Jump to content

Ac/20 Blues


66 replies to this topic

#21 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 08 December 2012 - 11:56 PM

View Postshabowie, on 08 December 2012 - 10:28 PM, said:

I see the same thing from time to time, with all weapons. Even on a nearly stationary target, sometimes it seems like the damage doesn't register.


It depends on lag and other factors. I put 2 full alpha strikes from my 4P (around 9 lasers) into a Phract's arm (it wasn't moving or twisting, just standing there because I was behind it). None of it registered at all. :)

#22 Kobold

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,930 posts
  • LocationChicago, IL

Posted 09 December 2012 - 12:03 AM

Also: The best AC20 is one that comes with a second AC20 attached.

#23 Immitem

    Member

  • PipPipPipPipPip
  • 137 posts
  • LocationVICO Capital of Canada

Posted 09 December 2012 - 12:23 AM

Whenever I used any ballistics other than the AC2/Quad AC5, I pray that it actually registers the visible damage that I leave on it.

#24 Thirdstar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,728 posts
  • LocationIndia

Posted 09 December 2012 - 12:30 AM

View PostMrPenguin, on 08 December 2012 - 11:16 PM, said:

Always hits where I want it on any mech outside a light.


That's a great argument there, just wanted to point that out. I also note you're in Ontario, that clearly has nothing to do with it.

#25 pied

    Member

  • PipPipPipPipPipPip
  • 324 posts
  • LocationBehind you

Posted 09 December 2012 - 12:34 AM

AC20 blues? I have none. This gun is near perfect.

#26 Grabes

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 103 posts

Posted 09 December 2012 - 12:42 AM

View Postaspect, on 08 December 2012 - 10:01 PM, said:

Wow, that's a pretty dickish post.


Zolaz is a pretty dickish person.

#27 Odin

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 498 posts

Posted 09 December 2012 - 01:01 AM

View PostRiffleman, on 08 December 2012 - 10:03 PM, said:

Actually they recently made "big hit" weapons do splash damage like the ppc did, to lengthen TTK and reduce headshotting. But I dont think they did this for unselfish reasons, I think they cant figure out how to eliminate aimbots set to headsnipe with gauss, and this nerf and the gauss exploding early nerf are just temporary bandaids till they can lock it down.

It sucks and its stupid for a weapon that requres so much investment in weight, ammo, heat creation, recycle times, and being up close



This.
Unselfish maybe, but deny this weapons most potential: critical hits, is rendering the thing pretty harmless.

Hope the have it back, Lads.


Odin

#28 Onyx Rain

    Member

  • PipPipPipPipPipPipPipPip
  • 1,017 posts
  • LocationOklahoma, EARTH MK II

Posted 09 December 2012 - 01:29 AM

View Postaspect, on 08 December 2012 - 10:01 PM, said:

Wow, that's a pretty dickish post.


Ya it was...Especially when the problem in that case was likely hit detection/net code and Not the OP's skill assuming he didn't straight up lie/deceive himself about actually seeing the hits. I'm willing to give him the benefit of the doubt.

I've dual gaussed many mechs multiple times...in the same spot, and not cracked their armor. Seen ravens take 8-12 guass rounds and not only not die, but often still have armor in the spots I shot them.

It isn't just light mechs either... I've seen nearly invincible mechs like streak cats that you can't crack their armor with multiple 40-70+ damage alpha strikes. I ran into an atlas the other day that I dual gaussed 6 times in the chest area, and shot with 2 med/2 small lasers every time I fired those duel gauss...could not drop his armor below orange...never cracked his internals....I died.

There are serious issues with server sync/netcode and hit detection with many if not all weapons and this needs to be considered before you are D-bag to someone.

Edited by Onyx Rain, 09 December 2012 - 01:32 AM.


#29 Bad Karma 308

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 411 posts

Posted 09 December 2012 - 01:47 AM

View PostGhost Bear, on 08 December 2012 - 10:37 PM, said:


Just wondering.. since you are MLG

What did I do wrong, with an AC20, shooting a non moving jenner twice and doing 0 damage. Damage doll flashes but didn't change.

I have a 14-15 ping in game.

Please gaming god, tell me what I did wrong. Thanks!.


I hate to drag in a different developers article into here but one of Valve's developers, Yahn W. Bernier, did a really good write up on the problems for coding hit-boxes, hit-detection, server authentication and also how lag and ping affect your game.

Everyone keeps blaming the "net code" but until you look at how all of these factor play (or don't play ) together you just can't get your mind around how complicated fixing "Net Code" really is.

The Lag Compensation portion is pretty straight forward and more easily understood and will get you 60% of what you're asking: https://developer.va...ag_compensation

If you are up for the whole experience then I suggest starting at the beginning of the article: https://developer.va...nd_Optimization


My profession is running & developing distributed simulation systems, servers & mainframes, from geographically separated locations all over the globe. Let me tell you, we have to hire not only code writers but also mathematicians and physicist to work on some of these exact same issues. So it is not uncommon to see multimillion of dollars going out the door each month just on payroll.

Game development is no small task, and I give any game development company my hats off for some of the innovations you see them come up with. Because just when you think you've solved one issue, your fix can cascade break to other areas that may not seem even to be remotely connected. Sometimes one good fix can cause 100 or more breaks elsewhere, which of course adds to the already demanding workload.

Edited by Bad Karma 308, 09 December 2012 - 03:19 AM.


#30 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 09 December 2012 - 01:58 AM

I blame lag + hit detection.

View PostMrPenguin, on 08 December 2012 - 10:50 PM, said:



Except there was no lie, merely confusion on something the Game Master said.


Quote

All the way on the bottom.

There are just more turtles at the bottom.

View PostKobold, on 09 December 2012 - 12:03 AM, said:

Also: The best AC20 is one that comes with a second AC20 attached.

I am looking forward to Dual AC/20 Jagermechs.

Edited by MustrumRidcully, 09 December 2012 - 02:00 AM.


#31 MorsMortis

    Member

  • PipPipPip
  • 99 posts
  • LocationLondon

Posted 09 December 2012 - 02:01 AM

View Postaspect, on 08 December 2012 - 10:01 PM, said:

Wow, that's a pretty dickish post.



You hit the nail on the head my friend!

Edited by MorsMortis, 09 December 2012 - 02:01 AM.


#32 Kobold

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,930 posts
  • LocationChicago, IL

Posted 09 December 2012 - 02:05 AM

View PostMustrumRidcully, on 09 December 2012 - 01:58 AM, said:

I am looking forward to Dual AC/20 Jagermechs.


Indeed. I'm also waiting for the UAC/20. :)

#33 Melcyna

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 674 posts
  • LocationYuri Paradise

Posted 09 December 2012 - 06:41 AM

View PostBad Karma 308, on 09 December 2012 - 01:47 AM, said:


I hate to drag in a different developers article into here but one of Valve's developers, Yahn W. Bernier, did a really good write up on the problems for coding hit-boxes, hit-detection, server authentication and also how lag and ping affect your game.

Everyone keeps blaming the "net code" but until you look at how all of these factor play (or don't play ) together you just can't get your mind around how complicated fixing "Net Code" really is.

The Lag Compensation portion is pretty straight forward and more easily understood and will get you 60% of what you're asking: https://developer.va...ag_compensation

If you are up for the whole experience then I suggest starting at the beginning of the article: https://developer.va...nd_Optimization


My profession is running & developing distributed simulation systems, servers & mainframes, from geographically separated locations all over the globe. Let me tell you, we have to hire not only code writers but also mathematicians and physicist to work on some of these exact same issues. So it is not uncommon to see multimillion of dollars going out the door each month just on payroll.

Game development is no small task, and I give any game development company my hats off for some of the innovations you see them come up with. Because just when you think you've solved one issue, your fix can cascade break to other areas that may not seem even to be remotely connected. Sometimes one good fix can cause 100 or more breaks elsewhere, which of course adds to the already demanding workload.

Agreed,

but let's face it... MWO interpolation mechanism which is responsible for helping the player see a more accurate view of the game (instead of one which is always 50-250ms late behind the actual reality) is for all intent and purpose pretty screwed...

while it is true that the mechanism involved with interpolation and lag compensation is not exactly simple...

they are MANDATORY requirement for any sort of online games that demands rapid reaction and precision like FPS games...

if the mechanism doesn't work properly, like what MWO case is which is a VERY BAD CASE of it...

then the game is screwed...
This is doubly so with F2P games with limited server distributions because they draw in players from all over the world and have to be able to cope with more latency than the more localized ones (like say Battlefield where there are servers around the world).

We ALL KNOW something is TERRIBLY wrong with the interpolation and lag compensation in MWO right now (but at least it is not as bad as the 25th Oct patch where it went ABSOLUTELY BONKER AND CRAZY), and for the most part we're never seeing an accurate view of the world especially when involving very fast mech naturally, with laser often needing to lead ahead of the target by a good few meters or more.

The dev have already said that they are putting numero uno priority for it, but we have no idea when we can see the fruit of their labor...

Either way however, since most games have a MUCH BETTER lag compensation and interpolation mechanism, then we can probably EXPECT that they should be able to do so as well...

because it's either that... or the game will never succeed in actual release.

#34 Staplebeater

    Member

  • PipPipPipPipPipPip
  • 321 posts

Posted 09 December 2012 - 06:53 AM

I love my AC 20. Takes some time to get used to the lead but once you start figuring it out you can kill **** pretty nice

#35 Joe Mallad

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,740 posts
  • LocationMichigan

Posted 09 December 2012 - 07:07 AM

The AC20 while a massive weapon, is a weapon that you have to play with a bit to see how it acts. The AC10s and 5s ae a lot more easy to get used to... (not saying those ACs are "the easy button" but compared to using an AC20, they are quicker to get accustomed to. I love my AC20s and can kill any mech, light to Assault with them. They are a weapon of wait... wait... shoot!
Besides... with just 7 rounds a ton, you better make sue those shots hit lol.

Just a fun fact... you are running by in your Jenner and BAM! you take an AC20 round to the leg. One AC20 round is 285.7 pounds lol. Im sure by the time it hits you its got the force of a few tons behind it lol

#36 MrPenguin

    Member

  • PipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 1,815 posts
  • LocationSudbury, Ontario

Posted 09 December 2012 - 07:12 AM

View PostThirdstar, on 09 December 2012 - 12:30 AM, said:


That's a great argument there, just wanted to point that out. I also note you're in Ontario, that clearly has nothing to do with it.

What argument? That was clearly a statement. I was just saying that the "lag shield" is only on light mechs for me.

Edited by MrPenguin, 09 December 2012 - 07:12 AM.


#37 Thorn Hallis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,902 posts
  • LocationUnited States of Paranoia

Posted 09 December 2012 - 07:20 AM

View PostMelcyna, on 09 December 2012 - 06:41 AM, said:

The dev have already said that they are putting numero uno priority for it, but we have no idea when we can see the fruit of their labor...


Oh, we have...at least to a small degree:

View PostBryan Ekman, on 06 December 2012 - 07:42 AM, said:

Reading between the lines, you see a genuine issue. Something we are very aware of, sensitive to, and working hard to address on two fronts: regional servers, and better netcode.

I had a wonderful e-mail just two days ago from Neema. He's finished a bunch of major netcode improvements. They're going into test over the Xmas break, so provided they are in good shape, we'll see them in the game mid to late January (worst case). Unfortunately, this only addresses part of the issues with non-NA players. PGI/IGP are committed to offering regional servers, although timing is not finalized yet.

Hang tight, and we really appreciate your feedback.


#38 Roughneck45

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Handsome Devil
  • The Handsome Devil
  • 4,452 posts
  • LocationOutreach

Posted 09 December 2012 - 07:45 AM

Im sure you just hit is back shoulders with a shell or two. The hunchback's rear armor is pretty close together.

Anyone that says AC20's are bad is just flat out wrong, or can't aim.

Edited by Roughneck45, 09 December 2012 - 07:45 AM.


#39 Eumenes

    Member

  • PipPipPip
  • Bridesmaid
  • Bridesmaid
  • 77 posts
  • Locationof Cardia

Posted 09 December 2012 - 07:51 AM

The AC/20 is a great weapon for finishing off a wounded mech, and the lack of ammo makes you very aware of when to pull the trigger. I'm not nearly as good with lighter ACs, since I have to be explosed, walking the rounds into the target. I'd rather pump an AC/20 round into an Atlas' back then get the hell behind some cover!

#40 ReD3y3

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 480 posts

Posted 09 December 2012 - 08:33 AM

probably non reg

Non registering hit on enemy that is.

They are super common for ballistics





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users