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Hotfix COMPLETE - 11Am Pst


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#41 El Death Smurf

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Posted 06 December 2012 - 08:20 PM

View Postcache, on 06 December 2012 - 01:39 PM, said:

You are. OT = On Topic.


what a lame acronym: OT
OT- off topic
OT- on topic
OT- over time
OT- over titillating

if you have to explain your acronym when you use it, it isn't a good acronym.

OT

#42 Taizan

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Posted 06 December 2012 - 08:33 PM

View PostEl Death Smurf, on 06 December 2012 - 08:20 PM, said:

if you have to explain your acronym when you use it, it isn't a good acronym.
OT

OT = On topic
Off topic = Off topic. Just like these few posts.

#43 Cache

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Posted 06 December 2012 - 08:42 PM

View PostEl Death Smurf, on 06 December 2012 - 08:20 PM, said:

if you have to explain your acronym when you use it, it isn't a good acronym.

Yes, the acronym is the problem.

#44 Failcube

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Posted 07 December 2012 - 01:05 AM

View PostGarth Erlam, on 06 December 2012 - 09:26 AM, said:

EDIT: And we're back everyone!

The MechWarrior Online Team


Can you link to hotfix patch notes? I can't find info on what was changed.

#45 th3 fr4gil3

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Posted 07 December 2012 - 09:16 AM

so as i can't seem to see any patch notes a quick question.
does this by any chance fix the uac/5 perma jam that i've been getting most games?

#46 Cache

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Posted 07 December 2012 - 09:43 AM

View Postth3 fr4gil3, on 07 December 2012 - 09:16 AM, said:

so as i can't seem to see any patch notes a quick question.
does this by any chance fix the uac/5 perma jam that i've been getting most games?



Notes buried on page 2.

#47 PeekaySK

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Posted 07 December 2012 - 10:54 AM

View PostMarchant Consadine, on 06 December 2012 - 11:32 AM, said:

Quick tip: put patch notes out for hot fixes too.


You mean something like this, perhaps?

#48 Lysander Voidrunner

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Posted 08 December 2012 - 01:09 PM

I'm still torn about the whole UAC5 issues. I know they're fixed, but yesterday I've had one of the least pleasant experiences I've ever had in MWO. I'm running a Cata with 2xUAC5. Usually everything is good, jams about once in every 5 shots, not too bad. Yesterday, however, every 1 shot they jammed. realize that it's RNG, but a weapon that jams so much would never have gone into the field, there should be some upmost limit on how much they jam. Note, I am not asking to have jamming removed entierly (which would be AWESOME) but to make sure that I can at least use the blasted guns, because at that rate, they fire less often than AC5's. As I said, RNG is great, but for these of us who should never set foot in a Casino, it can be very frustrating.

#49 hercules1981

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Posted 12 December 2012 - 05:01 PM

View PostLysander Voidrunner, on 08 December 2012 - 01:09 PM, said:

I'm still torn about the whole UAC5 issues. I know they're fixed, but yesterday I've had one of the least pleasant experiences I've ever had in MWO. I'm running a Cata with 2xUAC5. Usually everything is good, jams about once in every 5 shots, not too bad. Yesterday, however, every 1 shot they jammed. realize that it's RNG, but a weapon that jams so much would never have gone into the field, there should be some upmost limit on how much they jam. Note, I am not asking to have jamming removed entierly (which would be AWESOME) but to make sure that I can at least use the blasted guns, because at that rate, they fire less often than AC5's. As I said, RNG is great, but for these of us who should never set foot in a Casino, it can be very frustrating.


The thing that's funny about the whole jamming in general is we r more then a 1000 years in the future here, 1000 years people.There would never b a firearm in production that would jam even at 10% let alone making it to military use. I no I'm gonna take heat for this but I'd say slow the rate of fire a bit and just take out jamming all together

#50 Aidan Malchor

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Posted 12 December 2012 - 05:06 PM

View Posthercules1981, on 12 December 2012 - 05:01 PM, said:

The thing that's funny about the whole jamming in general is we r more then a 1000 years in the future here, 1000 years people.There would never b a firearm in production that would jam even at 10% let alone making it to military use. I no I'm gonna take heat for this but I'd say slow the rate of fire a bit and just take out jamming all together


If you had spent any time in the military then you'd know that even with another 1000 years of practice they will still screw things up on a regular and epic basis.

The first country to have a military where common sense is common will take over the world.

#51 Redoxin

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Posted 12 December 2012 - 05:22 PM

View Posthercules1981, on 12 December 2012 - 05:01 PM, said:

The thing that's funny about the whole jamming in general is we r more then a 1000 years in the future here, 1000 years people.There would never b a firearm in production that would jam even at 10% let alone making it to military use. I no I'm gonna take heat for this but I'd say slow the rate of fire a bit and just take out jamming all together

And there would never be a mech in production in the first place because they dont make sense. So what. This is fiction.

#52 Doomie77

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Posted 12 December 2012 - 06:04 PM

View PostRedoxin, on 12 December 2012 - 05:22 PM, said:

And there would never be a mech in production in the first place because they dont make sense. So what. This is fiction.


Technologically inconsistent fiction.

Column A: Faster than light travel. High energy laser weapons. Advanced gyros and systems for making a giant walking war machine possible.

Column B. Jamming cannons?

Battletech seems very steampunkish to me. Advanced tech, but in some areas it is inexplicably primitive compared to the time period/other **** they have. I know, Lostech, blah blah.

#53 Kiiyor

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Posted 12 December 2012 - 07:03 PM

View PostLysander Voidrunner, on 08 December 2012 - 01:09 PM, said:

I'm still torn about the whole UAC5 issues. I know they're fixed, but yesterday I've had one of the least pleasant experiences I've ever had in MWO. I'm running a Cata with 2xUAC5. Usually everything is good, jams about once in every 5 shots, not too bad. Yesterday, however, every 1 shot they jammed. realize that it's RNG, but a weapon that jams so much would never have gone into the field, there should be some upmost limit on how much they jam. Note, I am not asking to have jamming removed entierly (which would be AWESOME) but to make sure that I can at least use the blasted guns, because at that rate, they fire less often than AC5's. As I said, RNG is great, but for these of us who should never set foot in a Casino, it can be very frustrating.


I concur with your frustration. I think the jamming should be based on some form of seed, rather than being purely random; i.e.

Chance to jam after firing x shots on el'rapido:
1: 5%
2: 8%
3: 13%
4: 20%

etc, with a hard cap of about 30-50 %. This way, you could fairly consistently throw out 3-4 round bursts, while being penalized for using a spray and pray approach. It would also make it feel like the jamming was a result of a combination of heat and stress on the weapon mechanism, rather than it feeling like it's a product of bad design. So, jamming potential would be more intuitive, and more a result of the player's actions ("I've hosed this guy for a bit! Gee, i've been lucky so far, better back off a bit")

If the devs were feeling particularly saucy, they could do some work with the seed to avoid it being completely reset after a long bout of rapid firing, and in stead have it decay, to prevent abuse of the mechanic, i.e:

You fire 5 rounds rapid, and hit around 25% jam probability, then hold your fire or throw out some normal shots for a few seconds, and it decays to around 10% before you open up again.

If you're not firing, it decays quickly, if you're tossing out singles, the rate of decay is slower.





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