Carbineer Archive
Thread: Carbine Accuracy While Moving NOT WORKING
To be honest, i don't think it would show the player mod accuracy while moving while it doesn't show normal accuracy... so i don't think your testing is meaningful.
Feomatar wrote:
Well, the little number next to the HAM bar of the target doesn't show player accuracy mods at all... it only shows the weapon accuracy mods combined with bonuses and maluses of the positions (prone, kneeling, standing, walking, running)... if it would show the player accuracy mod as well, it would be allways +50 (the display can't show more) for a master.
To be honest, i don't think it would show the player mod accuracy while moving while it doesn't show normal accuracy... so i don't think your testing is meaningful.
MrChow_Sai wrote:
Feomatar wrote:
Well, the little number next to the HAM bar of the target doesn't show player accuracy mods at all... it only shows the weapon accuracy mods combined with bonuses and maluses of the positions (prone, kneeling, standing, walking, running)... if it would show the player accuracy mod as well, it would be allways +50 (the display can't show more) for a master.
To be honest, i don't think it would show the player mod accuracy while moving while it doesn't show normal accuracy... so i don't think your testing is meaningful.
Thanks I can't type right now classes. What he said.
It's a hard mod to test I think
I have to concur.....the only way to test this is to actually fire shots and count hits vs misses.....the hard part is reducing ALL OTHER VARIABLES from the situation.
But rest assured ALL MODS will be tested by the Carbineer Team on the Sandbox, because I will beat them if they don't ![]()
TAfirehawk wrote:
MrChow_Sai wrote:
Feomatar wrote:
Well, the little number next to the HAM bar of the target doesn't show player accuracy mods at all... it only shows the weapon accuracy mods combined with bonuses and maluses of the positions (prone, kneeling, standing, walking, running)... if it would show the player accuracy mod as well, it would be allways +50 (the display can't show more) for a master.
To be honest, i don't think it would show the player mod accuracy while moving while it doesn't show normal accuracy... so i don't think your testing is meaningful.Thanks I can't type right now classes. What he said.It's a hard mod to test I thinkI have to concur.....the only way to test this is to actually fire shots and count hits vs misses.....the hard part is reducing ALL OTHER VARIABLES from the situation.
But rest assured ALL MODS will be tested by the Carbineer Team on the Sandbox, because I will beat them if they don't
Well at least we get a benefits package that includes eyecare ... don't we?
Probably the easiest way to test this is to test accuracy against the same target in the same situation while standing still, kneeling, prone, walking and while running.
wilibus wrote:
TAfirehawk wrote:
MrChow_Sai wrote:
Feomatar wrote:
Well, the little number next to the HAM bar of the target doesn't show player accuracy mods at all... it only shows the weapon accuracy mods combined with bonuses and maluses of the positions (prone, kneeling, standing, walking, running)... if it would show the player accuracy mod as well, it would be allways +50 (the display can't show more) for a master.
To be honest, i don't think it would show the player mod accuracy while moving while it doesn't show normal accuracy... so i don't think your testing is meaningful.
Thanks I can't type right now classes. What he said.
It's a hard mod to test I think
I have to concur.....the only way to test this is to actually fire shots and count hits vs misses.....the hard part is reducing ALL OTHER VARIABLES from the situation.
But rest assured ALL MODS will be tested by the Carbineer Team on the Sandbox, because I will beat them if they don't
Well at least we get a benefits package that includes eyecare ... don't we?
Probably the easiest way to test this is to test accuracy against the same target in the same situation while standing still, kneeling, prone, walking and while running.
Eyecare.....well I have some eye drops for all the redness for lack of sleep you folks will have ![]()
But I really figured you guys would want something for your noses.....as I hold them to the grindstone ![]()
Testing Method
Turned off Player always auto-run so that he walks instead.
Targetted a lair at ideal range and moved but always stayed the exact same distance from the lair and immediately lose 20 points to accuracy while walking.
Turned on Player auto-runs.
Same deal with layer and distance. When walking lose 20 points to accuracy and when running lose an additional 10 points for total of -30 to accuracy while running.
Trained 3 of the 4 boxes in Carbine Accuracy while moving for a total of +15 pts to that mod and tested again and acheived the same results. Hence Skill Mod not working.
Please respond if you have had different results. Also reply if you know if the devs are aware of this issue and when they plan on fixing it, before or after CU.
Envoy3113 wrote:
Ouch, I just got this vision of you holding two people down on a grinding wheel....You are one sick bastage Iebas!
Thank you, I hope my Alpha Testers have gotten the same image......muhahahahahaha
Also, I filed an ingame ticket and chatted with the CSR and both responses were that the devs were aware that this is not working and that they are working to fix it. So yes we should test in other ways but I'm betting that it should show in that little bonus/penalty number and since the CSRs said it doesn't work then I can only assume that it is broken.
Let me know what you guys think and thanks for your time.
lordnobleus wrote:
thanks for replying. yes i realise that the accuracy modifier that shows up over people's head is not our total accuracy as it never goes below -50 and never goes above +50 however this number is a penalty/bonus modifier based on range of weapon and postures such as moving, kneeling, etc. That being the case our accuracy while moving bonus should show up there since the penalty is reflected there hence the -20 while walking and the -30 (total) while running.
Also, I filed an ingame ticket and chatted with the CSR and both responses were that the devs were aware that this is not working and that they are working to fix it. So yes we should test in other ways but I'm betting that it should show in that little bonus/penalty number and since the CSRs said it doesn't work then I can only assume that it is broken.
Let me know what you guys think and thanks for your time.
First, an in-game CSR doesn't know JACK about what the Devs are working on, sorry to burst your bubble but I know a lot more than they do. They are most certainly NOT fixing this until the CU, which quite frankly deals with combat differently and we might not even need that modifier. So saying they are fixing it is basically toget rid of youand shows they have no idea what the Devs are working on for the CU. The CSR was just giving you a default response as the only thing they could say....
Second, don't believe just because the posture and distance number next to their head takes into account anything like a custom Player Mod. Basically there is no correlation between what that number shows because it may be a calculation before all other mods are taken into consideration, hence it isn't the FINAL accuracy modifier when checking for hit/no hit.
Third, an in-game CSR has less knowledge about this being broken than the Devs and the Devshave less knowledge about it than the folks right here in the forum ![]()
Message Edited by TAfirehawk on 02-18-2005 12:17 PM