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Pgi, Turn Off Spiders


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#81 Kunae

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Posted 06 August 2013 - 09:53 AM

View PostSteelgrave, on 06 August 2013 - 08:43 AM, said:


Nah, that just means your kung fu is strong.

Next you will learn the quivering palm!

I think he was firing an Arrow IV, at it...

#82 Marlowe Lecter

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Posted 06 August 2013 - 12:15 PM

I've been leveling up my spiders recently. I get killed all the time in my spiders. There are hit detection issues (though I think more recently there is an issue with ERPPCs not registering all hits on mechs in general, not just spiders) But I do not believe its soooo awful as described in alot of posts on this thread.

I think there is a big difference between a good spider pilot and a bad one. I'm not all that good but I've run with some of the best spider pilots out there (they even taught me how to stutter step without having to use throttle decay) What those guys can do is amazing. I think my stats alone prove that the spider is not an "I WIN" button.

If you are a big o' fat atlas off by yourself without some more agile mechs to help you deal with lights - then thats an issue on your end.

If you don't know how to use the terrain to help defend yourself from lights - again thats your bad.

Yes there are some hitbox issues, but they are, by no means, bad enough to warrent turrning off the mech.

#83 FrDrake

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Posted 06 August 2013 - 12:18 PM

People use lasers and try to kill spiders, that's the problem, unfortunately the only solution to spiders is more PPC/AC20/Gauss. Spiders aren't nearly as survivable as people think.

#84 Kunae

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Posted 06 August 2013 - 12:18 PM

View PostMarlowe Lecter, on 06 August 2013 - 12:15 PM, said:

I've been leveling up my spiders recently. I get killed all the time in my spiders. There are hit detection issues (though I think more recently there is an issue with ERPPCs not registering all hits on mechs in general, not just spiders) But I do not believe its soooo awful as described in alot of posts on this thread.

I think there is a big difference between a good spider pilot and a bad one. I'm not all that good but I've run with some of the best spider pilots out there (they even taught me how to stutter step without having to use throttle decay) What those guys can do is amazing. I think my stats alone prove that the spider is not an "I WIN" button.

If you are a big o' fat atlas off by yourself without some more agile mechs to help you deal with lights - then thats an issue on your end.

If you don't know how to use the terrain to help defend yourself from lights - again thats your bad.

Yes there are some hitbox issues, but they are, by no means, bad enough to warrent turrning off the mech.

Yes, they are that bad. And yes they should be disabled until PGI fixes them.

It's not consistent. For instance, I've never really experienced being on the spider-end of invulnerability. And not every spider is invuln... but the majority of them are.

This comes from shooting ton of them, in my Jenner, while following them close behind and them not dodging, just running in a straight line... they just magically absorb 60+ damage, with just slight armor nicks, in the back.

#85 Malleus011

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Posted 06 August 2013 - 12:43 PM

I've had a spider stand still to spot for LRMs with 2-4 mechs banging away at him. We can't do more than ding the armor. He'd hop behind a rock, then hop back to the same spot and stand still while we tried to shoot him.

Never did kill that guy despite hitting him in the torso with twin LL six or seven times. He survived the match.
Lights on the whole seem very, very hard to hit and damage. Commandos and Ravens are still kill-able, but harder to drop than they used to be. Jenners now take more effort and ammo to kill than an Atlas. Spiders are so close to un-hittable that I rarely fire ammo weapons at them, because I'm usually wasting shots.

Some games, a lance of mixed spiders and lights runs around killing every heavy and assault mech around. None die at all, despite being shot at with everything we have. Other times, they die like normal.

Whatever the problem is, it is intermittent. When the fast-movers are doing their 'can't touch this' thing, they're extremely hard to hit or damage. I really hope this gets fixed soon.

#86 Dimento Graven

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Posted 06 August 2013 - 03:17 PM

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.






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