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Ac/2 Nerf.


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#41 JimSuperBleeder

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Posted 07 December 2012 - 01:51 AM

Well if the code says it hasn't changed then it must be a bug then, right?

#42 Urza Mechwalker

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Posted 07 December 2012 - 02:00 AM

Did someone alredy ... REPORTED it?

Measure and report.. simple.. We will get an answer then. But tis good to know.. that will make me skip my Catap-4x

#43 Apoc1138

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Posted 07 December 2012 - 02:08 AM

it's quite simple - ping and network code issues will affect rate of fire - the server will allow you to fire every 0.5s but it needs to recieve the instruction to fire, process the firing and report that back to your client - it's this process that is slowing down the effective fire rate for all weapons (I've been having the same issue with UAC/5's) the larger the cooldown is normally, the less you will notice the issue... faster firing weapons - particularly <=1 ones are suffering the most because the 1 advantage they have is alleged high DPS despite a low alpha - by robbing time away the system makes low damage high DPS weapons alot worse

I'm actually considering switching out my UAC5's for an AC/20

#44 Urza Mechwalker

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Posted 07 December 2012 - 02:17 AM

View PostApoc1138, on 07 December 2012 - 02:08 AM, said:

it's quite simple - ping and network code issues will affect rate of fire - the server will allow you to fire every 0.5s but it needs to recieve the instruction to fire, process the firing and report that back to your client - it's this process that is slowing down the effective fire rate for all weapons (I've been having the same issue with UAC/5's) the larger the cooldown is normally, the less you will notice the issue... faster firing weapons - particularly <=1 ones are suffering the most because the 1 advantage they have is alleged high DPS despite a low alpha - by robbing time away the system makes low damage high DPS weapons alot worse

I'm actually considering switching out my UAC5's for an AC/20



Latency do not affect that. If your ping is constant at 1 second you click now and you will send a reqeust fire... in 0.5 secodn you will send another... in another 0.5 secodn you will request antoher and the first one will arrive in server.


Latency is NOT related to troughput or frequency! You can send your internet packages in trucks trought the road they will take days to start to arrive but after they start oa rrive they will arrive at same 0.5 seconds as if they were sent if they were sent at speed of light.

#45 Apoc1138

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Posted 07 December 2012 - 02:22 AM

except it doesn't work like that - it's server authorative, so the server has to confirm the command before it will be willing to accept another - communications are 2 way and needs to be ack'ed on both ends each time

#46 Mordin Ashe

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Posted 07 December 2012 - 02:23 AM

Sad thing to read, I was just planning to add two of these little rascals on my Mech. I need to reconsider now.

#47 BloodyDziq

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Posted 07 December 2012 - 02:37 AM

i wonder If this issue happens just when you hold fire (I noticed a ROF change before and after december 4 patch), but when I use a macro to fire 2xac2, one at a time every .230 sec it seems consistent

#48 Urza Mechwalker

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Posted 07 December 2012 - 02:45 AM

View PostApoc1138, on 07 December 2012 - 02:22 AM, said:

except it doesn't work like that - it's server authorative, so the server has to confirm the command before it will be willing to accept another - communications are 2 way and needs to be ack'ed on both ends each time



Server authoritative doe snto mean your commands are only sent when the server allows them It means that the server will only EXECUTE them when the server decides it can do it. I have implemented that myself when I worked on game industry. Things are not like most people think they are.

#49 Apoc1138

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Posted 07 December 2012 - 03:16 AM

View PostUrza Mechwalker, on 07 December 2012 - 02:45 AM, said:



Server authoritative doe snto mean your commands are only sent when the server allows them It means that the server will only EXECUTE them when the server decides it can do it. I have implemented that myself when I worked on game industry. Things are not like most people think they are.


from practical experience it seems that the way that the system is working in MWO is that the cooldown is handled by the client, but the server handles the actual firing... so your system waits for confirmation of the firing event from the server THEN it starts the cooldown, when the cooldown is finished your client sends another fire command and waits for the response

I might be wrong, but then please explain to me why for every 100ms worse my connection is it seems to add around 150-200ms to the refire rate of the weapons I fire?

#50 PurpleNinja

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Posted 07 December 2012 - 03:31 AM

Cockpit shake.

:blink: :)

#51 Urza Mechwalker

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Posted 07 December 2012 - 03:43 AM

View PostApoc1138, on 07 December 2012 - 03:16 AM, said:


from practical experience it seems that the way that the system is working in MWO is that the cooldown is handled by the client, but the server handles the actual firing... so your system waits for confirmation of the firing event from the server THEN it starts the cooldown, when the cooldown is finished your client sends another fire command and waits for the response

I might be wrong, but then please explain to me why for every 100ms worse my connection is it seems to add around 150-200ms to the refire rate of the weapons I fire?



I play sometimes with 400ms ping and that shoudl make machine guns fire like an AC 5 if it worked like that. I can confirm that they do stil fire very very fast.

#52 RainbowToh

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Posted 07 December 2012 - 05:53 AM

AC2 ROF definitely slowed down, almost halved. I know cus I have been playing my CTF-4X with 4 AC2 till almost master now

#53 Urza Mechwalker

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Posted 07 December 2012 - 06:06 AM

Again.. I ask again.. did anyone filled a bug report about it?

#54 197mmCannon

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Posted 07 December 2012 - 07:24 AM

ID                    1018
Name               AutoCannon2
Type                Ballistic
Slots                1
Tons                6
Damage           2
Heat                 1.0
Impulse             1.0
Cooldown         0.5
Duration           0.0
Speed              2000
minRange         0
longRange       720
maxRange        2160
Ammotype        AC2Ammo
Ammo/Shot      1
Shots/Ton         75


made that easier on the eyes

Edited by Daemian, 07 December 2012 - 07:29 AM.


#55 Vermaxx

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Posted 07 December 2012 - 07:29 AM

There have been documented instances where the XML values no longer reflect in-game performance. Someone, no...

everyone who claims there is a problem, file a ticket please. PGI is bound to respond to 50 entries.

#56 Vermaxx

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Posted 07 December 2012 - 07:37 AM

This is how much I love you people.

I put one on my founderhunch. There seemed to be the occasional stutter, but the gun was firing as soon as the bar cooled.

#57 shabowie

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Posted 07 December 2012 - 07:41 AM

View PostSkyCake, on 06 December 2012 - 02:58 PM, said:

logged in with my dual ac2 founders atlas right after the patch... could tell right away it was nerfed pretty heavily... made a comment about it... removed ac2's for ac20.... stopped playing with atlas and ac's altogether... patch after patch, ac's have gotten worse and worse... using srm's now until they nerf them too ... then I'll probably uninstall...


LOL!

#58 MeerKatV

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Posted 07 December 2012 - 07:43 AM

It was a bug - they just patched it :

https://mwomercs.com...52#entry1559652

#59 Culler

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Posted 07 December 2012 - 07:50 AM

View PostMeerKatV, on 07 December 2012 - 07:43 AM, said:

It was a bug - they just patched it :

https://mwomercs.com...52#entry1559652

I thought the problem was slow cooldown rates, not permajamming like they said this patch addressed.

Can anyone confirm that the AC/2 is firing at the rate it should be?

#60 Suki

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Posted 07 December 2012 - 07:50 AM

It's really fun to wach the development of our forum. First there were gaus whiners, LRM, the last was streaks, now AC. Let's just use only one weapon - machinegun. hope the'll be ewerybody happy already. :)





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