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State Rewind Makes It Worse...


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#101 Hotthedd

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Posted 07 March 2013 - 08:23 AM

State Rewind, and (hopefully) collisions will be a Godsend. It will winnow out the FOTM light pilots and leave GOOD pilots as the only ones who can be effective in lights.

#102 TheFlyingScotsman

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Posted 07 March 2013 - 08:30 AM

Nothing is wrong. Lights simply take the full damage they were intended to from the start.

Time to change up your tactics and adapt. Personally, I love lights as hit-and-run.

#103 Fooooo

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Posted 07 March 2013 - 08:30 AM

Rather than point out the obvious like others already have... :) I'll just add a little bit of info....


Seeming as you said you pilot a spider, eventually you will be able to run much faster.

Atm there is a cap on speed at 150km/h I think, the spider should be able to go well above this speed.


Which in the end, will probably help you a little as it will be harder to hit a mech doing 200km/h+ than 150........... on that point, what speed does your spider go right now ?

#104 Agent of Change

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Posted 07 March 2013 - 08:32 AM

Light mechs have no armor... avoid getting shot the old fashioned way, don't be where the bullets are when they get there.

choose your targets carefully, target softened mechs, or the backs of mechs. Look for isolated mechs.

Make use of your speed and small profile to outflank and spot for your team, intel and lrm spotting makes things wonderful for your support mechs.

Don't brawl and expect to live through focused fire.

#105 Aegis Kleais

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Posted 07 March 2013 - 08:38 AM

View PostT Hawk, on 06 March 2013 - 02:02 PM, said:

...but this time from the perspective of a Light pilot.

The past 6 games I got legged, disarmed and one-shot killed. These 6 games have been the shortest I ever played. Couldn't see it coming, death out of nowhere.

Something is definitely wrong.

No, I am not a 3L pilot. I play Spiders almost exclusively.

I think State rewind helped solve the problem with Lag shields, but it took us into another extreme.

I have a 32 pt alpha CTF that I took onto training grounds. It was able to straight up kill a standing Commando in 1 shot to the back and 2 shots for a Jenner.

The day of HSR's implementation, I had an opportunity to attack a Jenner that had overheated. I got right behind him, and was able to put 4 alphas into his back before he regained control and ran off. I had gotten his rear armor to red, but still with armor (internals not exposed)

HSR has not fixed this game's issue with Netcode for everyone, however, for those lucky enough that it did, they can now do proper levels of damage like how I see in Training Grounds, where it's a death sentence for Lights to overheat or (in the future) get knocked down.

Lights had been (and for me, still are) so impervious to proper levels of damage, that Light pilots became accustomed to thinking that their mech was more capable of survival than it should be. For those that HSR helped, they are learning that a light cannot survive in toe to toe fights with Heavies and Assaults, and they will have to change their tactics severely in order to adapt.

Sadly, for me, the Light Golden Age is still going...

#106 Klaus

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Posted 07 March 2013 - 08:41 AM

View PostT Hawk, on 06 March 2013 - 02:02 PM, said:

...but this time from the perspective of a Light pilot.

The past 6 games I got legged, disarmed and one-shot killed. These 6 games have been the shortest I ever played. Couldn't see it coming, death out of nowhere.

Something is definitely wrong.

No, I am not a 3L pilot. I play Spiders almost exclusively.

I think State rewind helped solve the problem with Lag shields, but it took us into another extreme.


Posted Image

So what is wrong with the Spider? No problems here.

#107 NKAc Street

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Posted 07 March 2013 - 08:42 AM

After some matches in my cicada 3m utilizing different play methods I have found that I certainly get killed quicker if I do not stay moving. However lights over all are warping more since the last patch if they are fast and stay moving. I can still move at full speed 137kph through a crowd of mechs and survive.

#108 hammerreborn

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Posted 07 March 2013 - 08:45 AM

View PostAegis Kleais, on 07 March 2013 - 08:38 AM, said:

I have a 32 pt alpha CTF that I took onto training grounds. It was able to straight up kill a standing Commando in 1 shot to the back and 2 shots for a Jenner.

The day of HSR's implementation, I had an opportunity to attack a Jenner that had overheated. I got right behind him, and was able to put 4 alphas into his back before he regained control and ran off. I had gotten his rear armor to red, but still with armor (internals not exposed)

HSR has not fixed this game's issue with Netcode for everyone, however, for those lucky enough that it did, they can now do proper levels of damage like how I see in Training Grounds, where it's a death sentence for Lights to overheat or (in the future) get knocked down.

Lights had been (and for me, still are) so impervious to proper levels of damage, that Light pilots became accustomed to thinking that their mech was more capable of survival than it should be. For those that HSR helped, they are learning that a light cannot survive in toe to toe fights with Heavies and Assaults, and they will have to change their tactics severely in order to adapt.

Sadly, for me, the Light Golden Age is still going...


And that has nothing to do with non-stock mechs (that the training grounds are) having completely different armor values than what people are actually running in game (where lights generally beef up their rear armor).

#109 Vinogrady

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Posted 07 March 2013 - 08:47 AM

View PostT Hawk, on 06 March 2013 - 02:02 PM, said:

...but this time from the perspective of a Light pilot.

The past 6 games I got legged, disarmed and one-shot killed. These 6 games have been the shortest I ever played. Couldn't see it coming, death out of nowhere.

Something is definitely wrong.

No, I am not a 3L pilot. I play Spiders almost exclusively.

I think State rewind helped solve the problem with Lag shields, but it took us into another extreme.



sorry, couldn't help myself

Edited by Vinogrady, 07 March 2013 - 08:48 AM.


#110 Shifty Eyes

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Posted 07 March 2013 - 09:47 AM

Sorry OP, I play lights like 70% of the time and I didn't really notice a lot of difference. That's probably because I haven't jacked my speeds up to 150kph and so the "lag shield" most likely never helped me a ton. What I did notice is that I can rack up a consistent 500-600 damage every game with my pulses now...

#111 Aegis Kleais

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Posted 07 March 2013 - 09:56 AM

View Posthammerreborn, on 07 March 2013 - 08:45 AM, said:



And that has nothing to do with non-stock mechs (that the training grounds are) having completely different armor values than what people are actually running in game (where lights generally beef up their rear armor).


A 32pt alpha is very different from 128-160pts of damage into the rear of a Mech. You missed the point of the post.

A light is not going to be able to withstand the latter, though it's more than expected that the former may not be enough to take down an enemy in game because they will armor their rear more than stock variants.

But to put multiple alphas into a standing light in game showcases little more than how broken the netcode issues (and the lack that HSR addressed them for everyone)

#112 wonator

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Posted 07 March 2013 - 10:25 AM

River of light mech tears finaly came! I love my 4x large pulse laser CTF-1X now.

#113 mayakashiii

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Posted 07 March 2013 - 10:31 AM

View PostKlaus, on 07 March 2013 - 08:41 AM, said:


Posted Image

So what is wrong with the Spider? No problems here.

10 matches of PUG stomping, good job I guess.

#114 Agent of Change

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Posted 07 March 2013 - 10:35 AM

View PostT Hawk, on 07 March 2013 - 10:31 AM, said:

10 matches of PUG stomping, good job I guess.


Posted Image

#115 Mazzyplz

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Posted 07 March 2013 - 10:41 AM

lagshield is not solved, i am not sure why but in the past 2 days i have been experiencing light mechs rubberbanding me at 90 meters.

my srm shotgun would shoot and they would instantly appear somewhere else. but i only noticed this at 80-100 meter range.

i can't explain it, other than some new although less deadly form of lagshield

#116 Stoicblitzer

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Posted 07 March 2013 - 10:42 AM

View PostMadPanda, on 06 March 2013 - 02:06 PM, said:

We are all very sad that you no longer can freely run circles in open ground without any worry of being destroyed. Maybe it's time to learn how to play?

Posted Image

Seriously though. Either you had a bad night, your elo is too high, or you just weren't as good as you thought.

#117 Coolant

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Posted 07 March 2013 - 10:58 AM

to OP welcome to the real world of light mechs. You don't have assault armor...sorry

#118 MightyMeatShield

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Posted 07 March 2013 - 11:35 AM

I've experienced mixed results with state rewind. I've unloaded two 2xSRM-4 volleys onto Spiders that have "confirmed" hit onto pristine torsos and done little damage on their paper doll in some matches, yet in other matches I've done the exact same thing and I see their torsos shredded and arms blown off.

#119 xhrit

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Posted 07 March 2013 - 12:27 PM

View PostMadPanda, on 06 March 2013 - 03:22 PM, said:


You mean he and his premade buddies? Never seen the man solo. Frankly he gets too much credit, he is just a coward.


First time he said his thing to me I replied "you die first". He said something like how he has never died in this game before ever. He then walked over a hill, and I 1 shotted him. "First time for everything."

Uh huh.

I honestly think his premade only takes him along as a decoy, since I have never seen him do anything useful besides enrage puggies and try to get them to chase him in circles.

Only time I have ever ran into him solo was during the tournament. ..

Edited by xhrit, 07 March 2013 - 12:32 PM.


#120 Commander Kobold

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Posted 07 March 2013 - 02:35 PM

View PostLost One, on 06 March 2013 - 02:36 PM, said:

Posted Image

this made my day.





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