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Ac/2 Nerf.


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#61 J4ckInthebox

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Posted 07 December 2012 - 07:57 AM

Quote

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


Nope,i just finished a game, and the AC/2 is still firing at 70 RPM intead of 120.

Edited by J4ckInthebox, 07 December 2012 - 07:57 AM.


#62 ollo

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Posted 07 December 2012 - 08:25 AM

View PostDaemian, on 07 December 2012 - 07:24 AM, said:

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


Yeah, the dumb forum software not allowing tables... thanks.

#63 ollo

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Posted 07 December 2012 - 08:30 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


This might be correct, judging from the ungodly delays these are suffering. On a side note, it also might be one of the dumbest decisions ever in a game or better with a weapon where timing is everything...

#64 Urza Mechwalker

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Posted 07 December 2012 - 08:32 AM

I refuse to believe any software engineer would be so stupid to implement it that way. There is a line for everything, and that crosses all lines ! No it cannot be that way.

#65 TrentTheWanderer

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Posted 07 December 2012 - 08:38 AM

It seems a little off-kilter to try and adjust cockpit rocking by reducing ROF, like swatting a fly with a sledgehammer. There's an impulse value in the table for a reason, if you want to reduce rocking do it that way.

As far as whether or not it was changed: Either the coding is so weak that a full .2 seconds is added to the cycle time through networking issues or this is another undocumented change. Either way, it's poor practice for game development, which is disappointing.





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