

Hit Issues On Lights
#1
Posted 06 October 2013 - 02:17 AM
Brought to you by Zabadoo
I endorse this comment o7
#2
Posted 06 October 2013 - 01:24 PM
#3
Posted 06 October 2013 - 02:54 PM
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Yup.
Might also help to fix the hitboxes on the spider and to make using jump-jets a bit more challenging. They should generate more heat and, oh well.. I'll just quote sarna:
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If launching a few LRMs brings your heat up to dangerous levels, surely firing off a stream of superheated plasma through some jumpjets should also increase heat noticeably.
And how about a an X% chance of messing up a landing? If landing fails, the Mech stumbles or becomes immobile for a while. Could even come up with a new pilot efficiency that would decrease the chances of messing up a landing.
It would also be nice to have less randomness in Streak targeting. Yes, I know we'll probably never see them all go for the CT, and we'll probably never get the ability to target individual components. But it would be nice if the CT-probability would get a slight increase. As it is now, they just go all over the place if you're unlucky. Kinda like the UAC5: If everything works ideally, it's brilliant. If it doesn't, the weapon is near useless.
S.
Edited by 1Sascha, 06 October 2013 - 02:56 PM.
#4
Posted 06 October 2013 - 03:00 PM
#5
Posted 08 October 2013 - 03:28 PM
Edited by Wesxander, 08 October 2013 - 03:46 PM.
#6
Posted 09 October 2013 - 12:06 AM
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Well, yes and no. I'd never mount an SRM2 either (what's the point?) , but Streaks seem to work ok-ish, despite their flaws/nerfs.
These days, Lights are everywhere it seems. 3 or 4 is practically the norm, having 6 or 7 on a team isn't *that* unusual. So I've converted a lot of my builds to carry at least two Streak launchers plus I've dusted off my Jäger A and equipped it with four of them. Even that build isn't enough to kill or even cripple an attacking Light reliably. While damage sure isn't too shabby (4x5 per full salvo), it's usually all over the place (if you're lucky and your hits actually register). But it seems to deter all but the really good pilots from sticking around for too long, making them run off in search for other targets.
Given the state of connections and the presence of that stupid "getting hit without hit-feedback"-behaviour, I really wish we'd have the ability to mount rearward facing defensive weapons (which should be canonical on some of the bigger Mechs, AFAIK). Or at least a rear-view mirror/camera to check six.
As it is now, time and again I get critted by Spiders who'll run up to my (seismic-less) Stalker, park on my six and plink away at my rear CT without me even noticing because the game neither displays a damage indication on the HUD nor a flashing paper-doll nor does it play "getting hit" sounds.
S.
Edited by 1Sascha, 09 October 2013 - 12:09 AM.
#7
Posted 09 October 2013 - 03:49 PM
I don't even bother fighting lights in close range, you'll barely hit them regardless of what you're packing. And I've got a 55 ms ping to the servers.
It's common to see a last-man-standing light mech just run around aimlessly while half of your team is shooting it without effect.
Just remove light mechs if they can't get fixed, this is pure bs. There is a difference between good pilots and pilots exploiting lagshields/hitboxes.
#8
Posted 09 October 2013 - 05:35 PM
As a Centurion, if I'm unlucky, I died with about 100 damage because I get alpha-ed by a good pilot. If I'm exceedingly lucky, managed to dodge between buildings, have a good assault mech pilot who knows to bring his guns to the fore (instead of Atlas firing LRMs pretending they are catapults) which I can support... then maybe I'll deal 300-400 damage consistently. 600 on good days.
If I was just a spider, I don't give a damn about damage. I will always deal about 100-200 damage and I will cause so much chaos in the enemy team, that our team automatically win. It's near impossible to hit a spider, that does not to be hit.
If those "pro" spider pilots get into a Centurion, they wouldn't last long. Their shooting is pretty crappy anyway. I've spectated most of these lights and frankly speaking, they don't know how to coordinate their mech turning with shooting.
#9
Posted 09 October 2013 - 11:55 PM
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LOL.. that sounds incredibly familiar.
It's also very common that the last Mech standing is ... *dramatic pause* ... a Spider.
Gee, I wonder why...
S.
#10
Posted 10 October 2013 - 12:30 AM
And next week we get the Locust!!..oh joy!....

#11
Posted 10 October 2013 - 01:39 AM
Kain, on 10 October 2013 - 12:30 AM, said:
And next week we get the Locust!!..oh joy!....

Insects Rule !!
Honestly you should be more scared of assault mechs, Spider don't kill you as fast.

#12
Posted 11 October 2013 - 01:54 AM
ShinVector, on 10 October 2013 - 01:39 AM, said:
Insects Rule !!
Well, technically...
http://en.wikipedia.org/wiki/Arachnid
... and why should we be afraid of Locusts? Just do what the Chinese do..:

<G,D,R>
S.
Edited by 1Sascha, 11 October 2013 - 01:58 AM.
#13
Posted 11 October 2013 - 02:17 AM
SSRM2 - reaps lights apart
ASRM6 - same here
AC20 - MMMMM. Just perfect antilight weapon
UAC5 - goodbye lights legs
AC5+AC2 - dakka-dakka light killer
Pulse lasers - good enought in light-killing
Lasers - not too good
Gauss - needs many training, good FPS, good reaction
PPC,ERPPC,AC10 - need practice
LRM - you are dead man (stay with team looser).
Lights no trouble at all with new weapon HSR system (just those damn hitboxes of Spider needs some work).
#14
Posted 11 October 2013 - 05:23 AM
Thats... kinda dumb honestly. Speed is Life. Be you a med, heavy, light, Getting in and out of danger is a better armour than your freaking CT armour. If you are having trouble hitting lights, I actually found the best way to learn to hit them, is play one yourself. Lights have a whole new ball game to play, and the reactions of some of the best pilots are ridiculous. Just lead your targets, youll be fine.
#15
Posted 11 October 2013 - 05:41 AM
1Sascha, on 06 October 2013 - 02:54 PM, said:
It would also be nice to have less randomness in Streak targeting. Yes, I know we'll probably never see them all go for the CT, and we'll probably never get the ability to target individual components. But it would be nice if the CT-probability would get a slight increase. As it is now, they just go all over the place if you're unlucky. Kinda like the UAC5: If everything works ideally, it's brilliant. If it doesn't, the weapon is near useless.
"Jumpjets need more randomness to balance them."
"streaks need less randomness because if you can't control it, it's worthless."
Just want to point out that your second argument perfectly sums up why your first one is bad.
#16
Posted 11 October 2013 - 06:17 AM
Firenze, on 11 October 2013 - 05:23 AM, said:
Just lead your targets, youll be fine.
yes. but that was before HSR.
before HSR one could easily find the hitbox with a couple of shots... now... impossible to find... the hitbox just freaks out around the target mesh even with near zero jitter.
#17
Posted 11 October 2013 - 06:18 AM
Zabadoo, on 06 October 2013 - 02:17 AM, said:
Brought to you by Zabadoo
I endorse this comment o7
Get a JR7-D install streaks+BAP just in case you find a SDR-5D and there you go... problem solved
Edited by Mutaroc, 11 October 2013 - 06:18 AM.
#18
Posted 11 October 2013 - 06:40 AM
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#19
Posted 11 October 2013 - 06:47 AM
aniviron, on 11 October 2013 - 05:41 AM, said:
"Jumpjets need more randomness to balance them."
"streaks need less randomness because if you can't control it, it's worthless."
Just want to point out that your second argument perfectly sums up why your first one is bad.
Nope.
SSRMs were nerfed to produce more random results.
If they were true to the source, shouldn't we be able to target specific components? If they were true to any sort of realism we should at least have most of our Streaks go for the CT. After all: It is only the biggest component on any Mech. Seems that Streaks which go out of their way to hit the tiny legs of a Spider should be able to hit an Atlas' torso with consistency, right?
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Unlike a standard SRM whose shotgun effect may result in some misses and some hits, Streak guidance gives the lighter launchers the effective average firepower of the heavier and more wasteful SRM systems, but with considerably less variation in damage effects.
As it is now in the game, the "considerably less variation in damage effects"-part seems to apply more to SRMs than to Streaks.
And again: According to the source, using Jump Jets is a tricky business and can go pretty wrong pretty quickly.. even for a non-rookie-pilot.
So in the game we have Streaks which work (a lot) less than perfect (because of game-balancing issues), but we have Jump Jets which work perfectly all the time.
Why can't both have an element of randomness? And besides: Jump Jets wouldn't have to rely on randomness to make them a bit harder to master. Simply come up with stricter limitations, like making landing from extreme heights more difficult or jumping/landing at 150 kph more difficult. Or, more simply, increase heat-generation from jump jets.
S.
Edited by 1Sascha, 11 October 2013 - 06:56 AM.
#20
Posted 11 October 2013 - 08:04 AM
Navid A1, on 11 October 2013 - 06:17 AM, said:
yes. but that was before HSR.
before HSR one could easily find the hitbox with a couple of shots... now... impossible to find... the hitbox just freaks out around the target mesh even with near zero jitter.
Honestly I've not found much of a problem to be honest. If your shot doesnt register, dont get annoyed in a match, just re-aim, take the next one. Also DONT aim for the torsos on lights, rip their legs off. Its faster and easier.
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