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I Finally Understand The Firing Delay Bug


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#1 SamizdatCowboy

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Posted 22 December 2012 - 01:42 PM

It took me awhile to realize this, so hopefully this will help others:

When you fire projectile weapons, the projectile follows the path of your crosshairs from when you pulled the trigger, not the path of your crosshairs when the round actually launches.

In other words, even though there is a 'firing delay' before the round actually fires, it fires as though there was no delay.. i.e. at your original crosshairs location.

Here is a video of the behavior and a breakdown of the video timeline:



Posted Image


So in addition to taking into account 'projectile lead' and 'firing delay lead', you also have to take into account the 'original crosshairs trajectory' and time everything so that when the round actually does fire, the enemy is in the original trajectory path.

Talk about a confusing bug! :lol:

#2 CrashieJ

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Posted 22 December 2012 - 01:49 PM

It was a bug? I thought it was part of the game that caused people to actually think.

because In my mind and some times in IRL there is a fire delay from: Triggerpull -> confirmation -> sequence initialization -> barrel travel time -> Arial travel time.

#3 Leetskeet

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Posted 22 December 2012 - 01:52 PM

View Postgavilatius, on 22 December 2012 - 01:49 PM, said:

I thought it was part of the game that caused people to actually think.

NO

#4 SamizdatCowboy

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Posted 22 December 2012 - 01:54 PM

View Postgavilatius, on 22 December 2012 - 01:49 PM, said:

It was a bug? I thought it was part of the game that caused people to actually think.

because In my mind and some times in IRL there is a fire delay from: Triggerpull -> confirmation -> sequence initialization -> barrel travel time -> Arial travel time.


http://mwomercs.com/...a-firing-delay/

And even if the delay itself was legit, it should be following the orientation of your barrel/crosshairs at the time of firing... not many guns i know are able to shoot bullets sideways... :lol:

#5 CrashieJ

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Posted 22 December 2012 - 01:56 PM

View PostSamizdatCowboy, on 22 December 2012 - 01:54 PM, said:

not many guns i know are able to shoot bullets sideways... :lol:


its all about learning that Gun-Fu the devs keep chatting about

#6 Gaulwa

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Posted 22 December 2012 - 01:58 PM

I also always though it was part of the game (a really annoying part). Something to counter the great heat efficiency of ballistic weapons, and reduce their effectiveness on the move/in close range.

#7 So who took Pilot Name as a name

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Posted 22 December 2012 - 02:01 PM

While I understand your point, gavilatius, you would think that by the barrel travel time between the start of Aerial travel time there would be a difference. Not saying the shot should fire where the cross-hair is at 00:07, but much less at 00:05 as seen on screenshot! Might vary from one set of ammo/weapon to another, but the idea is, while it can be done to allow people to actually think, it can also be done by while still taking into account new positioning of the mech between the time the salvo is told to be ''fired'' and the moment it ''launches out of the weapon's barrel''.

But my thoughts on the matter are that... it could just be lag?

That's another thing to double check. Maybe try with laser weapons and see where the scotch marks appear at a distant wall, ya know, to see if there is a trail, a rude cut in the trail or even where the initial ''scorching dot'' occurs after having moved your cross-hair as soon as you shoot. Maybe that could rule out lag or add it as a potential culprit.

Edit: darn, got ninja'd for half my post. lol

Edited by So who took Pilot Name as a name, 22 December 2012 - 02:02 PM.


#8 Franchi

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Posted 22 December 2012 - 02:02 PM

View Postgavilatius, on 22 December 2012 - 01:49 PM, said:

It was a bug? I thought it was part of the game that caused people to actually think.

because In my mind and some times in IRL there is a fire delay from: Triggerpull -> confirmation -> sequence initialization -> barrel travel time -> Arial travel time.

Lock time on a Remington 700 rifle is about 2.5ms so firing delay IRL (unless we are talking flint lock and such) is practically nil. No human can detect that.

Edited by Franchi, 22 December 2012 - 02:07 PM.


#9 Leetskeet

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Posted 22 December 2012 - 02:03 PM

I wonder how many people think that damage doesn't register on lights intentionally as an attempt to give them extra survivability, too.

#10 Franchi

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Posted 22 December 2012 - 02:05 PM

View PostLeetskeet, on 22 December 2012 - 02:03 PM, said:

I wonder how many people think that damage doesn't register on lights intentionally as an attempt to give them extra survivability, too.

Considering the dev post in the patch notes with ECM I would say its not unlikely.

#11 CrashieJ

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Posted 22 December 2012 - 02:10 PM

View PostSo who took Pilot Name as a name, on 22 December 2012 - 02:01 PM, said:


But my thoughts on the matter are that... it could just be lag?



maybe, on a good day it's a 125 ping... aren't the servers supposed to be in California or something? anyway, Hawaii Internet sucks *** with Time Warner Cable, so that may be the cause.

but thinking is fun from time to time.

View PostLeetskeet, on 22 December 2012 - 02:03 PM, said:

I wonder how many people think that damage doesn't register on lights intentionally as an attempt to give them extra survivability, too.


I know about lag shield and I cant stop that with TWC Monopolizing internet here.

Edited by gavilatius, 22 December 2012 - 02:10 PM.


#12 Kaelus

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Posted 22 December 2012 - 02:12 PM

View PostSamizdatCowboy, on 22 December 2012 - 01:42 PM, said:

Spoiler

I thought everyone knew this. You never turn while firing ballistics you wait half a sec to stop THEN fire. You can't hit anything if you use anything ballistic like, if you are turning you have to be at a dead stop to fire that's why if i'm trying ot hit something going across my firing line laterally, I always move my crosshair in front of my target.

#13 jakucha

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Posted 22 December 2012 - 02:26 PM

Not surpised; auto-cannons never felt right to me. I've played a decent amount of sims, ranging from aircraft to infantry and everything in-between, so for it to be a practical weapon you'd think aiming it wouldn't work so much against you.

Edited by jakucha, 22 December 2012 - 02:28 PM.


#14 darkfall13

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Posted 22 December 2012 - 02:28 PM

View PostKaelus, on 22 December 2012 - 02:12 PM, said:

[/spoiler]
I thought everyone knew this. You never turn while firing ballistics you wait half a sec to stop THEN fire. You can't hit anything if you use anything ballistic like, if you are turning you have to be at a dead stop to fire that's why if i'm trying ot hit something going across my firing line laterally, I always move my crosshair in front of my target.


Me thinks you're not getting the OP

#15 SamizdatCowboy

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Posted 22 December 2012 - 02:35 PM

View PostSo who took Pilot Name as a name, on 22 December 2012 - 02:01 PM, said:

But my thoughts on the matter are that... it could just be lag?


I run with 25-30ms ping, so probably not :)

#16 Dr Killinger

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Posted 22 December 2012 - 02:49 PM

Yup, ballistics are terrible to use. Just not possible to reliably predict where the round will go, seems to have a mind of it's own.

#17 Outlaw Hazen

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Posted 22 December 2012 - 02:54 PM

View Postgavilatius, on 22 December 2012 - 01:49 PM, said:

It was a bug? I thought it was part of the game that caused people to actually think.

because In my mind and some times in IRL there is a fire delay from: Triggerpull -> confirmation -> sequence initialization -> barrel travel time -> Arial travel time.


ehh ...making the game unitintutive doesn't make it better...realism is gameplay's b*itch

#18 Skyfaller

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Posted 22 December 2012 - 03:04 PM

View Postgavilatius, on 22 December 2012 - 01:49 PM, said:

It was a bug? I thought it was part of the game that caused people to actually think.

because In my mind and some times in IRL there is a fire delay from: Triggerpull -> confirmation -> sequence initialization -> barrel travel time -> Arial travel time.


Its a bug. It would be absolutely idiotic to consider it otherwise.

Ergo, you click fire while you're tracking/leading a target by moving your torso..which MOVES the torso weapons along... and when the round leaves the barrel .25 seconds later it flies in a direction the torso can no longer even point at or is pointing at. Aka, BUG.

If it was arm weapons and the arms could swing that far id say feature...however torso weapons and non-horizontal movement arms do it...so.. its a bug.

#19 Quinton

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Posted 22 December 2012 - 03:11 PM

If you want a fun test, group an AC/2 or 5 with a PPC and fire it while moving at a distinct target. The result you'll get is the ppc will go exactly where your crosshairs where at the time you pulled the trigger. The AC round will however be affted by YOUR inertia and will go go to the side of the target, with a variance based on how fast you are moving and how far away the target is. The interesting thing about this is that if you are very slowly your AC round will still have a noticeable drift. Either the idea is you, the player, are supposed to know this and be able to compensate for the shot drift, without having any idea of how bad it will be. Or we have some issues still not resolved in the firing code. Whatever the code is for firing a PPC seems to be spot on, now if only it would register hits and damage at the spot you targeted.





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