This just plain baffles me: Ping Good. Packet Loss None. Frame Rate Good. Total Recoil and ammo in the launcher Good. So, why is there a random gap between 0.1 and 2 seconds of nothing between firing and shuriken actually flying? It makes no sense! Possibly there's massive choke on it in the way the server crunches numbers on other things like bots and projectiles that also affects shuriken, but it's really annoying either way.
If you look at her she brings her other hand up to the launcher, so there's a little delay... :ugeek:
I get this too, on both PC and 360, and I'm glad someone else has finally mentioned it. I've been reporting this since the start without so much as a "me too" from anyone. It happens when you hold down fire through multiple clips. It's like there's some mismatch between the reload animation and how long it actually takes. The first clip will be fine. The second clip will be a little bit out of sync. The third clip will be noticeably bad. By the 5th or so, the reload and firing animations are completely out of sync with when the shurikens are actually flying out. One 360, this did NOT happen when hosting. It DID happen when not hosting, regardless of how much (or little) lag was otherwise present. On PC this happens even on very low-ping servers. I'd wager that it doesn't happen when hosting or playing single-player blitz, but I haven't tested it. On the 360 I used a stopwatch to measure how much time it took to actually fire some number of clips while holding down fire. I don't have the exact numbers anymore, but when hosting (or single player), the assassin can actually fire more clips per minute than when not hosting. To work around the animation desync, you can just release the mouse button for a short moment during reload. This still won't get you the rate of spam that you should have, but it will at least avoid confusion from the desynched animations.
I recorded some videos to compare. Here are the videos on youtube: Offline: http://www.youtube.com/watch?v=08no3eEFdpc Online: http://www.youtube.com/watch?v=H4wTCYC82sQ My endorsements are gold armor, silver RoF, and bronze regeneration. I used the first passive skill upgrade for increased clip size. The online bug still occurs without this upgrade, but it's easier to see with it upgraded. In the offline case I'm just playing an exhibition blitz game. In the online case, I'm on an empty server with well under 100 ping. In each video, I attempt to fire 10 clips. It's interesting to see that in the online case, I use 10 full clips of ammo, but only 9 sets of shurikens plus one extra actually get launched. Not only are shurikens being launched more slowly, but some of them don't get launched at all. Since only 9 full clips actually launched in the online case, I did these calculations based on 9 for both cases. I measured from the frame before the first ammo was used until the frame after the last shuriken appeared on the screen: - In the offline case, I launched 9 clips in 19.94 seconds, giving me 27.08 clips per minute - In the online case, I launched 9 clips in 21.46 seconds, giving me 25.16 clips per minute When I step through the videos frame by frame, I find something interesting. In the offline case, there is always a 0 or 1 frame delay between an ammo line disappearing and a new shuriken being rendered. In the online case there is a 1 frame delay before the first ammo consumed and the first shuriken rendering. There is a 5 frame delay between the last ammo of the first clip, and the last shurken of the first clip rendering. This means that even before reloading, it's already falling out of sync. Reloading does still seem to add significantly, though. There is an 8 frame delay between the first ammo use of the second clip and the corresponding shuriken rendering. In the 9th clip, there is a 1.37 second delay between the first ammo use of the clip and the first shuriken render of the clip. "Frames" are based on frames in windows movie maker, which appears to be editing at 30FPS, or 0.0333 seconds per frame.
Thanks for the video and info. I just tested out a listen server and dedicated server and it looks like some update issue with dedicated servers. We'll get it fixed. Thanks again.
After looking into it, it's a side effect of a client/server relationship. If you stop between firing in between clips it won't happen. This issue happens on Xbox as well. We're looking into a possible solution.