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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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fire lag and other stuff....

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 fire lag and other stuff.... 
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SickSpider
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Joined: Sat Mar 12, 2011 1:41 am
Posts: 362
Location: BC, Canada
Post Re: fire lag and other stuff....
I have not played since the update or before it.... so I did not have the chance to check.
Hi-Rez, did you look maybe on this "fire lag" issue with spinfusers?
Was it fixed?
Maybe?

Thank You.
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I prefer to try a MAD and miss than pulling a strike and succeed!

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Wed May 23, 2012 7:47 pm
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DarylLicht


Joined: Thu Dec 15, 2011 10:01 pm
Posts: 94
Post Re: fire lag and other stuff....
I had the firing problem for a while, a patch came along that seemed to fix it. Then another patch came along and it started happening again. Not sure what's up with that.


Wed May 23, 2012 8:59 pm
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SickSpider
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Joined: Sat Mar 12, 2011 1:41 am
Posts: 362
Location: BC, Canada
Post Re: fire lag and other stuff....
DarylLicht wrote:
I had the firing problem for a while, a patch came along that seemed to fix it. Then another patch came along and it started happening again. Not sure what's up with that.

Exactly, looks like no one knows :(....
_________________
You want your flag back!? GO GET IT!
I prefer to try a MAD and miss than pulling a strike and succeed!

Sick montages(!)
Weekly/Monthly BPS fun (blushing)


Thu May 24, 2012 10:49 am
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DarylLicht


Joined: Thu Dec 15, 2011 10:01 pm
Posts: 94
Post Re: fire lag and other stuff....
As strange as this may sound too, I'm most likely to see this lack of firing with the spinfuser if I'm dead on another player and at a close range. It just won't fire. As soon as the cursor turns from red back to white it fires every time. Never fails to fire when I'm spamming a turret or radar.


Thu May 24, 2012 7:39 pm
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GalacticBulge


Joined: Thu May 24, 2012 12:47 pm
Posts: 11
Post Re: fire lag and other stuff....
I haven't been playing T:A for very long (only JUST heard about it after playing T2 forever!), but I've definitely noticed this. Insanely annoying.

Although I will say that I haven't seen it happen at all after the latest Stayin' Alive patch.... Weird.


Thu May 24, 2012 7:43 pm
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Odissius


Joined: Mon Dec 19, 2011 8:40 pm
Posts: 175
Post Re: fire lag and other stuff....
GalacticBulge wrote:
I haven't been playing T:A for very long (only JUST heard about it after playing T2 forever!), but I've definitely noticed this. Insanely annoying.

Although I will say that I haven't seen it happen at all after the latest Stayin' Alive patch.... Weird.


Fire-lag is still happening...thought it was only affecting spinfusors, but nope, happening on my infiltrator's SMG now as well.

So frustrating.


Thu May 24, 2012 9:10 pm
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SickSpider
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Joined: Sat Mar 12, 2011 1:41 am
Posts: 362
Location: BC, Canada
Post Re: fire lag and other stuff....
DarylLicht wrote:
As strange as this may sound too, I'm most likely to see this lack of firing with the spinfuser if I'm dead on another player and at a close range. It just won't fire. As soon as the cursor turns from red back to white it fires every time. Never fails to fire when I'm spamming a turret or radar.

Just had a chance to play and yes, thats what is going on.. weird!
Hi-Rez, please take a look at this.
_________________
You want your flag back!? GO GET IT!
I prefer to try a MAD and miss than pulling a strike and succeed!

Sick montages(!)
Weekly/Monthly BPS fun (blushing)


Fri May 25, 2012 1:08 am
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Skoffin
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Joined: Wed Feb 15, 2012 10:54 pm
Posts: 445
Post Re: fire lag and other stuff....
Skoffin wrote:
Maybe it's just me but it seems like I'm having a lot of issues with enemies being in the AoE of a weapon but taking no damage after this patch. It's as if latency has increased but my ping is the same.
Also yesterday I was playing Jugg and literally fired the mortar half a dozen times in a row only to have no mortar come out. I thought I was being disconnected at first but then I switched to SF and it fired. Went back to the mortar and it was fine.

I don't understand how you say all those things about MGs including it being super easy to kill someone MA/impossible to dodge and then cite that as a reason why chasing is impossible. :?
_________________
"Juggernauts excel at long range bombardment...and devastate with their mortars"? Funny, last I checked nearly every weapon in the game out ranges the mortar. Increase the muzzle velocity on mortars already. Pretty please?


Fri May 25, 2012 1:43 am
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GalacticBulge


Joined: Thu May 24, 2012 12:47 pm
Posts: 11
Post Re: fire lag and other stuff....
Odissius wrote:
GalacticBulge wrote:
I haven't been playing T:A for very long (only JUST heard about it after playing T2 forever!), but I've definitely noticed this. Insanely annoying.

Although I will say that I haven't seen it happen at all after the latest Stayin' Alive patch.... Weird.


Fire-lag is still happening...thought it was only affecting spinfusors, but nope, happening on my infiltrator's SMG now as well.

So frustrating.

Yep! I just experienced it last night. Unbelievably annoying.


Fri May 25, 2012 12:31 pm
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SickSpider
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Joined: Sat Mar 12, 2011 1:41 am
Posts: 362
Location: BC, Canada
Post Re: fire lag and other stuff....
It does look like something that got to do with proximity to target(at times)... maybe, I can't put my finger on it... very weird...
_________________
You want your flag back!? GO GET IT!
I prefer to try a MAD and miss than pulling a strike and succeed!

Sick montages(!)
Weekly/Monthly BPS fun (blushing)


Fri May 25, 2012 12:38 pm
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