC2s configured:
1) in one chain fire weapon group
2) in one weapon group fired continously, OR
3) some other config
The fact that the poll is currently within a few votes between yes/no may suggest that there is some confusion around this.
I group my AC2s without chain fire and fire continously, and I have not noticed any regular delay between X number of volleys (X=3 where volleys="pew,pew,pew,...pew,") beyond the current cooldown (0.5 seconds).
Before this patch, I stopped using AC2s with the game's chain fire, because it cycles between weapons in more than half a second, I pack a bigger punch with each hit, and AC2s no longer rock mechs as much as they used to. So I don't know whether the game's chain fire has a bug. However, I will say that attempting to create a chain fire macro that cycles through the AC2s faster than in-game chain, but greater than or equal to the cooldown has not produced reliable cycles from all 3 of my AC2s.
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27 replies to this topic
#21
Posted 06 December 2012 - 03:05 PM
#22
Posted 06 December 2012 - 03:09 PM
Here is what I found.
5 games, one arm-mounted AC/2 on a Wang, the measures have been done by hearing with a Korg KDM-1 digital metronome. The experimentation was a continuous firing while tweaking the Metronome until i found the good pace in order the two to be in sync without any lag.
AC/2's theoretical rate of fire: 120 RPM = 0.5s/round
Game 1: 72 RPM = 0.83s/round
Game 2: 70-72 RPM
Game 3: 70-72 RPM
Game 4: 70-72 RPM
Game 5: 70-72 RPM
Since my metronome works by 2 increments i cannot test 71 RPM, but i can safely say that the actual Rate of fire for the AC/2 is very close to 71 RPM (i.e. 0.85s/round) which means a 41% drop compared to the intended rate of fire.
However, the reload bar in the guns panel seems to be out of sync and faster than the observed rate of fire.
I wanted to try the other AC/s, but the damn thing cannot go under 40 RPM
EDIT: try it yourself: http://www.metronomeonline.com/
5 games, one arm-mounted AC/2 on a Wang, the measures have been done by hearing with a Korg KDM-1 digital metronome. The experimentation was a continuous firing while tweaking the Metronome until i found the good pace in order the two to be in sync without any lag.
AC/2's theoretical rate of fire: 120 RPM = 0.5s/round
Game 1: 72 RPM = 0.83s/round
Game 2: 70-72 RPM
Game 3: 70-72 RPM
Game 4: 70-72 RPM
Game 5: 70-72 RPM
Since my metronome works by 2 increments i cannot test 71 RPM, but i can safely say that the actual Rate of fire for the AC/2 is very close to 71 RPM (i.e. 0.85s/round) which means a 41% drop compared to the intended rate of fire.
However, the reload bar in the guns panel seems to be out of sync and faster than the observed rate of fire.
I wanted to try the other AC/s, but the damn thing cannot go under 40 RPM
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EDIT: try it yourself: http://www.metronomeonline.com/
Edited by J4ckInthebox, 06 December 2012 - 03:25 PM.
#23
Posted 06 December 2012 - 03:19 PM
Very intriguing way to check for firing rates.
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#24
Posted 06 December 2012 - 03:27 PM
I could have counted how many shots it fired in 15 secs and multiply it by 4, but i'm French, i do things the French way (i.e. unnecessarily complicated)
And it is more accurate that way
And it is more accurate that way
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Edited by J4ckInthebox, 06 December 2012 - 03:29 PM.
#25
Posted 06 December 2012 - 03:49 PM
I haven't done any timing or math with it, but the lone AC/2 I had on my cicada definitely felt like it was firing at a slower rate than usual.
As it stands, I can't use it at all; the timing change has thrown off my aim way too much.
As it stands, I can't use it at all; the timing change has thrown off my aim way too much.
#26
Posted 06 December 2012 - 04:54 PM
Illydth, on 05 December 2012 - 11:04 PM, said:
I've been seeing this for at least 2 patches with LRMs.
My LRM boats are both 2xLRM 20...so 40 tubes set to group fire together.
If I hit my LRM FIRE button and hold it down, I SHOULD get both tubes of LRMs firing all 40 LRMS at the same time (in 4 groups of 5 as the typical fire rate is) and then both should recycle and fire at the same time the next time...after all they're the same weapon with the same recycle being fired at the same time.
But that's not how it works. If I keep that LRM fire button down, within 3 vollies my first rack and my second rack of LRMs fire at different rates...by about the 5th volley it's pretty much chain fire, not group fire...rack one empties and rack two fires which then empties which then pulls you around on top of rack 1 again.
Hold it down long enough and they will eventually sync back up.
My point is that something, either within the net code or within the fire "order of operations" on the client is causing weapons that should be fired at a regular rate to have that regular rate "desync"...which would certainly cause exactly what you're talking about with the AC/2's here.
My LRM boats are both 2xLRM 20...so 40 tubes set to group fire together.
If I hit my LRM FIRE button and hold it down, I SHOULD get both tubes of LRMs firing all 40 LRMS at the same time (in 4 groups of 5 as the typical fire rate is) and then both should recycle and fire at the same time the next time...after all they're the same weapon with the same recycle being fired at the same time.
But that's not how it works. If I keep that LRM fire button down, within 3 vollies my first rack and my second rack of LRMs fire at different rates...by about the 5th volley it's pretty much chain fire, not group fire...rack one empties and rack two fires which then empties which then pulls you around on top of rack 1 again.
Hold it down long enough and they will eventually sync back up.
My point is that something, either within the net code or within the fire "order of operations" on the client is causing weapons that should be fired at a regular rate to have that regular rate "desync"...which would certainly cause exactly what you're talking about with the AC/2's here.
Your mech probably doesn't have 40 missile tubes. An atlas for instance has 20, so even with group fire it takes ~.5s to fire both
#27
Posted 06 December 2012 - 07:53 PM
I havent used AC's since the hotfix but pre-hotfix my dual UAC 5's would eventually (after a jame or two each) jam permenantly every match.
#28
Posted 07 December 2012 - 05:49 PM
J4ckInthebox, on 06 December 2012 - 03:09 PM, said:
5 games, one arm-mounted AC/2 on a Wang, the measures have been done by hearing with a Korg KDM-1 digital metronome. The experimentation was a continuous firing while tweaking the Metronome until i found the good pace in order the two to be in sync without any lag.
EDIT: try it yourself: http://www.metronomeonline.com/
Wow mate, ingenious! Thanks for you contribution!
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