Dimento Graven, on 06 November 2013 - 07:29 PM, said:
Except the spider doesn't have that much armor, and by the end of the vid not much had even changed shade, yet if I'd been doing the same against a LOLcust, Raven, Commando, or any other 'mech, it'd have been dead LONG before I broke off with the spider.
So you have an easier time killing mechs that are either significantly more frail (while being about the same size), or are significantly larger and easier to hit. How does that prove that there's an actual problem with the Spider? Mechs with worse designs are easier to kill. Mechs that are larger and slower are easier to kill. The only mechs lighter than the Spider are roughly the same size, have far worse designs, and go just barely faster, if they can at all.
Dimento Graven, on 06 November 2013 - 07:29 PM, said:
Again, YMM is V'ing from MY experience. Any other small 'mech dies and dies quickly. ONLY THE SPIDER do I have to keep hitting it.
And your personal opinion is not solid evidence of a problem. That you, personally, have trouble killing Spiders does not mean they are broken. As is the entire premise of this thread, Spiders are well-designed; they are tougher than any other light because they have a vastly superior design to other lights.
Dimento Graven, on 06 November 2013 - 07:29 PM, said:
Yeah well, it sure as **** worked for PGI taking out knock downs and f'ing up the gauss real good didn't it? "Knock downs make me die easy, it must be broken." "Gauss can kill me when I stupidly walk out in the open in a straight line ignoring cover, not bothering to change direction every once in a while, it must be broken."
PGI took collisions out after the devs got stunlocked into oblivion. It was removed because the mechanic was not fun and demonstrably caused significant issues with mechs rubberbanding. And more importantly, PGI devs experienced these problems firsthand.
On the other hand, the only actual evidence of a Spider not taking damage from hits was done with SRMs, which have known issues with registering hits. Not to mention that I'm able to reproduce the same no-damage effect occasionally on the Jenner and Victor, and can consistently reproduce zero-damage SRM2 hits on the Blackjack and Dragon. I didn't bother testing more mechs because the fact that I can consistently reproduce the exact same effect on multiple mechs shows that it is not a Spider-specific issue. Victor sometimes lost damage at the joint between its right leg and CT. Jenner I did it between the left leg and CT, but it's very hard to find the location before killing it. Dragon was on the RT, near where the arm meets it. Blackjack was the top of its arms, shooting from a lower position.
SRMs have issues. The fact that the Spider is not exempt from this is not proof that the Spider is broken.
There's also a video with an AC2 that proves that damage does not always
display properly, and one with lasers that shows possibly some issue with convergence, though it only shows the perspective of the mech getting shot, so the specific problem is not really identifiable. At best, it should be experimented with to produce a repeatable procedure to get the same results. Preferably from the perspective of the shooter.
Dimento Graven, on 06 November 2013 - 07:29 PM, said:
Yeah, yeah, you can deny it all you want, you can be the Catholic Church of Spider and deny that SOB has a problem, like a SOL centric universe was denied, regardless, it's something that is an obvious issue to those who fight a LOT of different 'mechs, and who aren't Spider pilots.
You sound JUST LIKE the guys that were denying the issues with Ravens about a year ago too...
I almost never use my Spider anymore. And in every other mech I pilot, in all classes, from 20 tons to 100, Spiders do not take any less damage from actual hits than any other mech. They are harder to hit than any other mech, and they're better at spreading damage, but they do not take less damage than they should when I shoot them.
And the Raven didn't have a problem with some imaginary issue with no solid evidence. Without HSR, it was a legitimate issue to hit
any mech going 150 KPH. Raven 3L had streaks, ECM (before BAP countered it), and good hitboxes (no giant CT/tiny ST), while still going as fast as possible at the time. Raven 3L was king of the lights, and without HSR, they were basically the best mechs in the game. PGI's nerf to the leg hitboxes of all the Ravens was something no one wanted, because it didn't address the issues like ECM being overpowered, or Streaks being overpowered (always hitting CT), and needlessly nerfed the 2X and 4X, which sucked already.
The Raven 3L was one of, if not the, best mech in the game at the time. One-on-one, only an Atlas D-DC stood a significant chance, and only if they used Streaks. All lights were OP because it was nigh-impossible to hit something going 150 KPH at the time, even with lasers, and the Raven 3L had the best hardpoints and armour of the lights.
The current Spider, on the other hand, arguably has issues, but no more than most other mechs in the game. Complaining that your AC20 shot didn't register against a 100+ KPH Spider doesn't show that the Spider is broken, because nearly-stationary Atlases can suck up 3 AC20 shots to the rear CT without taking damage. Hit detection in general sucks. The only evidence of a hitbox problem with the Spider was done with a weapon that is known to have terrible hit detection by itself, and only if fired one at a time, at a very specific angle and distance.
Basically, there's no hard evidence to support a Spider-specific issue. Hit detection is bad. SRMs are especially bad. Spiders are the best design among lights, while also being among the smallest and fastest.