The most annoying thing for me when firing weapons at a Spider is having the shot some how slide between the legs, or below the arm pit.
Now, considering that we're firing a gauss round that's LARGER than the space between their legs and arm pit, it's inconceivable it would just waft through, unobstructed, yet regularly it does.
This happens to a lesser degree with other light 'mechs, though PGI appears to have lazily setup the "also hit" algorithm with most lighter 'mechs. For example, hit a Raven practically anywhere from any angle, and there is a 95% probability their right leg is "ALSO HIT."
For Cicada's the "ALSO HIT" algorithm works on the left torso, for Commandos, the "ALSO HIT" algorithm sends damage to the arms.
Cataphracts and Jaggers suffer this in one of the side torso's depending on variant...
Spiders don't seem to have an "ALSO HIT" compensation yet...
And for chrissakes PGI, remove more "falling damage" from light 'mechs, the energy imparted in a light 'mech fall from 6 meters, verses that of an assault means the assaults should BLOW up after each step, yet we still have lights that can destroy their legs just from running on the terrain and stepping off of short, less than 5 meter drops, while an assault takes ZERO damage even when falling 50 meters...
Anyway, sorry for the temporary thread hijack at the end there...
Edited by Dimento Graven, 06 August 2013 - 03:19 PM.