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Pgi Disable Spiders Until They Are Truly Fixed!


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#1 DLS

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Posted 03 September 2013 - 05:30 AM

Seeing as PGI keeps archiving most posts that bash the spiders and their hit detection I figured I would throw my own in to the junk pile as well. Yeah they have archived several other posts where people bash the hit boxes/registration on the spider. They don't seem to want to admit there is a bigger problem with spiders than the rest of the lite mechs. I will freely admit I am not a good pilot. Average yes good no.
Anyways I was piloting a Jenner this morning with SSRM. I fire 50 Streaks at a Spider. I end up dieing to said spider. No biggy I again admit I am not a good pilot. The frustrating part is I look at my score ... 37 Damage. Yes people THREE-SEVEN! THIRTY SEVEN! So 50 SSRM x I think its 2.X damage atm + whatever medium laser fire managed to NOT hit the little guy and I get 37 DAMAGE. (Ok I exaggerate it was truly just 42 missiles fired) PGI! Admit that the spiders are broken WORSE than the rest of the lites. DISABLE them until you get this garbage fixed!

#2 Clit Beastwood

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Posted 03 September 2013 - 08:03 AM

I'd say all arguments against the spider are invalidated until you've got seat time in them. It's not an easy mech to run, and a pilot that keeps their torso constantly rotating can spread the damage out very well due to torso twist speed. I get one shotted every couple rounds when I run my spiders - usually when I forget what mech I'm in and stop moving for a second. Also - when I switch from a 5d to one of the others and forget I have no ECM :|

#3 Matthew Craig

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Posted 03 September 2013 - 08:07 AM

Spiders are not being ignored, there are some major improvements to host state rewind in today's patch so we are waiting to see the impact of those changes before any hit-box adjustments are made. Please feel free to comment later today after the patch if you still see the same issues.

#4 Team Leader

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Posted 03 September 2013 - 08:07 AM

Your tears fuel their jumpjets. Rage just gives them more of an advantage. Dont get mad, get even!

View PostMatthew Craig, on 03 September 2013 - 08:07 AM, said:

Spiders are not being ignored, there are some major improvements to host state rewind in today's patch so we are waiting to see the impact of those changes before any hit-box adjustments are made. Please feel free to comment later today after the patch if you still see the same issues.

Theres a patch today?! Yes!

(I hope..)

Edited by Team Leader, 03 September 2013 - 08:08 AM.


#5 TheNef

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Posted 03 September 2013 - 08:26 AM

What would I pilot if they take away the mech I've used about 95% of the time since it became available? There are many other issues that are more important but should we just not allow people to play that have a low ping, say less than 120, until HSR works?

#6 William Mountbank

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Posted 03 September 2013 - 09:26 AM

Streaks do have a hard counter: scenery.
Plus, like all light pilots, Spiders are normally behind you, and SSRMs can no longer turn on a penny to reach that spot.

The solution is to use a larger engine or a smaller mech. Or just stop running over your own lights in the drop zone, so that maybe they feel inclined to assist you.

#7 Devilsfury

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Posted 03 September 2013 - 09:46 AM

Ive commented in several posts on Spiders and Im glad that the patch today is suppose to help with hit detection. Anyone that says Spiders are not bugged are either bad pilots or want to keep their magical armor. Like Ive said before, I never had a spider, so I bought one and took it out with 1 med pulse and 4 machine guns. I averaged 300 damage a game and 2 kills out of 3 matches ran. Now this mech had NO basics done to it and no modules. I admit that Im a very good light pilot but there is no way I should have been able to run between 10-12 enemy mechs and escape with minor damage. with any other mech, it would have been insta death/suicide. How many matches have you played in and only a Spider is left? Me, like 50% of my pug matches is a Spider still running around with yellow armor. Good news! Hopefully the patch will fix them! Keep your fingers crossed! :wub:

#8 Almond Brown

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Posted 03 September 2013 - 10:36 AM

View PostDevilsfury, on 03 September 2013 - 09:46 AM, said:

Ive commented in several posts on Spiders and Im glad that the patch today is suppose to help with hit detection. Anyone that says Spiders are not bugged are either bad pilots or want to keep their magical armor. Like Ive said before, I never had a spider, so I bought one and took it out with 1 med pulse and 4 machine guns. I averaged 300 damage a game and 2 kills out of 3 matches ran. Now this mech had NO basics done to it and no modules. I admit that Im a very good light pilot but there is no way I should have been able to run between 10-12 enemy mechs and escape with minor damage. with any other mech, it would have been insta death/suicide. How many matches have you played in and only a Spider is left? Me, like 50% of my pug matches is a Spider still running around with yellow armor. Good news! Hopefully the patch will fix them! Keep your fingers crossed! :wub:


And when they can't go there anymore ( and do diddly damage) and you never see any Spiders (max of 6.5t armor) on the field, you will have won and Spider pilots everywhere hope you enjoy your victory. But do not fear, your favorite ride will be next on the butchers list. Well done. :ph34r:

#9 Devilsfury

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Posted 03 September 2013 - 10:43 AM

Spiders will still be viable, they will not be super mechs of MWO. All lights will be viable. People still use Ravens and Cicadas(oversized light) in 12 mans and you will still see spiders. Dont worry, if your a good pilot, you can still use a Spider. By the way, scouts are meant to SCOUT, harrass and cap, not be big damage dealers. If you want to DPS, move to a larger mech.

Edited by Devilsfury, 03 September 2013 - 10:46 AM.


#10 Jolly Llama

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Posted 03 September 2013 - 10:48 AM

Yet another teardrop nerf request. The damage whiners are now moving from weapons to entire lines of mechs now that they got their way with all the high output weapons in the game. I will be actively playing anything that people complain about from now on, just to **** these overly sensitive players off.

#11 Clit Beastwood

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Posted 03 September 2013 - 11:30 AM

View Postgeodeath, on 03 September 2013 - 10:48 AM, said:

Yet another teardrop nerf request. The damage whiners are now moving from weapons to entire lines of mechs now that they got their way with all the high output weapons in the game. I will be actively playing anything that people complain about from now on, just to **** these overly sensitive players off.


It's probably because people just feel downright silly posting "Please make my atlas faster, have jumpjets, be able to fit 4 ppc's and increase my heat dissipation". I think that gosh-darned PPC's are a huge crutch and, for some players, cause them to falsely overestimate their skill level, which leads to mass frustration when they're suddenly thrust into an ELO bracket they aren't ready for. I for one love the idea of in-game training that is mandatory in order to qualify for each class of mech, i.e. what America's Army used to do. Go to the shooting range and qualify - can't hit a moving target in a live fire exercise? Here's where you practice! It would also help familiarize everyone with the quirks and roles of every class of mech. Complete standard light training? Here's enough cbills to buy the cheapest light mech - either spend it, or run trial mechs and earn a better one. OR, qual for the next level, and let those cbills roll into the next batch, so you can buy an even better mech.

Edited by Fierostetz, 03 September 2013 - 11:31 AM.


#12 NinetyProof

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Posted 03 September 2013 - 02:42 PM

View PostMatthew Craig, on 03 September 2013 - 08:07 AM, said:

Spiders are not being ignored, there are some major improvements to host state rewind in today's patch so we are waiting to see the impact of those changes before any hit-box adjustments are made. Please feel free to comment later today after the patch if you still see the same issues.

I hope progress was made ... it's rather pedestrian to constantly have the entire team surround the last spider at the end of every match and still take 2-3 mins trying to get shots to "register" so we can end the game and move on ...

#13 Rippthrough

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Posted 03 September 2013 - 02:49 PM

Errmm, the slowdown of the PPC and the firing delay to the gauss along with negligable HSR improvement (my end at least), means they kinda got an indirect buff.
I'm doing 800+ damage and 7 kills per game with alarming regularity (as in, most of my games) in a 5K even with the MG nerf last patch.

Edited by Rippthrough, 03 September 2013 - 02:50 PM.


#14 Hisashi No Oni

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Posted 03 September 2013 - 03:06 PM

At least they are the right dam size. I think even the Jenner is 15% too big. They seem just fine to me. I would say your SSRM's are more bugged up than the Spiders. Try hitting them with a real weapon they come apart like a cheap rug.

#15 krash27

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Posted 03 September 2013 - 03:22 PM

View PostDLS, on 03 September 2013 - 05:30 AM, said:

Seeing as PGI keeps archiving most posts that bash the spiders and their hit detection I figured I would throw my own in to the junk pile as well. Yeah they have archived several other posts where people bash the hit boxes/registration on the spider. They don't seem to want to admit there is a bigger problem with spiders than the rest of the lite mechs. I will freely admit I am not a good pilot. Average yes good no.
Anyways I was piloting a Jenner this morning with SSRM. I fire 50 Streaks at a Spider. I end up dieing to said spider. No biggy I again admit I am not a good pilot. The frustrating part is I look at my score ... 37 Damage. Yes people THREE-SEVEN! THIRTY SEVEN! So 50 SSRM x I think its 2.X damage atm + whatever medium laser fire managed to NOT hit the little guy and I get 37 DAMAGE. (Ok I exaggerate it was truly just 42 missiles fired) PGI! Admit that the spiders are broken WORSE than the rest of the lites. DISABLE them until you get this garbage fixed!


Maybe, instead of bashing the spider and PGI and generally raging (I have read the threads you refer to) people might want to try posting constructive feedback/criticism instead so PGI has information they can use. I wouldn't respond either the way people post on these forums. Disrespectful.
 
I am sure they probably know about the issue and that they are working on it. We might not like how long it takes to fix these bugs, but the reality is they take as long as they take. I am not sure what makes people think PGI isn't working on these things, because they want it to be a success. I know some people will argue that, but I just can't see anyone at PGI wanting to see MW:O fail and possibly take PGI with it.
 
Patients people, games take time a long time to develop.

#16 akpavker

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Posted 03 September 2013 - 04:39 PM

View PostFierostetz, on 03 September 2013 - 08:03 AM, said:

I'd say all arguments against the spider are invalidated until you've got seat time in them. It's not an easy mech to run, and a pilot that keeps their torso constantly rotating can spread the damage out very well due to torso twist speed. I get one shotted every couple rounds when I run my spiders - usually when I forget what mech I'm in and stop moving for a second. Also - when I switch from a 5d to one of the others and forget I have no ECM :|


im very sorry to inform you of this but spiders are not ment to be able to go head to head with a atlas and win buy doing nothing more then rocking back and forward and fireing a erppc constantly....

you are blindly stupid to think otherwise!!!!!

#17 TheBossHammer

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Posted 03 September 2013 - 07:32 PM

View PostFierostetz, on 03 September 2013 - 08:03 AM, said:

I'd say all arguments against the spider are invalidated until you've got seat time in them. It's not an easy mech to run, and a pilot that keeps their torso constantly rotating can spread the damage out very well due to torso twist speed. I get one shotted every couple rounds when I run my spiders - usually when I forget what mech I'm in and stop moving for a second. Also - when I switch from a 5d to one of the others and forget I have no ECM :|

I'd say you're wrong. It is possible to fire multiple AC/20 rounds directly at a spider and have them get lost in HSR, doing zero damage. The spider may be hard to run, but the fact is that it and the Jenner get a ton of help from the current hit detection problems, and no argument towards skill is going to change that. I've run a spider and a jenner (the spider was a trial mech, but that only makes how well I did even sillier), and can confirm that both cannot be hit consistently. It's a roll of the dice, and it's artificially making both too tough.

#18 R Razor

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Posted 03 September 2013 - 09:14 PM

You will never convince the 1337 Mech Warriors that fly the Spider that their success can be directly attributed to a bugged game, to do so would invalidate their feelings of superiority and trust me, they need those to feel like their life has meaning.

#19 Qwaar

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Posted 03 September 2013 - 09:42 PM

Yeah, hit detection is a bit off with everything but the commando it seems once you get into the lights. (Cicada seems perfectly kill-able for some odd reason.)

I used to shoot spiders, but I'm learning more and more that unless I have nothing else to shoot at I shouldn't bother. I've had matches in my dragon with a overheated spider in front of me with its back exposed where I line up my ac10, take a shot, and have ANOTHER spider run in front of my arm, take the shot for the shut down spider, and no hits happen to either. I've had games of firing my ER Large Lasers at an atlas about 600 meters away, only where a spider stopped in front of me to shoot me with its mg's, STANDING in my lasers, for multiple shots, and only getting into the yellow on its armor.

They can stand still and take reduced or no damage, thats a sign of something being horribly horribly wrong.

Jenners are weird about taking leg and arm damage properly, and ravens have really really weird torso hit detection. (my raven frequently has situations with a gauss round hitting the front CT, and instead applying the damage to the back, putting my ct in the red and removing my rear armor, with my front untouched.)

At the same time though, I'm conflicted. Raven legs seem to be made out of tissue paper and magnets, and are entirely too easy to target and remove. If my raven didn't have the oddities with its torso hit detection I'm not sure I could use it at all outside its current 2ER large build, it would just die from stray shots, even worse if somebody actually has the presence of mind to aim at me.

Do we want a game where lights are just what ***** newbies waste their beginner cash on? This game doesn't reward lights for doing anything other than what the assaults are doing. MWLL rewarded lights for supporting with C3, and gave players respawns, but MWO doesn't do that.

Hit detection is horrible on the lights (and when gauss is considered, a couple of the assaults for some odd reason), but the lights dont have much else going for them.

#20 Spyder228

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Posted 04 September 2013 - 05:24 AM

I don't think there's anything wrong with Spiders. I maintain that the issue is with general hit detection across all mechs. Granted this was before the patch, but I was ghosting a DDC last week some time and saw 2 AC20 rounds do zero damage to a Stalker. Don't try to say the problem is just with one chasis.

I'm a light pilot (a rather good one at that) and for every 700+ damage round I have I have about 15-20 terrible ones. I can't count how many times I've kicked on the jump jets, got stuck on the terrain for no reason then obliterated by high alpha builds. I have a low ping. I don't know what this mysterious lag armor is.

Don't cry because you ignored a light all round only to have him sweep you up after you're bloodied. This is the reason for all of my high damage/kill rounds.

More tonnage does not trump skill, though that seems to be the general consensus around here.





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