BabyExtasy, on 30 January 2014 - 06:31 AM, said:
hi all
from the beginning on...i am ******* pissed so pls dont be mad reading this post here.
i wrote a ticket to the support. only answer i got: write in forum (great support btw

)
the great support says, that the devs will read the forum so i hope they will read this here. and i require a answer from the devs to this post
so here i am.
can u tell me why the **** a light mech can tank 20 shots from my ER PPC?
these light mechs are way too overpowerd.
a light should be a light and not an assault who can run 150 km/h
its hard enough to hit them, when u finally hit him, he keeps on running.
u hit him more and more...not even the armor falls off.
the armor of a light should fall off after max 3-5 hits. and not after 30-50
just 10 minutes ago
i was standing in second line with my stalker (2x ER PPC) i know that the dmg goes down if the target is far away. the spider took 5 shots from me in the legs from a distance of 1200 meter...
5 shots = 10 hits.
1200 meter means a damage drop from 3-5
means he should have taken a damage from minimum 30-50 in the legs...nothing happens
later on 2 atlas and me fired on him....he keeps on running. distance here...100 meter
these lights **** me off and the devs should finally nerf them.
( and dear devs, i know why the lights are so OP, coz u play them yourselfs, but only that u have fun playing its unfair to build such OP mechs)
greetz

1. time of day? as in what was your ping and what was his?
2. at 1200m were you standing on top of a hill looking down on him standing still on top of another hill?
I'm not being a smart ash, hear me out. if you had a ping of 75 and he had a ping of 75 then you have a combined ping of 150 and this is where the first hints of the lag shield start to show up.
Think about the invisible walls that still exist in the game, trying to shoot over rocks at a target that is clear in your sights but when you shoot the weapon hits an invisible wall. This can happen even if you take that extra step out of cover to make sure that your weapons are free and clear of the rock/crate/do-dad.
Some of the map construction has been very sloppy in MW:O. they obviously built the maps on different computers and then tried to patch them all together but they didn't trim the artistic work right back to the edges, they just used an expanded square and dragged and dropped the piece of map into location. They did this in layers and somewhere deep in the layers there is the sloppiness that blocks the shots. I used to build maps for Star Craft and there are times when if you don't get the layers just right you will have nothing but problems with the map. I believe that this is what happened here.
Back on topic, even if the target was standing still, if there was anything (rocks, crates, etc) along the line of sight then there is a chance that your shots were expending themselves on those and not actually reaching the target.
As for the 100m battle, I have observed many fights where an assault is battling a light and one thing that I see a lot of is a lack of skill at close in combat. I'm not attacking you or putting you down it just that if you don't do a lot of it then you just aren't good at it. The matches I've watched the pilot of the heavier mech is twisting trying to get the light in his sights but just can't get the circle over the target because it's too fast in the death spiral. The pilot still fires even though he is trailing the target by a large margin so very little if any of his shots actually connect with the target.
When I fly my light, yes fly not pilot, and I find myself with two slow enemy mechs in close proximity I will start to do a weave in and out from both of them as close as I can. If I can keep one of them between me and the the other mech (using it for a shield) I will. Quite a few times one of the enemy mechs has legged/limbed his team mate while he was trying to get me which gives me an opening to escape because lets face it, with two assaults gunning for you opening up the distance and showing your back is one of the fastest ways to die from an assault
Some people have already mentioned Hit Detection, I'm still not convinced that this plays as big a roll in what's going on in the battles as they would have you believe. I think it's part of the problem but it's more like an ant hill than The Rock of Gibralter that they would have you believe. If the other issues that I mentioned here were resolved then I don't think people would be complaining about hit detection like they are today.