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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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#1 Valder

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Posted 09 December 2012 - 11:44 AM

Hey, has anyone found an official statement regarding AC2's speed being nerfed? They only fire at about half speed now, which is devastating for 3x AC2 builds.

Trying to figure out if this was intentional and ninja'd into the patch or if it's unintentional breakage... Because their worth has plummeted from this.


Edit: If you go on to look at the bottom of this page and into page 2 you will see where the Dev's recent post in another thread is not addressing this issue, but another very specific issue. I sincerely hope that the development team realizes that there is a distinct problem here that has developed when they launched that autocannon perma-jamming hotfix a few weeks ago, because the rate of fire creep is not the issue here. The lack of rate of fire is.

Edited by Valder, 22 December 2012 - 02:42 PM.


#2 Lefty Lucy

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Posted 09 December 2012 - 11:46 AM

In one thread they said that it shouldn't be changed, but... it's been changed.

#3 Valder

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Posted 09 December 2012 - 12:16 PM

It's very changed. I'll post videos later.

#4 PANZERBUNNY

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Posted 09 December 2012 - 12:18 PM

Not changed but changed.

Ac 2 doesn't need nerfs. It was fine the way it was.

Probably the same people complaining about Ac 2 plink cockpit shake had missile cockpit shake reduced to laughable levels.

Pander to mediocrity and this game will drown in it.

#5 Khobai

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Posted 09 December 2012 - 12:26 PM

AC/2 wasnt slowed down.

<WeaponStats speed="2000" maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" lifetime="10.0" duration="0.0" tons="6" maxRange="2160" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.5" heat="1.0" impulse="1.0" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="0" slots="1" Health="10"/>

#6 StainlessSR

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Posted 09 December 2012 - 12:26 PM

Happened when they fixed the ac jamming issue

#7 RainbowToh

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Posted 09 December 2012 - 01:21 PM

View PostKhobai, on 09 December 2012 - 12:26 PM, said:

AC/2 wasnt slowed down.

<WeaponStats speed="2000" maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" lifetime="10.0" duration="0.0" tons="6" maxRange="2160" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.5" heat="1.0" impulse="1.0" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="0" slots="1" Health="10"/>



It HAS been slowed. I run a 4 AC2 phract and I can tell the difference. It used to be that you can fire as fast as you can click. Now it is almost the speed of a AC5 rate of fire.

#8 BlackBeltJones

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Posted 09 December 2012 - 01:27 PM

View PostKhobai, on 09 December 2012 - 12:26 PM, said:

AC/2 wasnt slowed down.

<WeaponStats speed="2000" maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" lifetime="10.0" duration="0.0" tons="6" maxRange="2160" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.5" heat="1.0" impulse="1.0" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="0" slots="1" Health="10"/>

It was slowed down considerably. J4ckInthebox did a very creative test to demonstrate this change - (http://mwomercs.com/...ce/page__st__20).
The response email he posted indicates the devs are "looking" into this.

#9 Vlad Ward

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Posted 09 December 2012 - 01:35 PM

How many times does it need to be said that the XML files are just documentation and are not representative of how the server actually processes data?

This same exact thing happened when people realized that the MPL's heat was broken. You'd have the testers who found the error while DHS testing and the exploiters who'd known about it for weeks on one side and the people who treated the XML as gospel on the other insisting that since the XML says 5 heat the MPL must generate 5 heat.

AC/2 is borked. It's probably unintentional.

Edited by Vlad Ward, 09 December 2012 - 01:36 PM.


#10 Valder

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Posted 09 December 2012 - 03:00 PM

Well, it's (sorta) good news that the bork is unintentional. At least it will probably get fixed at some point.

I ran 16 dbl heat sinks on my dragon and would overheat myself shooting 3 AC2's. The Bork made my heat almost neutral, and now I'm at 14 dbl heat sinks and 2 med las to get my heat to the high numbers. So my coring ability went down the pooper since you typically have to aim at two different spots to core people with AC2 and las. As soon as I run that mech again I'll record it, upload it, and you can see too.

#11 Felix

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Posted 09 December 2012 - 03:03 PM

View PostPANZERBUNNY, on 09 December 2012 - 12:18 PM, said:

Not changed but changed.

Ac 2 doesn't need nerfs. It was fine the way it was.

Probably the same people complaining about Ac 2 plink cockpit shake had missile cockpit shake reduced to laughable levels.

Pander to mediocrity and this game will drown in it.


Its already drowning in it :)

#12 Bru1zer

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Posted 20 December 2012 - 12:59 AM

Any update on this?

#13 Bishop Steiner

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Posted 20 December 2012 - 01:06 AM

View PostValder, on 09 December 2012 - 12:16 PM, said:

It's very changed. I'll post videos later.


funny... my "JagerMech" Phract 4X uses 2 AC2s and they seem to function exactly like they did yesterday.. and the day before and the week before....... -_-

will have to run em again tomorrow and see... but my damage and kills have stayed about the same....

Edited by Bishop Steiner, 20 December 2012 - 01:09 AM.


#14 Elizander

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Posted 20 December 2012 - 01:28 AM

I did kinda feel they fired slower when I tried them on a 4G.

#15 Valder

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Posted 20 December 2012 - 02:53 AM

Oops! I've been slacking and haven't uploading the videos. Totally forgot. It's first thing on the list when I wake up...

#16 Bru1zer

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Posted 20 December 2012 - 03:30 AM

The top stream is from pre DEC 4 PATCH 1.1.155
The bottom stream is from Post DEC 4 PATCH 1.1.161


Twin ac2's with a .5 sec cooldown
Should fire 2 shots every .5 second (when fired grouped)
or one shot every .25 second (when fired delayed)
Either way they should fire 4 shots in 1 second



The numbers in bold are how long it should take to fire that number of shots if the cooldown is truely .5 sec

Both mechs have twin AC2's and are firing delayed
i.e both ac's in group 1, single ac in group 2.
Fire group 2 then hold down group 1

First Run
Time 11.5

Phract start ammo count 325
Phract End ammo count 281
Shots fired 44 (11 sec)

YLW start ammo count 600
YLW end ammo count 575
Shots fired 25 (6.25 sec)


Second Run
Time 8.3

Phract start ammo count 279
Phract End ammo count 251
Shots Fired 28 (7 sec)

YLW start ammo count 600
YLW end ammo count 581
Shots fired 19 (4.75 sec)

Absoloutely without a doubt the cooldown time on AC2's is greater than half a second.

Edited by Bru1zer, 20 December 2012 - 03:37 AM.


#17 Valder

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Posted 20 December 2012 - 07:32 PM

If anyone didn't pay attention to Bru1zer's video, AC2's are firing at almost half speed now.

So, are the devs actually going to officially respond to this as being unintentional, or was this ninja'd in as part of the weapon jamming hotfix on purpose? Because it's been a week or two now that our AC2's are garbage... and I still haven't personally seen an official response.

#18 Elizander

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Posted 20 December 2012 - 11:25 PM

Need this fixed. I just bought a 5N :)

#19 Valder

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Posted 21 December 2012 - 03:20 PM

View PostElizander, on 20 December 2012 - 11:25 PM, said:

Need this fixed. I just bought a 5N :)

And I'd like to run mine again =(

#20 JebusGeist

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Posted 21 December 2012 - 03:50 PM

View PostValder, on 20 December 2012 - 07:32 PM, said:

So, are the devs actually going to officially respond to this as being unintentional, or was this ninja'd in as part of the weapon jamming hotfix on purpose? Because it's been a week or two now that our AC2's are garbage... and I still haven't personally seen an official response.

They have:


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

Hello. So here is actually what is going on. This one is annoying, I know.

BUG : AC/2 has an inconsistent rate of fire for clients.

NOTES : Server Is notified of your button press or its held state. Here on the server the AC/2 bullets spawn at the constant cooldown rate, what you would expect to see. Server then allows the client to fire at the exact client controlled target the server is currently looking at / locked on.

Here lies the problem. Due to lag, traffic congestion, packet-loss there can be a delay between each fire call the clients receive.

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.

REASON : This weapon system is so cheater proof I laugh at the stuff out there. Prove me wrong hacker, prove me wrong! and then help me fight against it.(I'll do a post eventually)

FIXING THE ISSUE : The movement code and physics state rewind are currently being worked on and are nearing completion. Once that is finished we will start lying to you by spawning a projectile at the exact time you press the fire button. Then we will do magic.


ESTIMATED FIX DATE : March 2013


EDIT PS : This actually happens to all weapons except lasers, but the easiest to perceive when firing something with a shorter cooldown.


http://mwomercs.com/...ost__p__1583139





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