Carbineer Archive

Thread: FullAutoSingle2 Speed Test 5/2/04

TAfirehawk
Sun May 02, 2004 10:05 am
#1

While the reports of FAS2's speed changing makes sense to me AND a stealth nerf would be nothing new for SOE, I still wanted to test it myself.


I ran 3 trials and they were as follows:


TRIAL ONE

Weapon Speed = 2.0

Player Speed = +63


15 shots fired in 19 seconds

Actual Firing Speed = 1.2667 seconds

FAS2 Delay = 1.71



TRIAL TWO

Weapon Speed = 2.7

Player Speed = +63


4 shots fired in 7 seconds (Note: not really enough shots to get good speed)

Actual Firing Speed = 1.75 seconds

FAS2 Delay = 1.75



TRIAL THREE


Weapon Speed = 4.1

Player Speed = +63


6shots fired in 15 seconds

Actual Firing Speed =2.50 seconds

FAS2 Delay = 1.65




I could do more testing if further doubt remains.....THERE IS NO CHANGE TO FULLAUTOSINGLE2'S SPEED.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

wilibus
Sun May 02, 2004 11:56 am
#2

Firehawk, as normal fantastic results


I honestly didnt expect the dev's to nerf our speed, as at the moment we are the slowest firing speed,the devs may not be good at what they do, but i seriously doubt they would kick us while we were down








Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

TAfirehawk
Sun May 02, 2004 9:38 pm
#3

Glad to see my hard work gets notice by the One-Star Bandit......






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

OnlyMaestro
Mon May 03, 2004 12:26 am
#4

Like I said, I just figured it was lag.


...although I noticed I wasn't able to lay any states on the new Quenkers with FAS2. Even spamming it. :/



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

novamarine
Mon May 03, 2004 7:33 am
#5

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.


TAfirehawk
Mon May 03, 2004 8:37 am
#6






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.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

novamarine
Mon May 03, 2004 8:53 am
#7


no no...don't take things the wrong way. I am confused by what is going on here and want to get to the bottom of this.


Your experiments are perfectly valid. I am just asking you to repeat what I did so that we can figure out what is going on. By repeating me and just using the total time for the 5 shots, we remove all the math issues involved and get a very fast litmus test if something has changed from before.


For comparison, I was firing FAS2 5 times with a 4.0 reload carbine at +60 speed and getting 12.2 secondsfor the total time. When I originally did these experiments, I was getting 10.8 seconds.
TAfirehawk
Mon May 03, 2004 8:57 am
#8

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






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

OnlyMaestro
Mon May 03, 2004 10:28 am
#9

So far in just casual combat I'm finding FAS isn't landing states. FAA rarely ever did for me, but when running missions on NPCs, if I land a stun or blind I'm lucky...that's saying nothing about dizzy.


Any idea as to maybe they're slowly nerfing *all* dizzy attacks?



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

TAfirehawk
Mon May 03, 2004 10:39 am
#10

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






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

novamarine
Mon May 03, 2004 11:03 am
#11






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


TAfirehawk
Mon May 03, 2004 11:24 am
#12






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





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

novamarine
Mon May 03, 2004 1:23 pm
#13






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.


Page 1 of 2
Previous Next