Jump to content

Pgi Disable Spiders Until They Are Truly Fixed!


195 replies to this topic

#41 PoLaR

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 620 posts
  • LocationEast Bay

Posted 07 September 2013 - 11:18 AM

Does anyone remember back in Closed Beta when lights were almost invincible for the longest time? Well.. I generally don't have much problems killing light 'Mechs when I pilot something bigger.. but It's pretty bad when I have to prioritize an enemy spider over a heavy 'Mech, because Spiders are basically have the same armor output as Assault 'Mechs right now.. holy flying ****, they haunt my dreams and turn them into nightmares. They ARE the new 3L.. they are everywhere.. they will eat your AC/20 rounds, chew them up and spit em' out.

I know PGI are working hard to fix them but damn.. I just hope It's fixed soon.

#42 Corbon Zackery

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,363 posts

Posted 07 September 2013 - 11:25 AM

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!


Did the Spider have AMS because it could have looked like your missiles were hitting when in fact they were being splashed by the new improved and working AMS. 2 streak missile is no issue for the new improved AMS system. AMS now works even if your past the 90 meter mark.

#43 BarHaid

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,071 posts
  • LocationMid-Cascadia

Posted 10 September 2013 - 02:50 PM

View PostCorbon Zackery, on 07 September 2013 - 11:25 AM, said:

Did the Spider have AMS because it could have looked like your missiles were hitting when in fact they were being splashed by the new improved and working AMS. 2 streak missile is no issue for the new improved AMS system. AMS now works even if your past the 90 meter mark.

It can also shoot down autocannon rounds now. Maybe that's the problem... :)

#44 Mehlan

    Member

  • PipPipPipPipPipPip
  • 481 posts
  • LocationTx

Posted 10 September 2013 - 03:39 PM

View Postcdrolly, on 05 September 2013 - 08:28 PM, said:


Still no change since the patch... Hit the spider and still feels like 50-50 hit reg. A spider should not be able to run around a group of med - aslt mechs for as long as they do and survive. Cicadas and jenners even commandos don't survive long trying it but the spider does. Hit animation and evrything else works just no hit reg... Its getting beyond a joke so sick of noob spider pilots walking around invulnerable. Was so looking forward to this patch to have the problem fixed but got diddly squat...

disappointing....


My commando doesn't come out much worse than my spider does doing that... The commando has to stay grounded while the spider can jump, but the commando does more damage on the run...

Edited by Mehlan, 10 September 2013 - 03:41 PM.


#45 Lumpypants

    Member

  • PipPip
  • Survivor
  • 31 posts

Posted 10 September 2013 - 03:47 PM

My spider issue is a little harder to explain away. I was in a twin gauss cat less than 100m away. It was standing still, not running. Two rounds into it's arm/left torso nothing blows off and mech still alive. I was too greedy to wait for the legs to come into view since it was standing still. It starts to run. Two rounds into it's back as it runs. Still very close. Nothing blows off and mech still alive. I could conceivably hitting a different patch of armor each time. I'm a decent shot with gauss rifles. It also was an ECM mech so i couldn't see the damage report.

#46 Mehlan

    Member

  • PipPipPipPipPipPip
  • 481 posts
  • LocationTx

Posted 10 September 2013 - 04:07 PM

View PostLumpypants, on 10 September 2013 - 03:47 PM, said:

My spider issue is a little harder to explain away. I was in a twin gauss cat less than 100m away. It was standing still, not running. Two rounds into it's arm/left torso nothing blows off and mech still alive. I was too greedy to wait for the legs to come into view since it was standing still. It starts to run. Two rounds into it's back as it runs. Still very close. Nothing blows off and mech still alive. I could conceivably hitting a different patch of armor each time. I'm a decent shot with gauss rifles. It also was an ECM mech so i couldn't see the damage report.


It could be hitting the edges of 2 or more areas.... noted on test that certain weapons seem to do this (ie: Lasers vs Autocannon). In my...farting around I was using med L and med Lp and an A/C 20. aiming at the same point the lasers tagged one location, the A/C two, or a different ( have to try to again to be sure which)

#47 Royal Flush

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 98 posts
  • LocationAshburn, Va

Posted 10 September 2013 - 04:14 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.


Still not seeing any improvement on spiders. Jenners and Ravens are pretty good, they still dodge missles easy, but Spiders are not improved that I can see.

#48 RaNaketh

    Member

  • Pip
  • Bad Company
  • Bad Company
  • 13 posts

Posted 24 September 2013 - 08:25 PM

As a fairly long-term spider pilot, I can honestly say things have improved from a hit/dmg receive perspective. I'm far more likely to cop a kill hit and other damage than prior to the recent patch, which is fine with me. If it brings balance to the game, this is a good thing.

#49 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 25 September 2013 - 01:47 AM

I die in my Spiders just as often as I die in my Commandos - no, scratch that, I die *more* in my Spiders than in my Commandos:

COM-3A: 0.42 deaths/match
COM-TDK: 0.44
COM-1D: 0.53

SDR-5D: 0.42 deaths/match
SDR-5K: 0.59

The SDR-5V, COM-2D and COM-1B have too few matches in my stats to make any worthwhile calculations (less than 50 matches each since the new stats started).

#50 Clit Beastwood

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,262 posts
  • LocationSouthern California

Posted 25 September 2013 - 03:04 PM

View Poststjobe, on 25 September 2013 - 01:47 AM, said:

I die in my Spiders just as often as I die in my Commandos - no, scratch that, I die *more* in my Spiders than in my Commandos:

COM-3A: 0.42 deaths/match
COM-TDK: 0.44
COM-1D: 0.53

SDR-5D: 0.42 deaths/match
SDR-5K: 0.59

The SDR-5V, COM-2D and COM-1B have too few matches in my stats to make any worthwhile calculations (less than 50 matches each since the new stats started).


Now I say this as a fellow spider pilot... but is it possible that when it *was* having more serious hit issues this caused you to get used to it, and now that it's much better you're just "too bold"? After a recent patch I had to readjust my playstyle again because I kept dying while playing rambo. I can't do that any more, so it took me 15-20 matches to adjust and I'm back to 4,5,6 kill games in the 5d. Just never stop moving, use cover, try to get enemy mechs to shoot each other (very satisfying!) like we used to waaaaaay back and it's still a killer mech.

#51 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 25 September 2013 - 10:33 PM

View PostFierostetz, on 25 September 2013 - 03:04 PM, said:


Now I say this as a fellow spider pilot... but is it possible that when it *was* having more serious hit issues this caused you to get used to it, and now that it's much better you're just "too bold"? After a recent patch I had to readjust my playstyle again because I kept dying while playing rambo. I can't do that any more, so it took me 15-20 matches to adjust

While that is of course a possibility, those numbers are all from Mastered 'mechs with 100+ matches each, so 15-20 "adjustment matches" likely wouldn't affect the totals in any drastic way.

#52 akpavker

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 332 posts
  • Locationsydney australia

Posted 25 September 2013 - 10:51 PM

View PostFierostetz, on 25 September 2013 - 03:04 PM, said:


Now I say this as a fellow spider pilot... but is it possible that when it *was* having more serious hit issues this caused you to get used to it, and now that it's much better you're just "too bold"? After a recent patch I had to readjust my playstyle again because I kept dying while playing rambo. I can't do that any more, so it took me 15-20 matches to adjust and I'm back to 4,5,6 kill games in the 5d. Just never stop moving, use cover, try to get enemy mechs to shoot each other (very satisfying!) like we used to waaaaaay back and it's still a killer mech.


so do you think that your needing to re-adjust your play style didnt have somthing to do with the re-buffing of steaks which also brought back multiple mechs carrying BAP which allowed lrm's to also also fall on your head? these being the most effective weapons for spider controll. there is a video of that somwhere which was used to try prove the point that spiders are no longer invincible but still dosnt real prove that spiders dont have hit reg issues.

Edited by akpavker, 25 September 2013 - 10:53 PM.


#53 WarZ

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 538 posts

Posted 25 September 2013 - 11:07 PM

Still hit reg issues. Disabling broken stuff is probably a great idea. Will never happen since this company doesnt have the sack to do much at all.

#54 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,966 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 25 September 2013 - 11:15 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.

OMG a PGI staffmember responded to a concern on the forums!

THANK YOU! THANK YOU! THANK YOU!

This confirmation of our existence, our concerns, and your intention to act on them, if very welcome.

#55 Wispsy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Talon
  • Talon
  • 2,007 posts

Posted 25 September 2013 - 11:45 PM

View PostWarZ, on 25 September 2013 - 11:07 PM, said:

Still hit reg issues. Disabling broken stuff is probably a great idea. Will never happen since this company doesnt have the sack to do much at all.


Seen as there are hit reg issues on every single mech...maybe not a great idea? :P

#56 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 26 September 2013 - 12:29 AM

The spider is brutally hard to keep alive against good pilots. 1 mistake will kill you.

honestly it's about 95% whine at this point, and 5% random bad internet packet luck probably. No doubt 300 ping guys have a hard time with a spider, but few if any video games do well under those conditions.

#57 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 26 September 2013 - 01:41 AM

View PostColonel Pada Vinson, on 26 September 2013 - 12:29 AM, said:

The spider is brutally hard to keep alive against good pilots. 1 mistake will kill you.

Same as any light, really. You very seldom get a second chance against good pilots.

As you can tell from the stats I posted a few posts up, I'm not dying less in my Spiders than in my Commandos, so if someone could explain how nobody has any issues with the Commando but the Spider is supposed to be "invincible", have "more armour than an assault", how it "just shrugs off damage", and can "run through the enemy team with impunity", I'd be much obliged. My stats doesn't seem to corroborate these findings - if they were true, the Spiders should really have a much lower deaths per match ratio than the Commando.

Instead the 5K has the highest deaths per match stat of all my lights, and the 5D is on par with the best of my Commandos.

#58 Shadey99

    Member

  • PipPipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 1,241 posts

Posted 26 September 2013 - 05:16 AM

View Poststjobe, on 26 September 2013 - 01:41 AM, said:

Instead the 5K has the highest deaths per match stat of all my lights, and the 5D is on par with the best of my Commandos.


I actually decided to add deaths/match (to go with kills/match) to my statistics I keep...

I die about 60% of the time in nearly all my mechs. Lowest is 58% in my CPLT-A1 to highest at 77% in my JM6-A. My Spiders come in at:
5V: 60.04%
5D: 60.18%
5K: 69.23%

So I die about nearly perfectly in line (or slightly more) in my Spiders as anything else.

#59 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 26 September 2013 - 10:04 AM

View PostShadey99, on 26 September 2013 - 05:16 AM, said:


I actually decided to add deaths/match (to go with kills/match) to my statistics I keep...

I die about 60% of the time in nearly all my mechs. Lowest is 58% in my CPLT-A1 to highest at 77% in my JM6-A. My Spiders come in at:
5V: 60.04%
5D: 60.18%
5K: 69.23%

So I die about nearly perfectly in line (or slightly more) in my Spiders as anything else.


That sounds pretty friggin Shadey to me. :huh:

#60 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 26 September 2013 - 01:01 PM

View Poststjobe, on 26 September 2013 - 01:41 AM, said:

Same as any light, really. You very seldom get a second chance against good pilots.

As you can tell from the stats I posted a few posts up, I'm not dying less in my Spiders than in my Commandos, so if someone could explain how nobody has any issues with the Commando but the Spider is supposed to be "invincible", have "more armour than an assault", how it "just shrugs off damage", and can "run through the enemy team with impunity", I'd be much obliged. My stats doesn't seem to corroborate these findings - if they were true, the Spiders should really have a much lower deaths per match ratio than the Commando.

Instead the 5K has the highest deaths per match stat of all my lights, and the 5D is on par with the best of my Commandos.


my jenners KDR is even higher than my spiders, but no one ever complains about jenners...haha.





12 user(s) are reading this topic

0 members, 12 guests, 0 anonymous users