There are some mechs with broken hitboxes. Thats not only the spider.
For example Centurion and Ravens (torso) are not much better then the Spider.
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Light Mechs Too Much Armor
Started by Cryos420, Jun 24 2013 01:51 PM
47 replies to this topic
#41
Posted 27 June 2013 - 07:54 AM
#42
Posted 27 June 2013 - 09:22 AM
Great, nerf the mech with the lowest possible dps/alpha, it's far too powerful!
Every other thread here is QQing about how pinpoint is too powerful, and yet here we have a mechanism that counters pinpoint: speed. Trust me, drop in a larger mech with lasers and SSRM rather than you're usual PPCs, and an engine that takes you over 90kph, (Quickdraw, Centurion) and you'll see how weak lights really are. Except for Ravens I guess.
Trying to put pinpoint damage on a small, fast, mech who doesn't want to be hit should be hard. 90% of the Spider's durability comes from the scenery, so only nerfing the Spider's speed will make them easier to him. Plus, faster mechs spread damage better because they turn so quickly.
Alternative, make every hit by an assault one shot the Spider - but buff the Spider so that it doesn't take 30 seconds to bring an Atlas from yellow internals to red internals when you're standing right behind him.
Every other thread here is QQing about how pinpoint is too powerful, and yet here we have a mechanism that counters pinpoint: speed. Trust me, drop in a larger mech with lasers and SSRM rather than you're usual PPCs, and an engine that takes you over 90kph, (Quickdraw, Centurion) and you'll see how weak lights really are. Except for Ravens I guess.
Trying to put pinpoint damage on a small, fast, mech who doesn't want to be hit should be hard. 90% of the Spider's durability comes from the scenery, so only nerfing the Spider's speed will make them easier to him. Plus, faster mechs spread damage better because they turn so quickly.
Alternative, make every hit by an assault one shot the Spider - but buff the Spider so that it doesn't take 30 seconds to bring an Atlas from yellow internals to red internals when you're standing right behind him.
#43
Posted 27 June 2013 - 09:56 AM
I to believe that lights are either to fast, have to much armor, or have to strong of weapons. Granted a good pilot can do alot with a small mech but I watched a spider take down 2 Atlas and a few other heavy mechs. We landed some shots on him probably missed more then we landed but to be true to the mechwarrior universe does a light scout mech honestly take down assault and heavy mechs? No they don't, they're scout mechs not assault mechs. The lights do need to be slowed down to even the adds a little, I use a Centurion and have a hard time killing them.
#44
Posted 27 June 2013 - 10:19 AM
My guess is the hitting issue is more netcode related than hitbox related. They're naturally skinny buggers, so hitting them should be difficult, and legging a moving one should be incredibly challenging given their little stick legs.
Sidenote 1: Cents don't have broken hitboxes as far as I know. It's just that, when the arm is blown off, the stump is quite large. Therefore when you hit that stump instead of the intended side torso, you only deal 50% damage. And when the side torso and arm are both destroyed, hitting that large stump only pushes 25% of that damage to the CT.
Sidenote 1: Cents don't have broken hitboxes as far as I know. It's just that, when the arm is blown off, the stump is quite large. Therefore when you hit that stump instead of the intended side torso, you only deal 50% damage. And when the side torso and arm are both destroyed, hitting that large stump only pushes 25% of that damage to the CT.
#45
Posted 27 June 2013 - 10:22 AM
Oh, and about lights being hard to hit and doing too much damage? They're called lights, not scouts, and some of them are strikers MEANT to do damage.
As for how they can do so much damage and not get hit, it's a combination of factors. For one, being 40 tons down on the next target in the current meta means we're often targeted less. From my viewing of other players after I've died, it also appears that assaults and heavies often verge on terribad when it comes to aiming at and leading fast moving targets. Since 9 out of 10 targets in a match have a top speed of 70 kph, I'd imagine most players are out of practice aiming and leading something moving 140. Meanwhile the lights are used to aiming at near-stationary targets while zipping around, and have big, slow targets to shoot. Thus they run circles around assaults or stick in their blind spot, dragging their lasers over every square inch of the assault while it can't land hits.
My $0.02 from observation.
As for how they can do so much damage and not get hit, it's a combination of factors. For one, being 40 tons down on the next target in the current meta means we're often targeted less. From my viewing of other players after I've died, it also appears that assaults and heavies often verge on terribad when it comes to aiming at and leading fast moving targets. Since 9 out of 10 targets in a match have a top speed of 70 kph, I'd imagine most players are out of practice aiming and leading something moving 140. Meanwhile the lights are used to aiming at near-stationary targets while zipping around, and have big, slow targets to shoot. Thus they run circles around assaults or stick in their blind spot, dragging their lasers over every square inch of the assault while it can't land hits.
My $0.02 from observation.
#46
Posted 27 June 2013 - 12:50 PM
It is orders of magnitude harder to kill an equally skilled assault pilot with a light than it is to kill a light in an assault. I rip assaults apart all the time in my Jenner by preying on the weak, but if I realize an assault pilot is good I get the hell away from him, hopefully before he blows a leg off or strips my CT armor with one shot.
#47
Posted 27 June 2013 - 12:54 PM
it's not the armor it is lag shield. one that is completely stationary (not just stuck humping a wall) will die in seconds to fire from an assault mech.
#48
Posted 27 June 2013 - 03:26 PM
Kamelkaze, on 27 June 2013 - 07:54 AM, said:
There are some mechs with broken hitboxes. Thats not only the spider.
For example Centurion and Ravens (torso) are not much better then the Spider.
For example Centurion and Ravens (torso) are not much better then the Spider.
In the case of the Centurion, it's not broken hit-boxes, it's how damage transfer works and how much debris is left over on destroyed sections.
Shoot off a Centurion's arm and there's quite a bit of it left attached; hit that and only 50% of the damage transfers to the side torso. If the side torso is also destroyed, 50% of the damage is transferred to the CT, leaving only 5 damage from an AC/20 hit on the destroyed arm making its way to the CT.
That, and its very narrow CT is why the Centurion is such a great zombie 'mech.
I haven't checked the Raven or Spider, but there may well be a similar mechanic at work with those 'mechs.
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