Help Vs Lights
#1
Posted 23 August 2013 - 04:09 PM
Originally you could damage lights by shooting into their lagsheild, (i.e. ahead of them) but I was sure the HSR removed the lagsheild. In some recent games I have played I have had some horrible times trying to kill lights. I will provide two anecdotes. The first time a Spider was running away from me with 0 back armor and red CT internals, I alpha'd him repeadetdly in the back, but to little affect. He was running straight away from me with little to no zig zagging and he was a slow spider so I was firing consitently into his back from about 100 meters. The other time a spider engaged me in a 1v1 circle of death, he entered the fight with a armorless yellow leg and most of my armor was mostly orange, by the time he cored me his leg that I had focused had barely turned orange.
For reference, I usually (and in these two situations) run a cataphract 1x with an AC of sorts backed up by 2 large and 3 medium lasers. Aiming is not an issue, I have little trouble keeping my lasers on a light mech as long as they are infront of me. I have also experienced similiarly damage resistant Jenners, Commandos, and Ravens.
I am hoping someone can shed light (ha) onto the nature of this issue, and help me proberly combat light mechs. Should I start aiming at the lagsheild again, or is hit registration just that bad?
#2
Posted 23 August 2013 - 04:32 PM
That being said, HSR has improved somewhat but it's not awesome. HSR is applied to weapons groups, not classes of Mechs...meaning they've supposedly improved the ballistics or energy weapons registering their hits. Still, Spiders have known issues with wonky hitboxes that increase their survivability dramatically.
You might just need to get the feel back for the game in landing your shots, as it's definitely got a different feel than it had prior to HSR fixes.
Unfortunately...landing shots isn't perfected in MWO in terms of the game itself. I'm always sweeping the legs of lights to slow them down with a good old fashioned legging.
#3
Posted 23 August 2013 - 04:36 PM
Spiders on the other hand...
They seem to have some sort of hitbox issue. Hopefully the devs will deal with it soon. For now, I suppose you could use lock-on missiles for attacking lights (probably not in a cataphract though)
#4
Posted 23 August 2013 - 04:38 PM
Edited by Vanguard319, 23 August 2013 - 04:40 PM.
#5
Posted 23 August 2013 - 04:58 PM
#6
Posted 23 August 2013 - 05:08 PM
The Spider, on the other hand, seems to benefit much more than other 'mechs from this phenomenon - to the point that it feels like a separate problem in its own right. It's not uncommon for Spiders to lose hits, or even spread damage from non-hitscan weapons. My buddy hit one with two ppcs, fired from the same hit location on his 'mech; all three of the Spider's torsos turned yellow. Sadly, this is one of the reasons we're seeing a bit of resurgence in the Spider population (the other being the buff to machine guns.) "It's in the game, so it's ok if I do it" is the usual justification - displaying developmental disabilities of the conscience, but I digress. But that's what you're dealing with on the Spider.
In general, though, lights just feel tougher when you use hitscan weapons like lasers, simply because they're really small and their hitboxes are close together. Focus on their legs to marginalize this advantage, and you'll have greater success in bringing them down.
Lukoi, on 23 August 2013 - 04:32 PM, said:
That being said, HSR has improved somewhat but it's not awesome. HSR is applied to weapons groups, not classes of Mechs...meaning they've supposedly improved the ballistics or energy weapons registering their hits. Still, Spiders have known issues with wonky hitboxes that increase their survivability dramatically.
You might just need to get the feel back for the game in landing your shots, as it's definitely got a different feel than it had prior to HSR fixes.
Unfortunately...landing shots isn't perfected in MWO in terms of the game itself. I'm always sweeping the legs of lights to slow them down with a good old fashioned legging.
Eh, this is a somewhat inaccurate characterization of lag shields. The term "lag shield" came from the fact that if a sufficiently speedy 'mech was in motion, you could shoot at and hit its model, even causing explosions and hit effects, but the 'mech would take no damage. Every 'mech was affected, but it got relatively worse the higher up the speed scale you went. A light traveling at high speeds would require you to aim at an invisible ghost 'mech in front of the light, even with fracking laser beams - how far ahead depended on how fast the 'mech was traveling, and the sum of your latency. The only way to immediately tell if you were scoring hits was to watch and see if your reticle turned red.
HSR fixed that {Scrap}. Some people claim that it's still there a little bit, but it's negligible if so, and I suspect they may be actually experiencing the current hit registration issues and confusing the cause of their observations.
#7
Posted 23 August 2013 - 10:47 PM
#8
Posted 24 August 2013 - 02:17 AM
Still, this is a fixable issue, and it will be fixed - and until then I won't run my Spider.
Edited by Void Angel, 24 August 2013 - 02:19 AM.
#9
Posted 25 August 2013 - 10:04 PM
#10
Posted 26 August 2013 - 03:30 AM
#11
Posted 26 August 2013 - 04:38 AM
#12
Posted 26 August 2013 - 08:21 AM
John Buford, on 25 August 2013 - 10:04 PM, said:
I actually laugh when they do that; if they're damaged enough, I'll just duck out and wait for them to move - if they're relatively unharmed, I'll take off and go kill someone else while they cower against the wall. Don't get locked into trying to kill that one guy. That's how lights make fools of stupid people who chase them all over creation while their main body rolls up the other half of the team. =)
#13
Posted 26 August 2013 - 08:44 AM
2. Don't be fooled into chasing a light. That will lead to #1
3. You are driving a heavy. Your job is to put damage down range, not be spinning circles trying to fend off a light. Let your teams lights and light killers do that.
4. If in a situation where you a squared off against a light in the circle of death try chain firing your lasers. Lights don't like to get hit - at all. Keep their damage display flashing. Lbx's are good as are streaks if the target isn't ecm'd.
#14
Posted 29 August 2013 - 09:49 AM
Take chain shots at legs, keep your heat low.
Sooner or later they will make a mistake (like stuck on a building). Count one second, then alpha strike (keep heat low, wait for it...).
If it is a two on one, you are probably toast. Just try to keep one targeted, and hope that help arrives soon.
Edited by Icepick, 29 August 2013 - 09:52 AM.
#15
Posted 29 August 2013 - 11:29 AM
But just about anyone that's tried to take down a SDR chassis lately will agree that pouring 200 damage into a SDR that's already stripped of armor in the torsos SHOULD be deadly, and when it barely changes the color condition indicator for that mech, there's a problem.
Otherwise, I think the whole hit registration thing SEEMS improved. There's still some rubber banding going on, and that COULD maybe be a small part of it in some cases.
One thing I did notice is that when a SDR slows down, it seems to register hits just fine. For now, killing Spiders may require some tricky maneuvering on your part--drive it into a location where it'll have terrain slowing it down. This also gives you the opportunity to back-up to something, keeping the SDR out of your backside.
Also works against RVN, JR7, COM, and other quick chassis like them.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users