Pgi Be Trolling - Spider
#21
Posted 08 October 2013 - 12:22 PM
#22
Posted 08 October 2013 - 12:31 PM
Electron Junkie, on 08 October 2013 - 05:28 AM, said:
The problem is that the hitboxes are so borked that you can shoot a shutdown Spider with two AC20's and it will just power up and scoot away taking ZERO DAMAGE. Multiply that by 4 Spiders in a match and it is broken.
When we are having matches where a single Spider is Center Coring 6 Heavy/Assault mechs and taking almost zero damage through out the entire match there is an exploit that needs to be addressed.
omg lawl you really think that happens? really? oh god you really do....
if you shoot a spider whilst it is STILL it will die, no amount of hitbox borking will change that, when its moving that's a different story. spiders are not the invincible boogy men of mwo they are just slightly annoying lights, as i stated before if you are really getting wiped out by something that has 3 weapons you need to rethink your strategy.
dont take this as a defense of spiders, they are broken but they are hardly god mode.
#23
Posted 08 October 2013 - 03:09 PM
#24
Posted 09 October 2013 - 06:03 AM
Which, hopefully leads to the question ... why is it popular? Anecdotal evidence has strongly supported (and more recently hard evidence) that the Spider, Centurion are "supremely durable" for their weight class(es).
#25
Posted 09 October 2013 - 08:55 AM
Derrpy, on 08 October 2013 - 12:31 PM, said:
if you shoot a spider whilst it is STILL it will die, no amount of hitbox borking will change that, when its moving that's a different story. spiders are not the invincible boogy men of mwo they are just slightly annoying lights, as i stated before if you are really getting wiped out by something that has 3 weapons you need to rethink your strategy.
dont take this as a defense of spiders, they are broken but they are hardly god mode.
Wesxander, on 08 October 2013 - 03:09 PM, said:
#27
Posted 09 October 2013 - 09:12 AM
#28
Posted 09 October 2013 - 09:33 AM
#29
Posted 09 October 2013 - 11:56 AM
I know for a fact that I've annihilated spiders several times with a a single ac/20 round, so when I hit a spider dead centre with an ac20 or a load of artemis srm/12 I expect it to politely explode for me. either that or be very bloody hurt, to the point where internals are splashing out all over the place and someone can nail him dead with a small laser.
in conclusion, anyone defending spider/fast mech HSR breakage right now is exploiting it for profit, or has never had an invincible light mech core their heavy/assault from the front and is crazy.
#30
Posted 09 October 2013 - 12:15 PM
mikromancer, on 09 October 2013 - 11:56 AM, said:
I know for a fact that I've annihilated spiders several times with a a single ac/20 round, so when I hit a spider dead centre with an ac20 or a load of artemis srm/12 I expect it to politely explode for me. either that or be very bloody hurt, to the point where internals are splashing out all over the place and someone can nail him dead with a small laser.
in conclusion, anyone defending spider/fast mech HSR breakage right now is exploiting it for profit, or has never had an invincible light mech core their heavy/assault from the front and is crazy.
The problem with that is it happens with lasers too, so I'm going to have to disagree with you there.
#31
Posted 09 October 2013 - 03:26 PM
Al Bert, on 09 October 2013 - 09:11 AM, said:
Now THATs a good contribution and will help much more in both informing newer players and accelerate correction by PGI, which has not happened since months despite widespread ticketing. Excuse me, of course I will shut my mouth in humbleness and leave this perfect game without any doubt or possible (of course not reasonable) criticism of any kind immediately.
#32
Posted 09 October 2013 - 09:59 PM
Derrpy, on 07 October 2013 - 05:43 PM, said:
dude it has 3 weapons, if your getting owned by a mech that can fit at most 1 ll and 2 ml you need to think about your life.
i will admit its broken but its hardly game breaking, more just irritating.
whot ? O.o
i have a large pulse laser and 2 medpulse laser in my spider thats around 23 alpha strike werry fast reload time easy to aim and minimal heat issue extremely small profile and fast.
On top
its have the invisible shield in front!
http://www.youtube.c...d&v=1CkiNvfy1vs
and an 80 % AC 20 resistance...
u cant just ignore me in the spider its almost have the same bad hit detection as the raven 3L had a few mounts ago.
And 3 alpha in the back usually kills everything. making 4 kills and 500 + damage not to rare either
Edited by Flying Judgement, 09 October 2013 - 10:12 PM.
#33
Posted 10 October 2013 - 05:35 AM
Flying Judgement, on 09 October 2013 - 09:59 PM, said:
whot ? O.o
i have a large pulse laser and 2 medpulse laser in my spider thats around 23 alpha strike werry fast reload time easy to aim and minimal heat issue extremely small profile and fast.
On top
its have the invisible shield in front!
http://www.youtube.c...d&v=1CkiNvfy1vs
and an 80 % AC 20 resistance...
u cant just ignore me in the spider its almost have the same bad hit detection as the raven 3L had a few mounts ago.
And 3 alpha in the back usually kills everything. making 4 kills and 500 + damage not to rare either
11tonnes of weaponry? build please i find that hard to believe.
i never said the spider didn't have bad hit detection, i said its not game breaking like some people say it is, some people just cant comprehend that a good pilot can kill their fatty mech.
considering the people who QQ about the spider have ping in the 200s im not surprised they are having hit problems, latency happens people
#34
Posted 10 October 2013 - 06:11 AM
Derrpy, on 10 October 2013 - 05:35 AM, said:
i never said the spider didn't have bad hit detection, i said its not game breaking like some people say it is, some people just cant comprehend that a good pilot can kill their fatty mech.
considering the people who QQ about the spider have ping in the 200s im not surprised they are having hit problems, latency happens people
#35
Posted 10 October 2013 - 06:43 AM
Mehlan, on 10 October 2013 - 06:11 AM, said:
sure its doable but not very smart, 1ll and 2 ml would net you better overall performance whilst maintaining ecm and JJS, with that build you can alpha all day every day doing 19? damage +long range
#36
Posted 10 October 2013 - 09:56 AM
Derrpy, on 10 October 2013 - 06:43 AM, said:
Im not arguing with you, pointing out it was viable.... personaly. I like/prefer the 5k. No worries about heat regardless of the map, reduce the jets and bump up the armor.
#37
Posted 11 October 2013 - 12:33 PM
A spider at full speed can move at up to 150+ KPH, at 150 KPH the mech is moving at a rate of 41.6 meters per second.
Now the rate of travel in M/S is important, as once you factor in ping, you should realise that the spider, on the server end can be a significant distance away from the client POV.
In my case, I typically have a ping of 50ms.
Within 50ms, a spider at 150KPH will have traveled 2.08 meters, now some of you might think that 2 meters isn't much, but a spider is only supposed to be around 10m tall.
2m on a spider is the difference between hitting the CT and the RT, or hitting the RT and missing to the side.
Any game with any amount of latency and server confirmed or hybrid client/server hitreg will have offset issues like this, its the nature of the internet and latency. In most games the targets and hitboxes are large enough that the offset caused by latency should be negligible, but in MWO we have the spider, which can cover a distance larger than one of its hitboxes in the time covered by a typical players ping.
As your ping goes up, this situation becomes worse, and spiders can become nearly impossible to hit, as at 150ms, there would be nearly a full spiders width worth of offset between where your client thinks it is and where the server says it is.
This issue can also be mitigated by using weapons with FAST projectile speeds (Gauss) and a small amount of lead.
I've gotten to the point that I can usually hit the exact component I want to on a fast spider as i aim for the next component over to compensate for the offset.
Example:
Spider is moving from right to left at max speed 300m in front of you, with gauss and a 50ms ping, if i aim at his RT (left from my POV) I'll get hitreg on his CT, if i aim CT, it will hit his LT (RT from my POV) and if I aim at his LT, the shots will likely miss his arm completely cause its so thin.
BTW, I think the Locust will be even worse than the spider when it comes to hitreg once it is released, due to the conclusions drawn from that math up above.
Locust will be smaller than the spider and move faster, leading to even more offset which will probably lead to more 'ZOMG LIGHTMECHS' threads...
Edit:spelling and stuff
Edited by Fragger56, 11 October 2013 - 12:35 PM.
#38
Posted 15 October 2013 - 12:14 AM
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