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In Game "weapon reload time improved" ???

Discussion in 'Weapons' started by Chiba, May 31, 2011.

  1. Chiba

    Chiba Member

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    Read in patch notes that the reload timer should be improved to allow people with slower connection to do more actions per minute, so they can use what the item actually is supposed to be able to use...


    Before this patch I never had any "failed" messages during my hunts...


    Half through my hunt right now, I am having 1 failed each 3rd shot with my gun that does 57 attack per minute...


    Anyone else who is having A LOT of failed messages flying over the screen? This really discourage me from further hunting...
     
  2. Hyssch

    Hyssch Active Member

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    Not a hunter myself, so hard to say how many are affected the way Your hunting was. At least no decay for failed attempts when using faps:

    Copy/Paste from the same release-notes:

    Known Issues
    Sometimes when using Qtool, Auto fire or Auto use tool for FAPs, the attempt seems to fail. However, the tool is not deteriorated by this and the complete reload time is the same as before.


    -- Hyssch --
     
  3. dude

    dude Active Member

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    Just an fyi for me my mining extractor is now reloading as quick as it did before the big mining changes. WOOT WOOT . Now bring on the Lyst ATH
     
  4. Larkin

    Larkin Platinum Member Staff Member PAF Senior Mod Platinum Member

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    I actually sometimes get up to 10 failed msgs in a row when hunting. I'm hoping to see an improvement here; so for you it's worse? :(


    *Thread moved to weapon category*
     
  5. Chiba

    Chiba Member

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    Personally this bug made me feel like I was losing a lot of DPS when hunting Huon

    Did a armor test... My normal decay on a huon hunt is between 157-166 peds (gun, amp, armor, fap)

    Right after update I had 170 peds decay, which was all extra on Armor, which makes the conclusion that either I was super unlucky to get A LOT of misses, low hits and didn't avoid any hits they threw at me.. or... my dps was lowered which makes the mob stand in front of me and hit me longer than normal... due to a certain bug, wonder which one I will "blame" :)
     
  6. Stryker

    Stryker Member

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    When I logged in and starting shooting, it felt like the fire-rate on the mod merc was doubled. After checking the ET client, however, my dps was identical to previous days.

    Not sure if you all are "feeling" more attacks, but the failed messages seem to offset any psychological effects of an improved rate of fire. I doubt you are getting less dps, but the failed spam is annoying for sure.
     
  7. Sitram

    Sitram Member

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    Stryker you can always close the "Read all other messages" filter from chat window and you get rid of those failed messages.

    At least until they will fix this.

    The only downside is that you don't know when your amp is broke.
     
  8. Raven Lunchbox

    Raven Lunchbox Adviser Arkadia Adviser

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    i get failed messaged with every shot i fire
     
  9. Feds

    Feds New Member

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    It's not just a fail message. One can't switch weapons/faps etc while in "auto" mode. Auto action has to be stopped, then one can equip new tool, use it, re-equip, engage new tool again. Increases the time the mob is alive ever so slightly if enough switches = higher bill in armor repairs. Also, "fail" is only when auto use, no fails when manually using the tool each time.
     
  10. 2Com

    2Com New Member

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    i never use the "auto use" function and am seeing them almost every shot during hunting. Never happened before now so it def happens when u manually use all your tools/guns/faps
     
  11. Cani Ostro

    Cani Ostro Member

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    if you have sound on that is not a psychological effect only but sort of semi real one. Every failed shot has a sound and the next shot gets executed right after it without reload time which makes the shotsound faster coming.

    I can avoid the failed issues with a) not using auto and b) turn of queue tool use while reload and so hunt oldschool style. Shooting manually gives the fraction of a second needed to avoid whatever the bug is.

    It cannot be the network connection, lag issues whatever, because I wasn't having any issues with failed messages before the last update on my crappy 386kb dsl light, but now its like mentioned everytime I use auto or queue the next button press, so whatever they "fixed" in the last update needs a revert, lol.
     
  12. Leona

    Leona Member

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    Stryker, the ET combat log tab would always show the theoretical dmg/sec, no matter what your actual reload is. It is just calculated from the gathered damage value, no timer involved.

    Currently i don't know of any public available software tool to measure actual reload (and by that effective dmg/sec).
     
  13. Amber Knightley

    Amber Knightley Member

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    I manage to switch during auto if I button mash :D
    but then I don't switch when I want too..
     
  14. Stryker

    Stryker Member

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    That's what I was getting at. I was worried I was bugged, doing much more dps than should be allowed, but used ET to verify that wasn't the case.
     
  15. Leona

    Leona Member

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    Again, you can't verify that with ET. If your MM would suddenly do double the shots per minute and actually dealing double the damage per second, the ET client would still show the same dps then at 86 shots per minute.
    Or, as another example, fire manually one shot per minute and the ET client will still show the dps based on 86 reloads per min.

    Not so important, just saying we don't have software to test effective reload yet.
     
  16. Axxel

    Axxel Member

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    Using the local chat log you can see each damage dealt with the timestamp...
    So just count the number of "damage" line including "MISS" and excluding "failed" :D between two timestamps with one minute interval and you will see how many attacks per minute you get. Seems accurate enough to me...
     
  17. migotka

    migotka Member

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    Really? You wish :p
     
  18. Leona

    Leona Member

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    Sure, or can be clocked manually as well. But to do precise reload tests on fast weapons thats not very accurate.

    In example some people said a MM doesn't do the 86 reload under most network conditions but more like 5 to 10% less. So in example to test if this is true, or if that would be improved with the new system, it would need a tool that monitors real damage per second over a longer time. But thats problematic to code without violating the EULA.

    Anyway, my point was that the ET client always shows the dmg/sec based on the reload value it loads from the wiki database and can not measure the actual reload done ingame.