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Locust Legs To Easy To Destroy.


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#21 Durant Carlyle

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Posted 23 November 2013 - 12:45 AM

View PostMonkeyCheese, on 21 November 2013 - 12:41 PM, said:

If only they would up the armor, even to just 20 a leg.

View PostKarl Wrede, on 22 November 2013 - 07:36 AM, said:

Actually Locust legs should have 20 armor same as side torsos

They haven't messed with tabletop armor values yet (other than to double them). They shouldn't start now. The biggest thing about a Locust has always been its legs (check out all of the artwork -- every single image is all legs with a small body).

#22 Atheus

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Posted 23 November 2013 - 03:10 AM

View PostTesunie, on 22 November 2013 - 02:24 PM, said:

IN response to "how bad the Locust is" I present a funny screen shot from a match I just had.

Look at this damage! And I'm still not dead yet! Not bad for it's low health...
Spoiler

Just goes to show, it's all in how you play it, and how the match goes. (match before I did 34 damage, out damaged 3 other members of my team in larger mechs (Catapult and a Blackjack at least), and still wasn't disappointed.)


You really aren't making a strong case for the twerp mech. Your team won not because of your efforts, but despite your efforts. The guy who should be posting that screen shot and saying what a great job I did is the fella in the victor with 800+ damage. This is exactly what I'm talking about. People get in the crappiest mech and pat themself on the back for making an almost normal contribution to a game. "Wow, I got in this 20 ton mech and in one outstanding match did almost a third of my normal damage! That's awesome!" You even go so far as to point out that you did 34 damage in the prior match. That's abysmal, and should pretty much never happen unless both you and your team do something tragically wrong, but even then it shouldn't happen, yet there you are again patting yourself on the back for not getting the worst score, lol.

View PostTesunie, on 22 November 2013 - 11:53 AM, said:


5. To run as a scout, tattling on the enemy forces. (Spotting)

6. To play bait, and lure enemies into a trap with the "free locust kill". They don't see it coming till your friends have already killed them. (Did this with some heavies behind me. Kept bringing in targets to them, and then, well, a Dual AC20 Jag hurts.)

7. To distract. Run behind the foes taking the most obscure paths, then popping up behind them and shooting them in the back. Then hide and run. Wait a bit, then rinse and repeat.

8. To play as a mobile support unit. See a friend in trouble, dart in, get some attention, then dart out. Hopefully providing your friend with a way to get out of trouble. (And if you die, you are still viewed as only a Locust... your life to save a larger friend can be a good trade off.)

9. To cap, conquest or assault. In assault, it can also be a fake cap to distract, playing into roles 7 and 8 by drawing enemies away from the front lines. Can win games on it's own...

10. To never be disappointed when you do die and do little to no damage. If I did 100 damage, I did good enough. If I do 300 damage, shame has been rendered to the enemy and my fellow teammates. If I did 20 damage, I did what everyone else expected of a Locust.


The Locust I find is a "no disappointment" mech. No matter what happens, you can't be disappointed with the results.

All of these aside from number 6, (the fulcrum of which is the fact that the locust is the worst mech in the game), can be done far better by a Jenner, or even a Commando if you really need that last 20 km/h. Aside from your trap scenario, none of these "reasons" are reasons to take a Locust, just a light mech.

Edit: I forgot to mention, number 10 on your list is just pathetic, and really just underscores my whole point.

Edited by Atheus, 23 November 2013 - 03:19 AM.


#23 Tesunie

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Posted 23 November 2013 - 07:02 PM

View PostAtheus, on 23 November 2013 - 03:10 AM, said:


You really aren't making a strong case for the twerp mech. Your team won not because of your efforts, but despite your efforts. The guy who should be posting that screen shot and saying what a great job I did is the fella in the victor with 800+ damage. This is exactly what I'm talking about. People get in the crappiest mech and pat themself on the back for making an almost normal contribution to a game. "Wow, I got in this 20 ton mech and in one outstanding match did almost a third of my normal damage! That's awesome!" You even go so far as to point out that you did 34 damage in the prior match. That's abysmal, and should pretty much never happen unless both you and your team do something tragically wrong, but even then it shouldn't happen, yet there you are again patting yourself on the back for not getting the worst score, lol.


I'm not going to say that the Locust is the best mech in the game. That wouldn't be true. It's a 20 ton mech, smallest mech class in Battletech. It isn't suppose to be a super killer machine. It's a Locust. It does what a Locust does. (Its a classic! Like a Model T car!) (Edit: It's a model T, not A... right? I'm not a car person...)

As far as my screen shots, I was trying to be funny. Sorry the humor didn't pass over into text. I still thought it was amazing how much damage my 81 KPH Locust took, and still lived. I also did 222 damage that match, which I felt for a Locust was fairly well (seen as I ran out of ammo for my launchers, and couldn't really do any more damage beyond ramming). I also got 10 assists, with 3 spots. As far as "doing a third of my normal damage", do you average around 600 damage on all your other mechs? Better yet, on another light mech? We can't all be high damage dealers in a match, there isn't that much damage to go around. To also judge a mechs performance solely on damage is a poor gauge to measure them by. There is so much more to combat than just damage. (Scout. Spot. Cap. Distract. Etc.)

Which leads into another point, the team didn't win just because of my actions, but because of "our" actions as a "team". I had a fairly decent contribution to the match, especially if you look at my match score. If you want to play the damage card still, then I out preformed a Orion in the match, so therefor by your logic, the Locust must be better than the Orion on my team. It doesn't matter that the Orion might have gotten caught out of place, surrounded, or maybe sacrificed himself to stall a charge on our base (or any of the many other things that Orion might have been able to do). (Please take as the sarcastic response and over dramatization it is meant to be. It's just to make a point.)

As far as my statement of having a 34 damage match beforehand, I was just trying to point out that this isn't always a normal occurrence with this mech, or any mech. We all have bad rounds, do we not? I saw a Locust one match do 500 damage (not me though). Also, the 34 damage match was my LRM based Locust (with some SRMs, look at screen shot for weapons on build) when going against a heavy ECM team. I couldn't get locks (myself or teammates) and tried for some time to get locks. In that match, I still did about as well as half my team, doing as much damage as some Atlases...

You seem to forget that combat happens, and it isn't so clear cut as you make it seem to be. Some matches will be very bad for you, others very good. Sometimes you click with a teammate or two (in PUG) and do great. Other times (most times) you will be on your own, even when in a group of friendlies, and the most you can do is try to do as much damage before you and your team get smashed to pieces. Sometimes you get head shot to death by a lucky sniper even, doing little to no damage. Or a Dual AC20 Jager finds you, and he had the faster reflexes... Or I was capping the whole game and didn't see any combat the whole game. (etc)

As far as my average scores, here was my scores from just a few days ago. My average damage per match for the Locust 3S is 101 damage. That means I have some matches that I do more (upwards of 300 damage even), other times I do less (sometimes only 20 damage before a high alpha hits and takes me out (Looking at you dual AC20/Gauss)). The Jenner D however does 200 damage a match average. It's almost twice as heavy as my Locust, so it kinda makes sense that it does almost twice as much average damage. My Quickdraw 4H does an average of 284 damage per match.

Now, lets take this damage and convert it to average damage per match per ton.
Locust: 20 tons, average damage per match 101. Damage per ton per match is 5.05
Jenner: 35 tons, average damage per match is 200. Damage per ton per match is 5.71
Quickdraw: 60 tons, average damage per match is 284. Damage per ton per match is 4.73

By the math, my Locust is actually more efficient per ton than my Quickdraw, but slightly less efficient per ton compared to my Jenner.
Win loss for the Locust and the Quickdraw are the same, but the Jenner has a Win Loss of 1.28, better than the Locust and Quickdraw. Why might this be? Luck? Mechs that are more based on teamwork (Locust and Quickdraw have LRMs, Jenner has lasers)? Random draw of mechs from Matchmaker?
Posted Image

I can crunch more numbers if you wish, but overall the Locust is a Locust. It needs no other reason to be in the game than besides to be itself. So what if another mech can do the same thing, or do it better? If that was the case, then we shouldn't have Quickdraws as the Catapult does the same thing. We shouldn't have Shadowhawks as Dragons or Centurions can do almost the same things. We shouldn't have the Commando, as the Raven can do the same things. It's called flavor. I'd rather have as many mechs as I can into this game, and I can't wait for one of my favorites, the Flea, to make it's introduction.

View PostAtheus, on 23 November 2013 - 03:10 AM, said:

All of these aside from number 6, (the fulcrum of which is the fact that the locust is the worst mech in the game), can be done far better by a Jenner, or even a Commando if you really need that last 20 km/h. Aside from your trap scenario, none of these "reasons" are reasons to take a Locust, just a light mech.

Edit: I forgot to mention, number 10 on your list is just pathetic, and really just underscores my whole point.


So? I like the Locust. It's like telling me anything a Battlemaster can do, an Atlas can do better. I hate the Atlas. It's big and ugly to me. Just because another mech can do the same job does not mean that it isn't a job that another mech can do. My Locust tends to run support. I use my LRMs on nearby targets, working within the group to support the team. I'll spot if I have to as well, as I can't rely on just my team to do all the risk and work for me (but if they are spotting well, I won't need to). On the other hand, Capping can be done very nicely with the Locust. That extra speed can help me get from point A to point B faster. A mech doesn't need to have a specific nitch in the game to be in the game. It just needs to be a mech, with it's own looks, and doing whatever a mech does...

As for "one of these "reasons" are reasons to take a Locust, just a light mech", I'd like to add, the Locust is a light mech...

Number 10 is a "Well, you got nothing to lose in this mech". Running a mech where no one else expects you to do anything means you don't have any expectations from your team, or yourself. You aren't feeling like you have to give huge damage numbers to be successful. If you happen to die quick, well, you are a Locust. It is your lot in life. If you do 100 damage, you made up for yourself. Do more, and you well blew any expectations out of the water.

I'd also like to note, like with any other mech, the Locust is not going to be a mech for everyone. Not everyone can get into the right mindset/tactics for the Locust to truly thrive. And yes, I will agree, there are probably better mechs out there. Did I say otherwise? All I'm wishing to relay is that the Locust is not a waste of a mech. It can be a lot of fun to play, and this is a game as I've been told so many times. Fun is the intent, so if the Locust is fun...

Edited by Tesunie, 24 November 2013 - 03:32 PM.


#24 Tahribator

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Posted 23 November 2013 - 07:12 PM

As the saying goes, the Locust has two states.
  • Legged
  • Getting legged
I don't know if this is a hitbox problem, or if the actual design of the mech is really bad(big legs) but dying in this mech with only yellow armor in torso and clean cut legs isn't uncommon. There's really something wrong with this mech.

Your occasional "look how good I did with Locust, it's fine!" screenshots prove nothing. I'm sure PGI has the stats, they're seeing that Locust die %99 of the time to legging and will take action according to that(or admit their design was actually really bad).

Still, I'd appreciate if PGI got a competent test team and report these problems before they ship these mechs to avoid making another hitbox pass of shame afterwards.

Edited by Tahribator, 23 November 2013 - 07:15 PM.


#25 Drunk Canuck

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Posted 25 November 2013 - 04:02 PM

View PostTesunie, on 22 November 2013 - 02:24 PM, said:

IN response to "how bad the Locust is" I present a funny screen shot from a match I just had.

Look at this damage! And I'm still not dead yet! Not bad for it's low health...

And if it couldn't get worse, here is worse a few moments later in the match...


In my 81KPH Locust, here was my ending stats for the match:

Just goes to show, it's all in how you play it, and how the match goes. (match before I did 34 damage, out damaged 3 other members of my team in larger mechs (Catapult and a Blackjack at least), and still wasn't disappointed.)


Wait wait wait wait wait....what? 81 Km/hr is slow as HELL for a Locust, if you aren't going at least 120 Km/hr you are doing it wrong. You complain about them being weak yet you don't build it properly? Of course you are going to get legged.

Edited by Drunk Canuck, 25 November 2013 - 04:03 PM.


#26 Tesunie

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Posted 25 November 2013 - 04:54 PM

View PostDrunk Canuck, on 25 November 2013 - 04:02 PM, said:


Wait wait wait wait wait....what? 81 Km/hr is slow as HELL for a Locust, if you aren't going at least 120 Km/hr you are doing it wrong. You complain about them being weak yet you don't build it properly? Of course you are going to get legged.


Actually, I wasn't complaining about the Locust being weak. The scren shot for damage I presented is actually very common for my "slow" Locust. For some reason, a slow locust people don't seem to know how to hit. I don't know how or why, but the slow Locust has been working very well for me. It's being one of my best Locust designs. My other two variants seem to be doing worse, and they go max speed!

For the record, I don't get it either...

As far as the slow Locust, I tend to stay nearby the group, or going for capture points and supporting from a range. It's become a common occurrence for me to run out of all LRM ammo, before I even need to move forwards and use my SRM ammo (and sometimes, I use up all ammo on the mech, leaving me to just walk around and try to distract, ram, or cap). Maybe a slow light isn't as bad as everyone thinks it is? A group that saw this mech in action sounded interested, and was surprised by the end results. (Kinda hard not to when most everyone expects a Locust to die quick and do almost no damage...)

#27 Felio

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Posted 25 November 2013 - 05:07 PM

View PostHelsbane, on 22 November 2013 - 08:16 AM, said:

Advanced zoom + 1ERLL = profit. Backstab, relocate, backstab.... If your armor is made by Reynolds Wrap, don't get that close.


And yet the Phoenix variant is clearly designed to carry machine guns, which have an effective range (in practice) of about 30 meters. The missile variant isn't much better -- you can't fit four streaks with an XL190, and SRM2s don't have an effective range (in practice) much farther than the machine guns.

I've done the ERLL sniping thing. In addition to being something any other mech could do better, it's still pretty much just taking up a space and leeching. Especially since you can't safely snipe from within the laser's effective range, so best-case scenario with a stationary target and no one looking your way, you are doing 4.5 damage every 3.25 seconds -- less than 1 DPS.

Edited by Felio, 25 November 2013 - 05:08 PM.


#28 Grendel408

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Posted 25 November 2013 - 05:21 PM

My Locust 3M (the dual AMS one...) has 2 ML, 1 TAG, 2 AMS with 3 tons ammo and maxed armor... this is a scout mech... nothing more, nothing less... the 2 ML are for simple offensive purpose... the 2 AMS are to help keep my *** alive... the TAG is it's true purpose, get behind enemy lines (without drawing unwanted attention), start tagging players for indirect fire support... the only problem you will have is not being able to outrun other Light mechs which will kill you quick if you're not aware of your surroundings. Strap a airstrike and artillery module on there for good measure if you wanna spend the extra $80k Cbills ;)

#29 Atheus

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Posted 25 November 2013 - 05:25 PM

View PostGrendel408, on 25 November 2013 - 05:21 PM, said:

My Locust 3M (the dual AMS one...) has 2 ML, 1 TAG, 2 AMS with 3 tons ammo and maxed armor... this is a scout mech... nothing more, nothing less... the 2 ML are for simple offensive purpose... the 2 AMS are to help keep my *** alive... the TAG is it's true purpose, get behind enemy lines (without drawing unwanted attention), start tagging players for indirect fire support... the only problem you will have is not being able to outrun other Light mechs which will kill you quick if you're not aware of your surroundings. Strap a airstrike and artillery module on there for good measure if you wanna spend the extra $80k Cbills ;)

If I were you I'd save the $80k C-Bills for a Jenner, though it may take a while if all you're doing is tagging until the enemy lights who actually have weapons and armor find and kill you :ph34r:

#30 Tesunie

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Posted 25 November 2013 - 05:45 PM

View PostFelio, on 25 November 2013 - 05:07 PM, said:


And yet the Phoenix variant is clearly designed to carry machine guns, which have an effective range (in practice) of about 30 meters. The missile variant isn't much better -- you can't fit four streaks with an XL190, and SRM2s don't have an effective range (in practice) much farther than the machine guns.

I've done the ERLL sniping thing. In addition to being something any other mech could do better, it's still pretty much just taking up a space and leeching. Especially since you can't safely snipe from within the laser's effective range, so best-case scenario with a stationary target and no one looking your way, you are doing 4.5 damage every 3.25 seconds -- less than 1 DPS.


My build for the 3S: http://mwo.smurfy-ne...5b7df2d6d77484a

I'd suggest trying it before you push it off as a death trap. Just stay near your friends and support them with the LRMs as long as you can. Wait for some nice, good locks. If things get close, use the SRMs. Armor values can be changed to desired places, but I find the Locust rarely gets hit in the cockpit. You can always drop a ton of LRM ammo for a Med Laser if insisted upon, but I didn't see that working too well. Is it going to be a "greatest mech killer", I wouldn't call it that. But I average 106 (5 days ago it use to be 101) damage per match overall with this mech (including when I was trying to find a good loadout, before this variant, so the stats aren't completely accurate) and it isn't uncommon for me to do 200-300 damage a match and be completely out of ammo. (I've actually been improving my Locust 3S stats since I came up with this custom.)

My stats as of 5 days ago:
Spoiler

42 matches, 19 wins, 23 losses, 13 kills, 32 deaths, 4,253 damage, 101 damage per match.

My stats for the 3S as of today, this moment:
48 matches, 20 wins, 26 losses, 14 kills, 36 deaths, 5,108 damage total, 106 damage per match.

(Edit)
In the 6 additional matches, this would be my score.
6 matches, 1 win, 3 losses (what?), 1 kill, 4 deaths, 855 damage total, 142.5 damage per match.

So, in 6 additional matches with this custom I managed to pull my average damage per match up by 4 points, and put on one additional kill (too bad assists aren't recorded) and died 4 more times (what do you expect from a locust?). At this incline (from the bad days of me trying to go fast with 2 SRM6 and dieing with doing almost no damage), I expect these stats to continue to rise.

Am I saying this custom will work for everyone, no. But, can it hurt to maybe give it a try? (Warning, it can run a little hot in Terra Therma sometimes..)

(PS: I do like my LRMs, I shall admit. And this is a team mech, not a solo mech.)

Edited by Tesunie, 25 November 2013 - 05:59 PM.


#31 Tesunie

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Posted 25 November 2013 - 05:50 PM

View PostAtheus, on 25 November 2013 - 05:25 PM, said:

If I were you I'd save the $80k C-Bills for a Jenner, though it may take a while if all you're doing is tagging until the enemy lights who actually have weapons and armor find and kill you ;)


I did this set up with a Spider. ECM, Jump... I'd jump up and behind the enemy (hopefully) without being seen. Then, sit back and TAG them as I can. It's funny to see them try to move out of lock sight, and still getting hit. And, because I do no damage, they don't know I'm behind them. A quick glance doesn't give me away (as long as I am far enough away with the ECM not to give them the "low signal"). If spotted, jump away, run, and wait a bit. Then, work your way back and do it again.

To do a spotting dedicated role in a non-ECM mech is very courageous of you, and I wish you the most of luck. I also hope you see more rewards than I did in my Spider. (Running in the Spider, winning matches with LRM boats on my team (when it happened) and doing 0 damage, I got just about nothing for rewards, despite the high risk role I was taking on...)

#32 Atheus

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Posted 25 November 2013 - 05:57 PM

View PostTesunie, on 25 November 2013 - 05:50 PM, said:


I did this set up with a Spider. ECM, Jump... I'd jump up and behind the enemy (hopefully) without being seen. Then, sit back and TAG them as I can. It's funny to see them try to move out of lock sight, and still getting hit. And, because I do no damage, they don't know I'm behind them. A quick glance doesn't give me away (as long as I am far enough away with the ECM not to give them the "low signal"). If spotted, jump away, run, and wait a bit. Then, work your way back and do it again.

To do a spotting dedicated role in a non-ECM mech is very courageous of you, and I wish you the most of luck. I also hope you see more rewards than I did in my Spider. (Running in the Spider, winning matches with LRM boats on my team (when it happened) and doing 0 damage, I got just about nothing for rewards, despite the high risk role I was taking on...)

Heck no, lol. I'll never be the guy hanging out in the boonies with a TAG hiding with my nuts in my hand. I'm the guy who drills out your back armor, or races straight through the enemy lines to get them all discombobulated and primed for my team to charge in once their mechs are at nice and hot and turned in random directions. Light mechs can do 600 damage easily if they're set up properly. I play them with that in mind.

Edited by Atheus, 25 November 2013 - 05:59 PM.


#33 Not Bob

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Posted 25 November 2013 - 06:13 PM

Look, I get it. People aren't good in Locusts because they are use to playing in Spiders (Pre Hitbox detection fix) and much heavier lights. (I know, I was a huge Jenner Pilot myself) Its a huge shift from piloting one of those mechs to the Locust. The Locust is so much more fragile, but also more maneuverable (I mean, you can practically turn your torso 180 degrees!).


The biggest thing with the Locust is Never ever stop moving. If you move, you are the juiciest target around. Also, as a Locust, don't jump into the middle of a giant firefight, that's just asking to get killed yourself. I think a few guys have pointed it out earlier in the thread, let the heavy mechs go in first, then follow up. Another good thing to do in the Locust is to harass the LRM boats. Yes, alot of them have point defense, but its really easy to poke up behind them, alpha, and run away before they can even turn to see you.


Now, in this following match I present to you not 1, but 2 Amazing Locusts. I consistently get upwards of 300 damage a match in the Locust by what I mentioned above. (And no, I wasn't on coms with that other Locust.)Posted Image

#34 Tesunie

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Posted 25 November 2013 - 06:15 PM

View PostAtheus, on 25 November 2013 - 05:57 PM, said:

Heck no, lol. I'll never be the guy hanging out in the boonies with a TAG hiding with my nuts in my hand. I'm the guy who drills out your back armor, or races straight through the enemy lines to get them all discombobulated and primed for my team to charge in once their mechs are at nice and hot and turned in random directions. Light mechs can do 600 damage easily if they're set up properly. I play them with that in mind.


I found it to be very rewarding, seeing LRMs rain on people and they can't do anything about it. The LRM mechs made off like bandits those matches, and it worked very well. I paired the TAG with a PPC, and every now and again, I'd send a blast of "artificial lightning" into their backs. Then stand there as they look for who shot them in the back. But most times, I stood still and just TAGed them. It's not a battle style for everyone, but I find I make best in a support role of some kinds, be it LRMs, Spotting, Distraction...

I find myself as too flighty for most front line combat. When I see damage coming in, and enemy mechs going to me, I tend to want to turn tail, run, and reposition to a better spot to shoot again. I find standing my ground (and thus really slow mechs) to play counter to my instincts...

#35 Tesunie

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Posted 25 November 2013 - 06:22 PM

View PostNot Bob, on 25 November 2013 - 06:13 PM, said:

(Pre Hitbox detection fix)


They did nothing to hit box "detection", but just shifted (and enlarged) the Spider'***** boxes. Hit detection and Host State Rewind are still bugged and causing the same problems as always. Just now the Spider is artificially easier to hit, making it appear as though HSR and HR is a little better than before. (A lot of people complained about hitting a spider, when video evidence they present otherwise normally says that they actually barely missed. Though, sometimes they did hit and got nothing, which wasn't related to the hot boxes.)

I don't understand why almost every light mech seems to need to be made "invisibly" bigger than their graphics indicate, but any other mech can have graphic hugging hit boxes (with a few simplified hit box expansions here or there like with the hip of the Victor). It just... doesn't seem right. But, the Spider seems to still be playing well, and it seemed to help counter the current bugs in HSR and HR... I just worry about when HSR and HR get fixed that the Spider (and others) are going to be in real trouble...

#36 Wildstreak

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Posted 25 November 2013 - 06:26 PM

As a Locust Pilot, I can say the following.

I am not saying there is no problem with the legs, I just don't know how to see it.

My stats playing them compared to my time in Awesomes and Hunchbacks, the Locust stats are decent for me so I have to guess part of what is wrong is how people play them and the not-yet-implemented bonuses for things like scouting. I make close to the same amount of C-Bills as when I played my other Mechs, that means when I Master Locusts I should have at least enough to buy 2 Atlases and mod them.

Gotta know how to play the Lights, it is actually why I avoided any Light for a long time.

#37 Not Bob

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Posted 25 November 2013 - 06:29 PM

View PostTesunie, on 25 November 2013 - 06:22 PM, said:


They did nothing to hit box "detection", but just shifted (and enlarged) the Spider'***** boxes. Hit detection and Host State Rewind are still bugged and causing the same problems as always. Just now the Spider is artificially easier to hit, making it appear as though HSR and HR is a little better than before. (A lot of people complained about hitting a spider, when video evidence they present otherwise normally says that they actually barely missed. Though, sometimes they did hit and got nothing, which wasn't related to the hot boxes.)

I don't understand why almost every light mech seems to need to be made "invisibly" bigger than their graphics indicate, but any other mech can have graphic hugging hit boxes (with a few simplified hit box expansions here or there like with the hip of the Victor). It just... doesn't seem right. But, the Spider seems to still be playing well, and it seemed to help counter the current bugs in HSR and HR... I just worry about when HSR and HR get fixed that the Spider (and others) are going to be in real trouble...


Sorry, I used the wrong term, the Hitboxes were fixed, not the detection. Though, I do notice fighting spiders has gotten alot easier, even with HSR going on.

And they made them larger than they seem, because without it, pugs wouldn't ever be able to kill a good light pilot.

#38 Tesunie

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Posted 25 November 2013 - 06:36 PM

View PostNot Bob, on 25 November 2013 - 06:29 PM, said:


Sorry, I used the wrong term, the Hitboxes were fixed, not the detection. Though, I do notice fighting spiders has gotten alot easier, even with HSR going on.

And they made them larger than they seem, because without it, pugs wouldn't ever be able to kill a good light pilot.


I kinda suspected that, but I've heard so many "The Spiders Hit Boxes are Borked" threads and comments... I like to try and clarify. That was also the reason I "like" your post, as I agree with you. The larger boxes help HSR as there is a larger margin for it to move and still hit now. But once HSR gets fixed... there might be trouble for these invisibly larger mechs... (Basically, it's working for now and it seems good, but it's probably going to be a major problem later on.)

And sad, but probably true. Half the lights have invisibly larger pieces. Raven has legs (I haven't confirmed this yet, you know a testing grounds map with a Raven on it?), Spiders has larger legs and torso (confirmed) and Locusts I suspect have fat legs too (can't test unless someone wished to drop with me and stand still for a few so I can test it out...). I haven't really looked into the Commando yet (should do that soon I guess) and the Jenner seemed fine when I last checked it. So, when most of the small, fast light mech need to be invisibly larger... that's not a good indicator...

#39 Not Bob

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Posted 25 November 2013 - 06:47 PM

View PostTesunie, on 25 November 2013 - 06:36 PM, said:


I kinda suspected that, but I've heard so many "The Spiders Hit Boxes are Borked" threads and comments... I like to try and clarify. That was also the reason I "like" your post, as I agree with you. The larger boxes help HSR as there is a larger margin for it to move and still hit now. But once HSR gets fixed... there might be trouble for these invisibly larger mechs... (Basically, it's working for now and it seems good, but it's probably going to be a major problem later on.)

And sad, but probably true. Half the lights have invisibly larger pieces. Raven has legs (I haven't confirmed this yet, you know a testing grounds map with a Raven on it?), Spiders has larger legs and torso (confirmed) and Locusts I suspect have fat legs too (can't test unless someone wished to drop with me and stand still for a few so I can test it out...). I haven't really looked into the Commando yet (should do that soon I guess) and the Jenner seemed fine when I last checked it. So, when most of the small, fast light mech need to be invisibly larger... that's not a good indicator...



Yeah, That's true... I just got typing and didn't proofread what I wrote. (Oops! =) ) Once everything in game gets smoothed out, and working well, there will have to be tons of tweaking, and I'm sure PGI is aware of it, as they are working on the HR and the Hitboxes in general. (See the other Command Chair posts)

I haven't been to the training grounds in a bit, I don't remember seeing a raven period, lol. I'd have to go back through it. But I have noticed as I fight one that the Raven's legs do get hit longer then I seem to think I hit them (I almost always go for the legs on lights, unless I see the CT armor is low.) I can almost guarantee the legs are much wider than they seem, but official proof. I'm not totally sure of. I think the best way to figure out if the invisible boxes are there, is to actually fight the mech, and see how often you miss or hit the desired target. Plus its rather fun to fight other mechs. = D

#40 Grendel408

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Posted 25 November 2013 - 09:00 PM

View PostAtheus, on 25 November 2013 - 05:25 PM, said:

If I were you I'd save the $80k C-Bills for a Jenner, though it may take a while if all you're doing is tagging until the enemy lights who actually have weapons and armor find and kill you :)

LOL! Jenner was leveled a long time ago, and I'd choose that over any other Light Mech any day of the week... I've gone through a lot of Mechs mastering them... I'm just having fun with the Locust from time to time. It's a viable build though, my little spotter... don't doubt it. Every Mech has a purpose, and that purpose changes from pilot to pilot.





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