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Is There A Prioblem With Lasers?


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#1 VladoG

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Posted 10 April 2013 - 08:23 AM

I just want to ask if there is a problem with laser damage on internals? It feels like I need to do more damage to internals with lasers than to armor to actually kill a Mech. I just finished match where I stripped Jager and he got full hit to damaged CT without armor with 4 lasers and he survived. This is not the first time like I feel that I can strip armor of mech pretty quickly with lasers but destroying internals is another story...

#2 Syllogy

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Posted 10 April 2013 - 08:24 AM

What lasers were you using?

Did you keep them on his CT for the duration of the beam?

#3 Deathlike

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Posted 10 April 2013 - 08:27 AM

As I understand the internals with respect to lasers... the beam duration is actually being applied to the crit system. Like each .1 second stream from a LL is calculated with the crit system. So, I believe the variation in crit damage would effectively be lower than straight damage to a section with a PPC when applying the crit bonus.

Edited by Deathlike, 10 April 2013 - 08:27 AM.


#4 VladoG

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Posted 10 April 2013 - 08:30 AM

I am using 4 Large Lasers. Yes, he got the full alpha strike.

#5 Syllogy

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Posted 10 April 2013 - 08:31 AM

Dunno what to tell you. I have no problems with lasers hitting internals.

Right now, I have horrible issues with rubber-banding and Fire-Delay with Ballistics, PPC, and Missiles.

Just yesterday I was in Forest Colony and teleported 700m to the left of me up onto the cliff, took enemy fire, and then teleported back.

#6 VladoG

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Posted 10 April 2013 - 08:33 AM

It feels like all those net code improvements forgot about lasers....

#7 Dwight Derringer

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Posted 10 April 2013 - 08:47 AM

Well... internals have half the maximum amount of armour for that particular slot. So once you get the armour off you're only 75% of the way there, at best.

#8 _ufon_

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Posted 10 April 2013 - 01:08 PM

well my experience and also proved in test ground is that if you hit the mech from certain angles it has much less damaged despite you hit the same point. if you imagine mech as cube and you hit the center torso from the edge angle of cube but still aiming at center of mech much less damage is calculated, this is very bad as in game you do not have only front face hits... wwe had game with 3F stalker 4LL each firing to a Cicada from an angle, it survives 8 LL without significant damaged, cicada was not moving neither we were.... I do not know why but it happens... this makes the game sometimes frustrating,
not speaking about raven and janners teleporting when they banged to me then they jump before me,after me, next to me like in star wars.... same with match making, we had game with some jaggers, hunches + 1 stalker 3F against 4 Atlases 2 ECMs, some hunches etc. they went through the battle ground side by side no chance to survive, despite damage we caused they won 7:1...
slowly getting tired of those things including old/new bugs etc...
ufon

#9 MasterErrant

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Posted 10 April 2013 - 04:08 PM

View PostufonCZK, on 10 April 2013 - 01:08 PM, said:

well my experience and also proved in test ground is that if you hit the mech from certain angles it has much less damaged despite you hit the same point. if you imagine mech as cube and you hit the center torso from the edge angle of cube but still aiming at center of mech much less damage is calculated, this is very bad as in game you do not have only front face hits... wwe had game with 3F stalker 4LL each firing to a Cicada from an angle, it survives 8 LL without significant damaged, cicada was not moving neither we were.... I do not know why but it happens... this makes the game sometimes frustrating,
not speaking about raven and janners teleporting when they banged to me then they jump before me,after me, next to me like in star wars.... same with match making, we had game with some jaggers, hunches + 1 stalker 3F against 4 Atlases 2 ECMs, some hunches etc. they went through the battle ground side by side no chance to survive, despite damage we caused they won 7:1...
slowly getting tired of those things including old/new bugs etc...
ufon

has anyone determined if PGI has incorporated armor deflection? not a BT thing but very "Real world"
Also on some mechs the side torsos extend further forward than you'ld think. on smoe high deflections shots you are splitting you damage between the two lcations. test in in the PGs.

Edited by MasterErrant, 10 April 2013 - 04:08 PM.


#10 Hauser

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Posted 10 April 2013 - 04:25 PM

View PostMasterErrant, on 10 April 2013 - 04:08 PM, said:

has anyone determined if PGI has incorporated armor deflection? not a BT thing but very "Real world"
Also on some mechs the side torsos extend further forward than you'ld think. on smoe high deflections shots you are splitting you damage between the two lcations. test in in the PGs.


At high deflection angles the position of the weapon on your mech starts to matter. When you've got a clear line with your left side lasers, your right side lasers might not be able to make it.

#11 RoboPatton

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Posted 10 April 2013 - 06:15 PM

Well it certainly takes longer to wreck internals with lasers than say explosives, or high crit chance weapons.

But then, you need no ammo either.

#12 blinkin

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Posted 10 April 2013 - 06:59 PM

don't forget to take into account the fact that the jager (by default) has very little armor, but the internals are almost as tough as those of cataphract.

so i would not be surprised if most jagers had far more internal hit points than they have armor.

i am not denying any of the lag issues or anything else that has been mentioned here, but i think this point needs to be considered.

#13 Mahws

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Posted 10 April 2013 - 07:07 PM

View PostDeathlike, on 10 April 2013 - 08:27 AM, said:

As I understand the internals with respect to lasers... the beam duration is actually being applied to the crit system. Like each .1 second stream from a LL is calculated with the crit system. So, I believe the variation in crit damage would effectively be lower than straight damage to a section with a PPC when applying the crit bonus.

Crit damage is just damage done to items in that section, it doesn't actually harm the section itself.

#14 MasterErrant

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Posted 13 April 2013 - 11:11 AM

View PostHauser, on 10 April 2013 - 04:25 PM, said:


At high deflection angles the position of the weapon on your mech starts to matter. When you've got a clear line with your left side lasers, your right side lasers might not be able to make it.

I'm aware of the convergence thing. I was thinking of actual deflection. weapons striking armour ar shallow angles often bounce off.. many RW miilitary vehicles slope their armour to enhance this and some mechs actualy have this in the artwork.
it's not strictly Cannon but many thing in BT are too abstract to show thiss kind of thing.





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