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Have The Devs Commented On Ac2 Speed Nerf? (Bryan, Garth, Someone... We're Coming Up On 3 Weeks)


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#21 TB Freelancer

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Posted 21 December 2012 - 04:14 PM

Jebus beat me to the punch...I was about to post the same quote from that AC2 fire thread.

March 2013...

#22 Valder

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Posted 21 December 2012 - 11:27 PM

View PostThomas Dziegielewski, on 10 December 2012 - 09:06 PM, said:

But fear not, Lets say cooldown is 1.0s and you are holding down the fire button : FIRE -> 1.2s wait -> FIRE -> 0.8s wait -> FIRE -> 1.3s wait -> FIRE -> 0.7s wait -> FIRE........

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 p00k

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Posted 21 December 2012 - 11:36 PM

View PostValder, on 21 December 2012 - 11:27 PM, said:

This is not true at all. It doesn't fire at the right (constant) rate. 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.

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 Valder

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Posted 22 December 2012 - 02:53 AM

View Postp00k, 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 Valder

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Posted 22 December 2012 - 02:42 PM

Edits

#26 Quinton

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Posted 22 December 2012 - 02:57 PM

i've run my 5N with the triple AC/2 build since the uac patch and have definitely noticed the altered fire rate. Also when group firing my acs after between 10 and 20 shots (continuous fire of the grouping) the weapons will begin to fire out of sync, the longer i fire the group the worse it gets, If i have about 8 tons of ammo on my mech, I can actually get to machine gun style fire (constant one at a time) near the end of my ammo. Thats how badly out of sync the 3 guns get.

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 Valder

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Posted 24 December 2012 - 01:38 AM

If we have to wait all the way until March for them to realize these are two unrelated issues, and no fix until after then... I will want to use ballistics on my face.

#28 Valder

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Posted 27 December 2012 - 03:21 PM

Garth?... Bryan?... anyone?...

#29 Bru1zer

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Posted 29 December 2012 - 07:18 PM

Put a support ticket in on the 20th when I posted the videos, just got this reply.

Quote

After investigation, it looks like it's working as intended. Happy new year!

Edited by Bru1zer, 29 December 2012 - 07:18 PM.


#30 Orzorn

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Posted 29 December 2012 - 07:25 PM

Quote

working as intended.

Posted Image

#31 Bishop Steiner

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Posted 29 December 2012 - 07:41 PM

View PostValder, on 27 December 2012 - 03:21 PM, said:

Garth?... Bryan?... anyone?...

I forgot to respond, and say, "By Jove you appear to be right!"

Only odd things is I DO still seem to heat up just as fast as I used to.....

#32 Valder

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Posted 30 December 2012 - 01:20 PM

View PostBishop Steiner, on 29 December 2012 - 07:41 PM, said:

I forgot to respond, and say, "By Jove you appear to be right!"

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 Mr 144

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Posted 30 December 2012 - 02:10 PM

Good Thread Valder :) Thanks for saving me some coin on the 4x build I was considering..

Mr 144

#34 shintakie

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Posted 30 December 2012 - 02:18 PM

View PostBru1zer, on 29 December 2012 - 07:18 PM, said:

Put a support ticket in on the 20th when I posted the videos, just got this reply.


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 Valder

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Posted 02 January 2013 - 12:09 AM

3 weeks of bumping this thread with no word from any of the people that work here... Hopefully just a by-product of the holidays. I really dread waiting until March for them to realize the weapon speed issue here after fixing ballistic creep and then telling us the fix is 3 months away...

#36 Vassago Rain

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Posted 02 January 2013 - 12:13 AM

I like how we went from people running AC2s, to no one ever, for any reason, running AC2s.

#37 Wormrex

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Posted 02 January 2013 - 12:59 AM

Yea, this I like to know as well, since my dragon does pack 3 ac/2s for the dakka effect!

#38 Bru1zer

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Posted 02 January 2013 - 09:17 AM

Everyone in this thread should put a support ticket in.
I've done mine and got a BS response.
Squeaky wheel gets the oil.

#39 Valder

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Posted 02 January 2013 - 12:41 PM

After this 17MB patch to remove holiday items from the store today, my firing rate seems to have gone up a bit. Using 3xAC2's I was able to use 7 tons of ammo in a match, and it seemed to spit them out at about 5 per second. I'm only using 10 double heatsinks, and my heat would climb from firing at about the same rate as running 16 double heatsinks before they first broke their firing rate.

All in all it seems pretty weird, but I can use my dragon again.

#40 J4ckInthebox

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Posted 02 January 2013 - 12:45 PM

i have conducted a little experiment on the matter some weeks ago.

Quote

since the 4th December patch, i've noticed a rather large drop of the Ac/2's Rate of fire, and I seem not to be the only one (here AND http://mwomercs.com/...81616-ac2-nerf/) so I have conducted a little experiment.
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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