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Death By Ct Is Way To Unbelivable Often


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#1 Tokra

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Posted 10 June 2013 - 04:09 PM

All matches, me and half the team, killed by CT with side torso barly damaged.

Hit by PPCs without hit notice. Suddenly red or destroyed without any feedback that you got hit sometimes.
Getting sniped over 1500m with trees in the way and while moving direct into the center torso all the time.

Killed by LRM with destroyed CT and no other zone even orange.

If i wouldnt know better i would say half of them have aimbots running. At least this is the feeling i have sometimes.


Serrious. Please fix the game. This is not fun anymore.
I really cant belive that in my ELO range (i am at best average) are suddenly ALL such great gamers that can snipe this well.
I have no idea how this can be.

#2 Unbound Inferno

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Posted 10 June 2013 - 04:11 PM

Near-Instant Pinpoint Accuracy. LRM/Streak pathing to the center of the mech, not different hitboxes. Not much else to say about it.

You wouldn't believe how much that painfully translates to headshots on a Catapult.

#3 Inappropriate1191

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Posted 10 June 2013 - 04:16 PM

On the plus side... XL engine free for all!

#4 General Taskeen

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Posted 10 June 2013 - 04:17 PM

It is way more believable while playing an UnAwesome.

#5 Chavette

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Posted 10 June 2013 - 04:19 PM

View PostGeneral Taskeen, on 10 June 2013 - 04:17 PM, said:

It is way more believable while playing an UnAwesome.

I hear is a good alternative for the barber.

#6 Homeless Bill

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Posted 10 June 2013 - 04:22 PM

Fixed: http://mwomercs.com/...lance-solution/

#7 Scandinavian Jawbreaker

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Posted 10 June 2013 - 04:22 PM

View PostGeneral Taskeen, on 10 June 2013 - 04:17 PM, said:

It is way more believable while playing an UnAwesome.

You really hold a grudge, don't you :rolleyes:

I've not experienced this described in OP. Do you run Awesomes?

#8 Gen Kumon

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Posted 10 June 2013 - 04:22 PM

Well, not gonna get involved in the PPC argument right now...but I will say I've seen a huge upsurge in the frequency of the bug where you get no visual or audio cues when taking a hit, other than the paper doll flashing. No sound, no flashes, no spray of sparks. You just take damage.

Possibly related to the large number of my shots that appear to miss the target but still apply damage as well. On the other hand, maybe not.

Regardless, this bug makes it very, very hard to respond appropriately to enemy attacks, especially from a long way away and/or from an angle outside your PoV. You can lose entire body parts and not realize it for five or ten seconds.

Edited by Gen Kumon, 10 June 2013 - 04:24 PM.


#9 MechGorilla

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Posted 10 June 2013 - 04:26 PM

I've noticed this quite a bit myself, my personal theory is that HSR is not properly implemented. Allow me to explain:

In theory, HSR should allow a weapon to hit if the mech traveled the appropriate distance required for the travel time of the projectile. So if I am at 1000m from you, and the projectile is moving at 100m/sec I should need to aim about 10m out in front of your CT when I fire to score a CT hit. (I'm using fake numbers just for easy math)

But it feels to me more like HSR is calculating whether or not the projectile would hit at the moment you pressed the fire button, not allowing for travel time. I can only offer anecdotal evidence of this, and I'm mostly a close range brawler so it's definitely not the best evidence (because I'm using firing at less then 300m), but I rarely ever lead my targets, and I'm constantly getting hits.

I'd love to hear a dev comment on this; maybe my idea of how HSR should work is wrong?

#10 One Medic Army

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Posted 10 June 2013 - 04:27 PM

It's not aimbots.
It's the fact that aiming in this game is just really, really easy.
Mechs are honestly pretty slow for their size, lights aside, and all mechs have things like turn radius and turn speed that aren't in most FPS games.
What it ends up as is that even the fastest/smallest targets are quite easy to hit because there's a real limit to how unpredictable and evasively you can move.

#11 General Taskeen

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Posted 10 June 2013 - 04:27 PM

View PostIV Amen, on 10 June 2013 - 04:22 PM, said:

You really hold a grudge, don't you :rolleyes:

I've not experienced this described in OP. Do you run Awesomes?


I guess its a grudge, I don't know. They did turn a classic Vanguard Assault Mech into a double-wide semi-trailer lol.

#12 The Cheese

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Posted 10 June 2013 - 04:28 PM

View PostGen Kumon, on 10 June 2013 - 04:22 PM, said:

Well, not gonna get involved in the PPC argument right now...but I will say I've seen a huge upsurge in the frequency of the bug where you get no visual or audio cues when taking a hit, other than the paper doll flashing. No sound, no flashes, no spray of sparks. You just take damage.


Technically, that's not a bug. It's lag. It's because the effects that you see (effects of being shot, etc) are entirely based around how things appear on your client end (i.e; you won't get the graphical/knock effect of a PPC hit unless the in-game PPC model physically contacts your mech's model.). The only exception is hit registration, which is always based on what the shooter sees at his/her end.

It goes like this:
-Your enemy is a point X, you are at point Y.
-You move to point Z, but it takes a moment for that to update on your enemy's screen.
-On his screen, you are still at point Y when he fires and hits you with a PPC, thus causing damage to register.
-On your screen, you are at point Z, but you see the PPC intersect point Y, missing your mech.

Because the PPC model missed your mech's model, you see no sparks, knock, etc, but since he saw it hit you, damage still registers.

Edited by The Cheese, 10 June 2013 - 04:33 PM.


#13 Mechteric

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Posted 10 June 2013 - 04:34 PM

Unless the enemy knows you have XL, where the heck else do you expect them to shoot when you proudly bare your chest to them? This isn't a tickling match, we are out there to destroy and the CT is a guaranteed kill. The devs have said they think damage output to high so expect some more balancing eventually but for now try to learn how to protect your CT and spread damage around, that is the key to survival.

#14 FupDup

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Posted 10 June 2013 - 04:35 PM

I'd rather die by snoo snoo to be quite honest.

#15 Tokra

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Posted 10 June 2013 - 04:45 PM

View PostOne Medic Army, on 10 June 2013 - 04:27 PM, said:

It's not aimbots.
It's the fact that aiming in this game is just really, really easy.
Mechs are honestly pretty slow for their size, lights aside, and all mechs have things like turn radius and turn speed that aren't in most FPS games.
What it ends up as is that even the fastest/smallest targets are quite easy to hit because there's a real limit to how unpredictable and evasively you can move.


But ELO should PREVENT THIS. Why am i playing against these guys who can snipe like mad? Just last game. I didnt even saw THAT i got hit when my CT armor was gone.
he was perma hitting the center while i was moving, and even through trees. I could not even see him, and he was sniping on my center like i was next to him.

Shouldnt the ELO prevent this? I mean mixing good players with average or bad ones?
Not really good for the game when this BASIC matchmaking system is not working!

#16 Gen Kumon

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Posted 10 June 2013 - 04:46 PM

View PostThe Cheese, on 10 June 2013 - 04:28 PM, said:


Technically, that's not a bug. It's lag. It's because the effects that you see (effects of being shot, etc) are entirely based around how things appear on your client end (i.e; you won't get the graphical/knock effect of a PPC hit unless the in-game PPC model physically contacts your mech's model.). The only exception is hit registration, which is always based on what the shooter sees at his/her end.

It goes like this:
-Your enemy is a point X, you are at point Y.
-You move to point Z, but it takes a moment for that to update on your enemy's screen.
-On his screen, you are still at point Y when he fires and hits you with a PPC, thus causing damage to register.
-On your screen, you are at point Z, but you see the PPC intersect point Y, missing your mech.

Because the PPC model missed your mech's model, you see no sparks, knock, etc, but since he saw it hit you, damage still registers.


If it's intentional that the one being shot gets no feedback at all, then that pretty much seals the deal that the devs don't know what they're doing. Screen shake and inside-the-cockpit flashes shouldn't be tied to the exterior animations, they should be played when and if damage is registered. That sort of feedback is absolutely vital. As it is, you can take obscene damage and the game won't even let you know you're being shot unless you happen to notice your paperdoll change during a period when you don't think you're under attack. Not to mention it's even worse if you are being shot at long range by a laser or something, that'll light your paperdoll up by do almost no damage. Get shot by a brace of PPCs during that time period? You won't even realize it happened at all, until you're suddenly dead.

#17 Tokra

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Posted 10 June 2013 - 04:51 PM

View PostCapperDeluxe, on 10 June 2013 - 04:34 PM, said:

Unless the enemy knows you have XL, where the heck else do you expect them to shoot when you proudly bare your chest to them? This isn't a tickling match, we are out there to destroy and the CT is a guaranteed kill. The devs have said they think damage output to high so expect some more balancing eventually but for now try to learn how to protect your CT and spread damage around, that is the key to survival.


Thats fine. Its good for them when they can aim and HIT on the center so easy. I cant. I hit everything on them when i try to fire on them. And i get cored on countermove.

I dont have a problem with this. They are better at aiming. But for gods sake, why is this matchmaking so STUPID to match such unbalanced teams!!! ELO should deny this.

10 matches today. 1 won 9 lost. And most of the lost matches were 8:0 to 8:2. Unbalanced matches like nothing else.

And the biggest fun is getting told gg after such a deverstating 0:8 match. Really. This is the total ********. GG look different for me.....

#18 The Cheese

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Posted 10 June 2013 - 05:15 PM

View PostGen Kumon, on 10 June 2013 - 04:46 PM, said:

If it's intentional that the one being shot gets no feedback at all, then that pretty much seals the deal that the devs don't know what they're doing.


I never said it was intentional, just that it's technically not a bug.

Edited by The Cheese, 10 June 2013 - 05:16 PM.


#19 Thorqemada

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Posted 10 June 2013 - 05:35 PM

Death by destroyed CT is the logical outcome:
http://mwomercs.com/...at-enemy-mechs/

60% to 80% of all players aim at the CT.

Edited by Thorqemada, 10 June 2013 - 05:35 PM.


#20 PEEFsmash

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Posted 10 June 2013 - 06:15 PM

View PostTokra, on 10 June 2013 - 04:09 PM, said:

Serrious. Please fix the game. This is not fun anymore.
I really cant belive that in my ELO range (i am at best average) are suddenly ALL such great gamers that can snipe this well.
I have no idea how this can be.


The people you are playing against are not that good of gamers, they are not using aimbots. You are either getting cored out by LRMs (LRMs are still silly-good at coring if you don't twist) which can be prevented via torso twist on all mechs besides Dragons and Jenners, or you are getting hit in the CT by PPCs/Gauss which means, again, you are putting yourself out in the open very often without torso twisting (in low-Elo brackets players don't even have that good of aim, so you must be putting yourself out there too much without the right movement).

However, Jenner hitboxes are completely ridiculous, so if you are running a Jenner, it is impossible, literally impossible to protect your CT, and all your complaints are valid. However, if you aren't running a Jenner or Dragon...you probably need to improve your own torso twisting, movement, and positional awareness before calling for balance changes.

Edited by PEEFsmash, 10 June 2013 - 06:15 PM.






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