Carbineer Archive
Thread: FullAutoSingle2 Speed Test 5/2/04
Glad to see my hard work gets notice by the One-Star Bandit......![]()
novamarine wrote:
Interesting...
One comment. To measure the firing delay you have to focus on reloads not shots fired. In essence, if you fire 5 shots, you have had 4 reloads.In your calculations, you want to use reloads and so you basically need to always ignore the last shot. The last shot is basicallyjust used as the "stop the timer" signal. Think about this carefully.
I wish I could figure out what is going on. The troubling part for me is that I actually have saved the data from when I collected the original reloads and damages. I fired every shot 5 times and repeated this several times until I was comfortable with the time for the 5 shots. Thus, I have written down the time for 5 fas2 shots and it is shorter than it is now. So, there are no math issues involved.
I would like to encourage you to repeat my experiments. Find a 4.0 reload CDEF (its pretty easy to find these on the bazaar) and time 5 shots. Also, get rid of that +3 speed you have if you can. I prefer to use slow reloading carbines because the longer it takes for the 5 shots the less lag and user errors (starting and stopping the timer) matter.
I really dropped the ball on this issue this weekend. I will definately get tests done tonight.
Remember, I am an engineer.....I threw out one of the "shots" to get the proper reload time ![]()
Also note the formula works for ANY weapon speed and ANY Player Carbine Speed.....as long as it doesn't hit the 1.0 Speed Cap. Personally I thought it best to use different weapon speeds to eliminate some "errors".
I can do more testing if necessary, but I was just confirming the number you had, which was easily done in two of the three very accurate tests.
That is a huge difference.....very strange indeed.
I like to fire more shots than that to reduce error as well. And I wasn't using a stopwatch, but the computer time in the log. I find the graphics to lag too much and as long as there is enough shots the log time should be accurate.
I definitely need to find something besides a Krayt Carbine too
Darn things die too quick LOL
I used FAS2 and FAA2 a TON this weekend on NPC's, PC's, and Enraged Rancors landing all states pretty regular. I even got ChargeShot1 to take down Enraged Rancors about 15%-20% of the time.
I am sorry, I just don't see any stealth nerfs to any Carbineer Specials I use.
And Nova, that last +3 Carbine Speed is my shirt and don't want to take that off /gasp ![]()
TAfirehawk wrote:
And Nova, that last +3 Carbine Speed is my shirt and don't want to take that off /gasp
novamarine wrote:
TAfirehawk wrote:
And Nova, that last +3 Carbine Speed is my shirt and don't want to take that off /gasp
You have to take it off for testing! And you have to let us know when you will be testing so we can all come and gawk at you
Oh goodness, I may have to ONE-STAR you for that ![]()
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TAfirehawk wrote:
And I wasn't using a stopwatch, but the computer time in the log. I find the graphics to lag too much and as long as there is enough shots the log time should be accurate.
I cannot remember why but I became convinced long ago that the time in the log lies. I wish I could remember why.
What I do to avoid errors is start and stop after the exact same incident so that if there is any graphical lag it should be canceled out. I usually make a macro that hits an F-key 5 times. This why I change specials I test by just changing the F-key.To actually test I get amission like pickets on dantooine, clear the pickets and leave the lair. With a CDEF carbine, you can then test for literally hours before taking down the lair. To test,I zero my stopwatch, hit the macro and watch for the floaty damage number to appear on the lair. As soon as I see that I start the timer then count out the 5th shot and stop on seeing the floaty. With 5-60 ms lag, I found this to be dead on reproducible.