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#1 xMintaka

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Posted 20 October 2013 - 12:05 AM

Hi everyone. I'm brand new to this, on about my 10th match.

Having played with all the trial Mech's bar the Atlas, I've had the most success with the Spider. Apparently my capacity to annoy carries over from life into the game!

Despite this, I consider myself more of a sniper/mid distance sort of player (well, that's what I prefer in any other game). Ideally I'd like it to be highly mobile and fairly well armed, but the well armed part is unlikely in a Light.

Which Spider variant works best for this sort of thing?
I've been looking at the 5-D because it mounts the most energy weapons.

My issue is that I struggle when I get up-close unless there's heavy support close behind. In the few times that's been the case, myself and one or two other lights have been able to wreak havoc. This is probably why the piloting the trial Centurion invariably leads to my swift exit from the game.

I also get the impression that the Spider is not very beginner friendly. Most of the guides I've checked out seem to recommend a Centurion or Hunchback as a first mech, presumably due to their (relative) survivability as well as versatility. Out of those two I'd pick the Centurion purely based on looks, but I find the speed of the Spider rather intoxicating.

Basically, would I be shooting myself in the foot by picking a Light as my first Mech?
I feel like I'd learn to be a better pilot in a shorter space of time with these things.

Finally, is it worth going for two different chassis'? As in, if I purchase a Spider and kit it out, then purchase a Centurion or something. Or should I stick with one?


Please excuse the nonsensical post and my utter noobishness :(


Edit: I should add that I'm not interested in using the absolute best possible Mech based on numbers. I've been using the Spider because it's fun and imo looks badass. Those are pretty much my only criteria. I just don't want to make an already fairly challenging game (for me, at least) so hard that it becomes frustrating.

Edited by Lunatech, 20 October 2013 - 12:10 AM.


#2 Modo44

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Posted 20 October 2013 - 12:28 AM

You can put ERPPC+SL on the Spider 5D. The trial Spider 5K already works as a sniper with its ERLL. Both will be good for sniping. I would go with the 5D to have ECM coverage (i.e. shots from nowhere). The 5V remains a joke, unless you really love jump jets.

Heavy mechs would give you easier Cbill farming, because you can put major DPS builds on them (lots of kills and damage if you are a good shot). But if you do not enjoy the trial Dragon, even a flying, fast Cataphract 3D might be boring.

#3 Mahws

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Posted 20 October 2013 - 12:34 AM

Two things you should know about picking a Spider:
1) To be really effective you'll need to get an XL255 engine. XL engines are very, very expensive. The 255 will set you back 4 million. It's a good engine to have (It's the lightest engine to not require extra external heatsinks), so you can reuse the engine for later mechs, but keep in mind that you'll be paying a lot to get a Spider decently competitive. If 4 million doesn't seem that much now, remember that for your first 25 matches you get a tonne of extra income from the cadet bonus. Later on 4 million will be about ~40 games.
2) Spiders currently have extremely wonky hit registration. Some shots pass right through (even when stationary) doing no damage, some do less damage than they should, etc. No ETA on that being fixed, so you're probably safe to buy, but keep in mind that it might not always be as easy to use as it is now. Before the hit reg issue Spiders were widely considered the second worst mech in the game.

As for whether you should get multiple mechs or stick to variants of 1, I'd advise sticking to one. You need three variants of the same mech with all Basic skills unlocked to get access to Elite level skills (speed tweak is very important and once you have all the Elite level skills unlocked it doubles the effects of the Basic skills). You need three of any of the same weight class (e.g. 1 Spider, 2 Jenners) with all elite skills unlocked to get to Master, but as that only unlocks an extra module slot it's a lot less important. Once you've got Elite unlocked you can sell 2 out of the 3 variants to free up space.

If you've got your heart set on a light mech I'd suggest the Jenner. Same speed, more armor, better firepower. Of course it'll be a little more vulnerable as it doesn't have the hit registration issues, but that'll make you a better pilot in the long run anyway.

However if you like highly mobile and long range I wouldn't recommend a light. Mediums suit that role far better. You can easily get +100kp/h in a medium and you'll be packing a lot more firepower. Lights excel more at short range dogfighting and surgical strikes, fast long range harassment is more the medium mechs field.

Before you make up your mind either way though, check out Smurfy. Click on the name of a variant you're interested in and play around in the mechlab to see what you can make with it.

Edited by Mahws, 20 October 2013 - 12:35 AM.


#4 Koniving

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Posted 20 October 2013 - 12:57 AM

Some sniping, mid-distance play with spiders. Provided to give you an idea of what you're getting into.

Spoiler


Note that similar things can be accomplished with other lights, though they aren't as affordable. The Commando series can actually perform this as well. I saw an XL 240 (max size for them) Commando with an ER PPC last night.

Edited by Koniving, 20 October 2013 - 01:10 AM.


#5 Void Angel

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Posted 20 October 2013 - 01:05 AM

Welcome! It's always good to see the game grow, and we hope you enjoy the game as much as we do.

As for your first 'mech, I wouldn't recommend the Spider. The Spider IS fun. It's also broken right now - hits on you don't always do damage like they should. Don't let that stop you from playing the 'mech if you're enjoying it, just bear that in mind when you evaluate your survivability.

However, that's not the primary reason people recommend a medium for your first Battlemech - rather, they recommend mediums because they're middle-of-the-road. The Centurion is an excellent choice for several reasons:
  • first, the chassis' weapon selection is quite versatile; every variant has either missile or ballistic hardpoints in addition to energy weapon mounts - and most have both.
  • the chassis is also extremely durable. With practice, a Centurion pilot can twist his torso, turn his feet, and even use his arms to absorb damage. A good Centurion artist can absorb a simply amazing amount of punishment while still shielding his center torso (and the two energy mounts within) from damage until the very end. For this reason, some pilots prefer to destroy one or both of a Centurion's legs while fighting it - a practice unheard of other than for killing lights.
  • finally, the Centurion can fulfill a wide variety of roles. It can be a slower platform for smashing things with an autocannon and SRMs, or swap the autocannon for a long-range energy weapon with SRMs as backup. If you're really feeling frolicsome, you can load out streaks and machineguns and go light hunting - the D variant tops out at over 130kph, and is tied for the title of second-fastest Medium chassis (and really, the Cicada doesn't count.)
Similar reasons apply to other mediums. While the individual Hunchback variants are slower and less versatile (and have that huge target hunch,) they also have many more weapon hardpoints, and are still versatile as a class. The Trebuchet is agile and has several jump jet chassis. All of this lets you try a variety of playstyles and see what you like to do. You might like Mediums, or you might want more of some specific thing. If you want more firepower, but still want some speed, go Heavy; if you value guns and toughness more than love, try an Assault 'mech. You can pick what you like most about the Medium and branch out from there.

Heavies are similar to Mediums in this regard, but will give you less mobility and more firepower. The learning curve for Heavies is a bit higher than for Mediums, simply because it takes you longer to get out of dodge once you realize you've made a mistake - but because they do more damage, you'll get more C-bills. Trust us, you'll want all you can get once your cadet bonus runs out.

In response to your final question: YES! Pick one chassis that you enjoy (the trials are great for that, now that they've started using non-stock variants) and skill it up. You really need to get all the Elite skills in your favorite variant, at least - because once you do that, all those basic bonuses double. Not to mention, Speed Tweak alone is an invaluable skill. The difference between a full Elite skillset and a chassis with no Pilot Skills is like playing a whole new 'mech. Get three variants, skill them up, and get the module slot from the Master skill - it's worth it, I promise you.

Finally, a note on light 'mechs especially. ECM is a very important piece of gear. Any mech with an Advanced Sensor Range module will be able to see you if you pop into his field of view at up to 1,000 meters. If he has a Beagle Active Probe (as nearly all light hunters do; it negates ECM if they get close enough,) he can see you out to 1,200 Meters. This means that you will take fire a lot more often if you don't have ECM to interfere with enemy sensor locks. It's not a necessity (any more,) but its utility should not be underestimated. If you go Light, learn to live without it on your first two chassis - you'll appreciate the difference when you first put it on.

PS: Bookmark this thread: Smurfy's Mech Resources. It is an invaluable resouce for evaluating new builds and purchases before you spend money on them (the Weapon Lab button in the mechlab is particularly useful.)

#6 Bront

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Posted 20 October 2013 - 06:55 AM

Welcome to the game!

Long range harrassment comes in many forms in the game, and not all of them are fast.

LRM Boating doesn't require a fast mech and allows you to fire from a distance indirrectly at your opponents. Stalkers, Catapults, Highlanders, and even one of the Jagers make for decent LRM boats. The Battlemaster 1S makes a good one as well, but isn't available outside of the Phoenix package yet. Basically, you pack lots of LRM launchers and ammo, little else (maybe TAG and/or a few other short range weapons for protection), hang back from the front lines, and rain death on your opponents. It takes more skill than it seems at first, but can be hit or miss (ECM, friendlies not targeting for you, cover, etc).

Long range fire support can be a mix of LRMs and direct fire weapons. Again, doesn't mean you need to go fast, though that can help. Can be done in a lot of mechs, ranging from the Raven to the Atlas. JJs allow you to poptart (jump up from behind cover and fire) which is a useful tactic, while other mechs can hill hump easily (Stalkers and Jagers for example), and others still can either find a nice vantage point and snipe, or simply fire from the second line. Mechs I'd recommend in this roll are the Raven (ECM on the 3L, a Balistic on one of the other variants), Stalker (lots of energy hardpoints, high mounts, and the tonnage to mount large weapons), Catapult (C1 or 2K fit this role well), Atlas, Highlander, Victor, and Cataphrat just to name a few. The Shadowhawk looks like it might fit that role as well.

My personal recomendation for a good starter mech? Cents aren't bad (I didn't like them, but they're durrable), Hunchies are slightly flawed but can be fun (never piloted personally though), the Jenner is fast and can pack a punch, and is a good light to start with, the Raven isn't bad either, though the 3L is superior to the others in most ways simply due to the ECM slot and higher max engine rating. Jagers are flexable as well, and might fit your sniper role well, but so might Cataphrats or Catapults. Spiders can be fun (I've enjoyed the trial), but they're more durrable than they should be (so are Cents, but not nearly as bad as the spider), and you could pick up a lot of bad habits. I would stay away from assaults just because they're so expensive to start with, and honestly it's easier to learn to play while moving fast than while moving slow.

#7 Koniving

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Posted 20 October 2013 - 07:28 AM

View PostMahws, on 20 October 2013 - 12:34 AM, said:

2) Spiders currently have extremely wonky hit registration. Some shots pass right through (even when stationary) doing no damage, some do less damage than they should, etc. No ETA on that being fixed, so you're probably safe to buy, but keep in mind that it might not always be as easy to use as it is now. Before the hit reg issue Spiders were widely considered the second worst mech in the game.


You're carrying AC/20s, AC/10s or PPCs, aren'tcha?

Hit detection with those guns has had problems over the past couple of months. Though supposedly they were fixed with "new ballistic code." My twin UAC/5 blackjack has no problem shooting spiders right out of the air. It's hilarious when they cartwheel on the way down and land on their cockpits.

Though I must say since the patch I haven't had any no-reg AC/20s hit my stalker, heavy metal, or new mechs in the face lately. I kind of miss it. When a guy using only AC/20s hits your stalker 7 times and not a single hit registers, it's an awesome feeling of invincibility.

#8 Roughneck45

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Posted 20 October 2013 - 09:09 AM

Start with a medium or light when you are learning the game.

They are strong enough to make an impact but forgiving enough that if you get yourself killed the team won't be boned instantly.

Hunchbacks are really great for beginners. Enough variants to use all 3 weapon types well and just a fun mech to pilot.

#9 Eaerie

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Posted 20 October 2013 - 08:20 PM

1.Make sure you pick a chassis that has 3 varients that look promicing to elite out the skills. Nothing makes a grind worse than picking a chassis and then later realizing the other varients dont have anything in common with the original choice. The K2 comes to mind right off. K2 is a good energy/ballistic platform but as you get the other varients they start moving into missle platforms. The C1 can put a couple big energy weapons in the torsos but both the A1 and C4 are heavily missle reliant.

2. Pick a chassis that isnt going to cost huge sums to outfit as you think you may like. Go to smurfy look up the chassis and varients you are thinking about. Look at the costs of gearing them as you "think" you may like. Pay particular attention to the cost of the engines, XL's are expensive. Read the forums a bit about the chassis you are considering and the builds that get posted. Do your research!

That said hunchies seem to be good solid mechs, have good loadouts, reletivly cheap to outfit and teach you some good skills for ambush, torso twisting, arm/torso targetting and how running at different speeds effects EVERYTHING you do from the speed you twist to how long it takes to get out of a bad situation. (havent played a cent yet but they would probably teach you the same things)

Or as a last resort wait for the shadowhawks!! so far all 3 varients are good solid mechs in my opinion.

#10 xMintaka

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Posted 20 October 2013 - 09:57 PM

Wow. A great wealth of inforfmation there. Thanks!

That said, I ended up going with the Spider regardless. There's been some moaning about "Spider trolls" in game chat a couple of times when I got lucky and pulled 2/300 damage rounds and was the last person standing. Will they fix the hitboxes? It does seem a touch unfair at times, I was getting wailed on by an Atlas and three supporting mech's (didn't have time to check what they were, but they were bigger than me :huh:) and it still took them a fair while to actually hit me and bring me down.

My one regret with choosing this chassis is the sodding 5V. I can't for the life of me work out how to pilot it effectively and stay alive for more than a few minutes. The only way I've lasted longer was hanging around the heavier guys, and darting out every now and then to plink away with my two PML's. The other two are a blast. I've been changing the XL255 motor between them as and when I use them, but I'm planning on getting the 285 for the 5K once I have some C-bills to spare. Still, I'm finding the 5B to be the best overall. Two set ups, one for sneaking around at long range and taking pot shots to disrupt and confuse, then closing in with a couple of ML's once backup arrives. The other is a mid to close range set up that is also heaps of fun.
Is there a decent loadout for the 5V or am I just going to have to grind a few XP at a time to get the Basics? I tried swapping a laser for a tag, but that didn't seem to help the LRM's much and I didn't notice a difference in xp or c-bill gain.

I also went back to try the Cent and Dragon trial mech's again. Predictably, I got blown to pieces rather quickly in the Centurion. Close range and slow moving don't go well when I'm at the controls. I did have an epiphany with the Dragon though. Pilot it as a bigger, slower and more powerful Spider 5B when I've got it configured as a sniper.
So, rather weirdly, I've got my heart set on a Heavy next. Preferably something that utilises mainly ballistics at first, since I've only really been using energy weapons up to now. That's a long way off though.

Eaerie, that thought crosses my mind every time one rips my mech apart. They seem very well suited to hunting lights. Far more common than the CN9-D, which I would have thought is tied best with the Cicada.

Anyway, thanks once again for your help and I look forward to seeing you all on the battlefield!
With a bit of luck, you won't see me :D

Edited by Lunatech, 20 October 2013 - 10:00 PM.


#11 Mahws

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Posted 21 October 2013 - 12:19 AM

View PostKoniving, on 20 October 2013 - 07:28 AM, said:

You're carrying AC/20s, AC/10s or PPCs, aren'tcha?

Nope, energy weapons are more my thing. I don't really have a problem with killing Spiders, hit reg on the legs is much better, so I just take them off at the knees. Occasionally I forget though and dump 3xLL into the center torso of a shut down Spider just to have him start up and walk off with no harm done.

I have 3 Spiders, all mastered. And I don't take them out anymore because there's no way when I screw up and come to a complete halt in front of three heavies that I should walk out of it with nothing more than scratched paint. I want the hit reg fixed so I can take my favorite mech out again without feeling like I'm exploiting.

Edit:
But that's a bit off topic. Happy the OP decided on Spiders, they're a fun mech, current issues aside.

Here's my Spider-5V build: SDR-5V

Use those 12 JJ to get to places you're not expected then poke at people in the back with the ERLL. Keep ducking down after each shot and chuckling to yourself as they try to find you in vain. When the fight is well and truly on run in and start using those 12JJ to fly through the fray hitting vulnerable mechs and drawing attention away from your teams bigger guns.

It's hard to be as effective as the 5D, but it can be a great deal of fun.

Edited by Mahws, 21 October 2013 - 12:24 AM.


#12 Void Angel

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Posted 21 October 2013 - 01:35 AM

View PostKoniving, on 20 October 2013 - 07:28 AM, said:

You're carrying AC/20s, AC/10s or PPCs, aren'tcha?

Or standard lasers, or pulse lasers, or LB-10x's, or SRMs. Spiders benefit from all the hit registration problems on the weapon side of things, plus overlapping hit boxes, I'm told. The theory is that the game is trying to register laser ticks on two overlapping hit boxes at once, gets confused, and ends up losing damage. Pulse lasers are less affected due to beam duration, but can still lose ticks. That's why everyone hates spiders right now - it's a lot like when the Ravens had jumbled hit boxes. The Spider's toughness against most weapon systems is often superior to much larger 'mechs. =)

#13 Void Angel

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Posted 21 October 2013 - 02:03 AM

View PostLunatech, on 20 October 2013 - 09:57 PM, said:

My one regret with choosing this chassis is the sodding 5V. I can't for the life of me work out how to pilot it effectively and stay alive for more than a few minutes. The only way I've lasted longer was hanging around the heavier guys, and darting out every now and then to plink away with my two PML's. The other two are a blast. I've been changing the XL255 motor between them as and when I use them, but I'm planning on getting the 285 for the 5K once I have some C-bills to spare. Still, I'm finding the 5B to be the best overall. Two set ups, one for sneaking around at long range and taking pot shots to disrupt and confuse, then closing in with a couple of ML's once backup arrives. The other is a mid to close range set up that is also heaps of fun.

Is there a decent loadout for the 5V or am I just going to have to grind a few XP at a time to get the Basics? I tried swapping a laser for a tag, but that didn't seem to help the LRM's much and I didn't notice a difference in xp or c-bill gain.


Yes, the Spider'***** boxes will be fixed, and the burning fire of my incandescent and hateful rage will dim. :)

As for the 5V, outfit it with either an ER Large Laser or a Large Pulse laser and harass accordingly. Given what you have, I recommend this build until you get enough for your 285XL (remember though, that the 5D ECM variant can't use the 285.) A word on the Spider - don't be too in love with your jump jets. Sure, it's fun to use them, and the ability to get up on top of things does help you out - but you do not typically want to do more than tap your jets in combat. Lights work best low to the ground, weaving in and out of cover and using terrain. I don't care if a hill is 5 feet tall - go around it, not over it. This will help a lot with getting plucked out of the air by the hammer of Thor when someone's AC/20/2ERPPC (fracking Highlanders) volley actually registers. If you tap your jets just after someone has shot at you, you can turn in the air, land and take off again (I trust you've noticed the stop when you land) before he can shoot at you again. You can also learn to tap your jets just when his guns recycle, and throw off his aim. So, even though you can put a good number of jump jets on most chassis, I recommend that your Spider builds look more like this regarding the number of jump jets involved.

PS: The key to surviving close combat with any Light is unpredictability. Never do the Newbie Circle unless breaking off will give him a zero-deflection shot at you while you run - even with another light, this is a bad idea, because it gives other enemies a predictable target to shoot your back armor away. Similarly, always fight near cover if you can, and don't come out from behind a building going in the same direction you were going when you went behind it. =)

PPS: I hate these forums' psychotic church lady word filter. I've known psychotic church ladies who were less crazy about what they considered "bad language."

#14 TheCaptainJZ

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Posted 21 October 2013 - 03:49 AM

View PostLunatech, on 20 October 2013 - 09:57 PM, said:

So, rather weirdly, I've got my heart set on a Heavy next. Preferably something that utilises mainly ballistics at first, since I've only really been using energy weapons up to now. That's a long way off though.

A jagermech is a good choice. The arm mounted ballistic slots let you fit any number of ballistic guns. It does have big side torsos so you have to watch for that.
At first I hated my Jaggermech. It turned so slowly that I was being eaten alive while being run around, but after putting in a bigger engine (which increases turn speed) and unlocking the pilot skills, and maybe getting accustomed to the chassis, it was great. I have decent k/d ratios in the three variants I purchased.

#15 Koniving

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Posted 21 October 2013 - 06:29 AM

View PostVoid Angel, on 21 October 2013 - 01:35 AM, said:

Or standard lasers, or pulse lasers, or LB-10x's, or SRMs. Spiders benefit from all the hit registration problems on the weapon side of things, plus overlapping hit boxes, I'm told. The theory is that the game is trying to register laser ticks on two overlapping hit boxes at once, gets confused, and ends up losing damage. Pulse lasers are less affected due to beam duration, but can still lose ticks. That's why everyone hates spiders right now - it's a lot like when the Ravens had jumbled hit boxes. The Spider's toughness against most weapon systems is often superior to much larger 'mechs. =)


If that were true, lasers would do no damage at all to Ravens. But they do plenty of damage. Same with Catapults. The hitboxes overlap on both of them.

Ravens had some nasty gaps in hitboxes.

But, I'm not having any trouble with twin UAC/5s, LB-10 + AC/2 (though its hard to hit them with the AC/2 aspect), medium lasers though I confess pulse lasers work best. And machine guns devastate them, which MGs are just lasers with ammo and ballistic hardpoints (hitscan, identical coding, aim at target and fire instant hit instant damage).

AC/20s, AC/10s, and PPCs on the other hand, I'll hit an Atlas or Highlander or Stalker or Battlemaster or even a damn Dragon and ...nothing. Nothing at all. Just a red flash, unblemished armor. They said they did some new code for projectile weapons. Welp. Meh.

View PostMahws, on 21 October 2013 - 12:19 AM, said:

Nope, energy weapons are more my thing. I don't really have a problem with killing Spiders, hit reg on the legs is much better, so I just take them off at the knees. Occasionally I forget though and dump 3xLL into the center torso of a shut down Spider just to have him start up and walk off with no harm done.

I have 3 Spiders, all mastered. And I don't take them out anymore because there's no way when I screw up and come to a complete halt in front of three heavies that I should walk out of it with nothing more than scratched paint. I want the hit reg fixed so I can take my favorite mech out again without feeling like I'm exploiting.

It's funny I've been saying it's easier to leg them, but Lordred swears it's impossible to leg a spider.

Just to be sure, PPCs are still ballistics. But that said, what's your ping and the ping of the target? It's always the spiders with the higher pings that give problems. Though this is true for a lot of things. It's why I like going after guys with high ping and AC/20s. None of their shots work the instant you turn on a flamer. Slow connection + graphical lag (flamers) = unable to do jack!

At some point, try pulse lasers. Any regular lasers requires a full second to do real damage and most people just kind of do this with their laser trying to hit a moving target.
\
-
\
/
\
/
---

And can't understand why trying to use their laser like a sword doesn't work.

But. Triple LPL usually spells instantly legged spider or instantly dead spider if it's not moving top speed.

That said, SRMs + anything fast = worthless, the hit detection's been rather awful. On the plus side, a locust with 4 SRM-2s can devastate an assault that's occupied with someone else. Lordred got 5 kills with a Locust. o.o; Imagine that. It's worth something.

-----------

Far as being able to kill Spiders.
Before HSR when Spiders were first release -- note that their hitboxes have never changed. Ever. Killing them with a slow AC/20 Raven.

As a spider.
When they began, spiders were so easy to hit and useless in fast-paced combat that it wasn't a good idea to play as a light. They'd get butchered by Ravens, SRMs and Streaks (since back then they still did about 17 damage per missile due to splash). Since the game's simulation speed picked up, HSR got kicked in, and without a single change to them spiders became nearly invincible in the eyes of some. These are the same people who fail to notice when twin AC/20s do no damage at all against a stationary Atlas about 5% of the time when one or the other has a ping over 120.

#16 Void Angel

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Posted 21 October 2013 - 12:40 PM

View PostKoniving, on 21 October 2013 - 06:29 AM, said:


If that were true, lasers would do no damage at all to Ravens. But they do plenty of damage. Same with Catapults. The hitboxes overlap on both of them.

Ravens had some nasty gaps in hitboxes.

But, I'm not having any trouble with twin UAC/5s, LB-10 + AC/2 (though its hard to hit them with the AC/2 aspect), medium lasers though I confess pulse lasers work best. And machine guns devastate them, which MGs are just lasers with ammo and ballistic hardpoints (hitscan, identical coding, aim at target and fire instant hit instant damage).

Eh, I don't know about that; just yesterday, I shot a stationary Commando with an MPL, LB 10-X, and two SRM6s in the back the with my Shadow Hawk. His armor was stripped, and some of his structure turned yellow. I followed this up with three or four direct hits with the LB-10X to the back as he gave me zero-deflection shots on his rear armor while running around trying to kill my teammate. Sure, the Commando is a small target, but the initial volley stripped his back armor, yet multiple LB-X, SRM, and MPL shots to the rear didn't bring him down. Ditto with Spiders who like to hammer on their jump jets and waft lazily upward in my line of fire. I've put 6 Medium Lasers, a Large Laser, and multiple UAC/5 rounds into the pretty jump jet lights of fleeing Spiders and simply not inflicted all the damage I put on target. Other times, it's BAM! and they tumble satisfyingly to earth.

The overlapping hit boxes theory doesn't mean that hitscan weapons won't deal damage at all - it just means that the damage spreads too much, and that some of the ticks get lost in the confusion.

#17 Koniving

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Posted 21 October 2013 - 01:21 PM

Welcome to the club. But you notice, no one has ever complained about commando hit boxes? In fact the rear CT is quite huge, and there isn't any overlapping either. But you still couldn't hit or hurt him. The sad thing is I've started having this issue against a Jager. My AC/2 and AC/10 combo wasn't hurting him. It's a problem indeed, and it's happening on mechs it's never happened to before.

#18 Void Angel

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Posted 21 October 2013 - 02:23 PM

People don't complain about Commando hit boxes specifically because that's just the general hit registration - Spiders have additional problems. It seems like the smaller a 'mech is, and the more projectiles are hitting it at once, the more pronounced the registration issues are.

#19 Alaskan Nobody

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Posted 21 October 2013 - 04:33 PM

View PostVoid Angel, on 21 October 2013 - 02:23 PM, said:

It seems like the smaller a 'mech is, and the more projectiles are hitting it at once, the more pronounced the registration issues are.


I wish... then my locust would not die near so easily....

#20 Void Angel

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Posted 21 October 2013 - 05:02 PM

They just need to fix its falling damage, really. I think they need to lower Streak damage a bit as well, but I can work around Streaks by themselves.





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