

Have The Devs Commented On Ac2 Speed Nerf? (Bryan, Garth, Someone... We're Coming Up On 3 Weeks)
#21
Posted 21 December 2012 - 04:14 PM
March 2013...
#22
Posted 21 December 2012 - 11:27 PM
Thomas Dziegielewski, on 10 December 2012 - 09:06 PM, said:
It will of course be worst if you are constantly clicking fire. More messages first set to server and then received back.
REVIEW : On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
This is not true at all in this case. It doesn't fire at the right (constant) rate on the client OR the server. Look at the ammo counts, it only spits out half the ammo it's supposed to in a given amount of time. This happened exactly when they hotfixed AC's perma jamming. It used to be fine, with an inconsistent studder. So yes, the ammo was spit out of sync, but THE RIGHT AMOUNT was spit over 10 secs. Now it fires inconsistently AND it only spits HALF the ammo it should.
These are two completely different issues. The one he's talking about has been around forever. The one I'm talking about is new.
*Edited for clarification.
Edited by Valder, 22 December 2012 - 03:00 AM.
#23
Posted 21 December 2012 - 11:36 PM
Valder, on 21 December 2012 - 11:27 PM, said:
These are two completely different issues. The one he's talking about has been around forever. The one I'm talking about is new.
uhh, if you read what he says again...
"On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients."
emphasis on
On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
meaning what happens on the server, so looking at the ammo count is meaningless, because...
On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
and since you're looking at the ammo count on the client, you won't witness it.
if you watch the cooldown bar, the top vid as soon as the bar finishes it immediately restarts. in the bottom vid there's a short lag between when the bar finishes and when it restarts. meaning, the weapon still has an 0.5 cooldown, but the communication between you telling the server you want to fire, and the server telling you that the weapon has finished its cooldown and is ready to fire, then you actually firing, is causing the delay
#24
Posted 22 December 2012 - 02:53 AM
p00k, on 21 December 2012 - 11:36 PM, said:
uhh, if you read what he says again...
"On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients."
emphasis on
On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
meaning what happens on the server, so looking at the ammo count is meaningless, because...
On the server the bullets fire normally at a constant rate of fire, you are just not witnessing this on clients.
and since you're looking at the ammo count on the client, you won't witness it.
if you watch the cooldown bar, the top vid as soon as the bar finishes it immediately restarts. in the bottom vid there's a short lag between when the bar finishes and when it restarts. meaning, the weapon still has an 0.5 cooldown, but the communication between you telling the server you want to fire, and the server telling you that the weapon has finished its cooldown and is ready to fire, then you actually firing, is causing the delay
Except that ammo is tracked server side, not client side. And you can fire all the way to 0 at a severely decreased fire rate currently and do damage the entire time. Meaning it's spitting ammo out at a severely decreased fire rate on the client and the server.
Again, what that Dev is talking about and the %50 current AC2 fire rates after their hotfix are two completely different issues. What the Dev is talking about has always been around, it's why AC2's firing at a stagger would 'creep' into shooting synchronous. That still happens. On top of that they shoot at %50 speed.
Edited by Valder, 22 December 2012 - 03:01 AM.
#25
Posted 22 December 2012 - 02:42 PM
#26
Posted 22 December 2012 - 02:57 PM
Also when chain firing 3 ac/2s i get the same rate of fire as if i'm firing 2 ac/2s. The system does not currently take into account my reload rate for all 3 weapons for whatever reason.
#27
Posted 24 December 2012 - 01:38 AM
#28
Posted 27 December 2012 - 03:21 PM
#29
Posted 29 December 2012 - 07:18 PM
Quote
Edited by Bru1zer, 29 December 2012 - 07:18 PM.
#30
Posted 29 December 2012 - 07:25 PM
Quote

#32
Posted 30 December 2012 - 01:20 PM
Bishop Steiner, on 29 December 2012 - 07:41 PM, said:
Only odd things is I DO still seem to heat up just as fast as I used to.....
Just dropped in my AC2 Dragon a few seconds ago. Definitely not fixed. Still firing at half speed.
#33
Posted 30 December 2012 - 02:10 PM

Mr 144
#34
Posted 30 December 2012 - 02:18 PM
Bru1zer, on 29 December 2012 - 07:18 PM, said:
Whats sad is that I've seen many cases so far where support ticket answers were not just kinda wrong, but flat out 100% wrong to the point that Garth posted and went "What?"
I'd send another ticket to see if the response changes.
#35
Posted 02 January 2013 - 12:09 AM
#36
Posted 02 January 2013 - 12:13 AM
#37
Posted 02 January 2013 - 12:59 AM
#38
Posted 02 January 2013 - 09:17 AM
I've done mine and got a BS response.
Squeaky wheel gets the oil.
#39
Posted 02 January 2013 - 12:41 PM
All in all it seems pretty weird, but I can use my dragon again.
#40
Posted 02 January 2013 - 12:45 PM
Quote
Here is what I found.
5 games, one arm-mounted AC/2 on a Yen-lo-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.
Is it intended? is it a bug? Could I have more information on that matter?
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