Carbineer Archive
Thread: Honest question.
I think he mean it goes in the combat queue.
His macro is
/crippleshot;/Pause 1;/crippleshot;/Pause 1;/crippleshot;/Pause 1;/crippleshot;/Pause 1;/crippleshot;/Pause 1;
which in theory should shot, then pause a sec, queue empties,then shoots again, allowing for an empty combat queue.
My guess there is a small delay for the animation. If after 5 secs your have a shot in your queue, I would concider that amazing.
Could lag possibly play a role? All it would take is for the macro to be off by a small fraction of time to make the shots start queueing up, as the intial difference in timing willaccumulate as each shot is fired.
This is based on the assumption that the macro is running independantly providing input at 1 second intervals on the client side, and the shotsmust be registered on the server side to record hits and what not. Whenever you transmit data from client to server, and vise versa, there is some, even if minute, lag. If the server cannot recieve, percieve, respond, and transmit back to the client in 1 second, it will cause subsequent requests from theclient to queue up. I'm no netwrking guru by any means, but that would be my 1st assumption... lag.
I didn't log in last night but for a few minutes, but I can say that lag isn't an issue. I usually run at about 290-360 ping with a good 10-15 fps in the field.
Not fabulous, but nothing that prevents me from firing BurstShots, FullAutos, and ScatterShots at the cap with ease.
Sorry to say but your testing method is flawed. Using a 1 sec pause DOES cause LAG on the server side. I run around 80 ping and 28 FPS and get hit with text and graphics lag still.
Putting a 1 sec pause to test a shot going once per second is not going to work. Grab a junk CDEF and go take on something huge like a lair, buffed of course, and fire 60 shots and see if it takes 1 minute.....I bet it does ![]()
TAfirehawk wrote:
Sorry to say but your testing method is flawed. Using a 1 sec pause DOES cause LAG on the server side. I run around 80 ping and 28 FPS and get hit with text and graphics lag still.
Putting a 1 sec pause to test a shot going once per second is not going to work. Grab a junk CDEF and go take on something huge like a lair, buffed of course, and fire 60 shots and see if it takes 1 minute.....I bet it does
Rorenikibi wrote:
TAfirehawk wrote:
Sorry to say but your testing method is flawed. Using a 1 sec pause DOES cause LAG on the server side. I run around 80 ping and 28 FPS and get hit with text and graphics lag still.
Putting a 1 sec pause to test a shot going once per second is not going to work. Grab a junk CDEF and go take on something huge like a lair, buffed of course, and fire 60 shots and see if it takes 1 minute.....I bet it does
I see, I was not aware of that. Thanks.
I have seen others try this too, but unfortunately the SWG game mechanics don't allow for such common-sense things like this ![]()
/shame Rorenikibi
You shouldn't be using common-sense around SOE......![]()
Lag wouldn't cause the combat queue to build up because after the first queue, the system would automatically know to launch another cripple shot. So if they are being added to the combat queue at one a second, and removed at one a second, there might be a single CS in queue as a buffer, but it shouldn't accumulate. (I am assuming the combat queue is stored on server side.)
Furthermore, since this macro works for other shots, it can't be an issue with the timer. (Although I'm still not sure what you are using this macro for since it will get you locked into a loop which needs to be /dumped to break out of, very dangerous for a carbineer in combat.)
As was mentioned, your best bet would be to take a stop watch and a gun to a lair, and actually time the speed of your attacks.
Not all that dangerous.
F6 - ChargeShot2 singleshot
F7 - ScatterShot2 1s macro
F8 - FullAutoArea2 1s macro
F9 - BurstShot1 1s macro (lairbuster)
Shift-F4 - Dump macro.
I have the Shift-F4 motion down to a reflex in PvP. I can dump one and reset another timed to within two shots of overlap. That's why combat que build up is an issue, shifting the macros is a tight art with little room for excess baggage.
With a one second timer and speed capped shots, I can let the macro run the rhythm of an encounter while I drop my own extras in, like ChargeShots, stims, food, spices and whatnot with little delay for cue cycling..
LOL, true, but I don't have this issue with other shots and this gun.
BurstFire1, FullAutoArea2, and ScatterShot2 don't have the same que stacking that CripplingShot does, so that's why I was a little confused by CripplingShot's inability to keep up.