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Light Mechs


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#1 BabyExtasy

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Posted 30 January 2014 - 06:31 AM

hi all
from the beginning on...i am ******* pissed so pls dont be mad reading this post here.

i wrote a ticket to the support. only answer i got: write in forum (great support btw ;) )
the great support says, that the devs will read the forum so i hope they will read this here. and i require a answer from the devs to this post

so here i am.

can u tell me why the **** a light mech can tank 20 shots from my ER PPC?
these light mechs are way too overpowerd.
a light should be a light and not an assault who can run 150 km/h
its hard enough to hit them, when u finally hit him, he keeps on running.
u hit him more and more...not even the armor falls off.
the armor of a light should fall off after max 3-5 hits. and not after 30-50

just 10 minutes ago

i was standing in second line with my stalker (2x ER PPC) i know that the dmg goes down if the target is far away. the spider took 5 shots from me in the legs from a distance of 1200 meter...
5 shots = 10 hits.
1200 meter means a damage drop from 3-5
means he should have taken a damage from minimum 30-50 in the legs...nothing happens

later on 2 atlas and me fired on him....he keeps on running. distance here...100 meter

these lights **** me off and the devs should finally nerf them.
( and dear devs, i know why the lights are so OP, coz u play them yourselfs, but only that u have fun playing its unfair to build such OP mechs)

greetz ;)

#2 Curccu

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Posted 30 January 2014 - 06:40 AM

Suggestion: try to hit same location more, they will die faster. Spiders max armor is 175, that is 17,5 hits already and then internals which are ~½ of that 175.
also 28 armor each leg and takes total 42 damage to destroy that leg.

for comparison leg of Atlas requires 126 damage to be destroyed so it's not same

#3 Artgathan

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Posted 30 January 2014 - 06:45 AM

There are issues with hit-detection in the game, especially noticeable on smaller mechs.

#4 BabyExtasy

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Posted 30 January 2014 - 01:11 PM

in my oppinion a light should be a light, scout, tag, machine gun. nothing more.
i just saw a Raven with AC 20
i saw a raven with 3 med laser and a ER PPC

WHY THE HELL CAN LIGH MECHS FIT SUCH WEAPONS???? UNBALANCE OF DOOOOOOOM

#5 Biglead

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Posted 30 January 2014 - 01:16 PM

View PostArtgathan, on 30 January 2014 - 06:45 AM, said:

There are issues with hit-detection in the game, especially noticeable on smaller mechs.


Pretty much this. Hit registration is still a work in progress.

#6 Mechteric

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Posted 30 January 2014 - 01:18 PM

View PostBabyExtasy, on 30 January 2014 - 01:11 PM, said:

in my oppinion a light should be a light, scout, tag, machine gun. nothing more.
i just saw a Raven with AC 20
i saw a raven with 3 med laser and a ER PPC

WHY THE HELL CAN LIGH MECHS FIT SUCH WEAPONS???? UNBALANCE OF DOOOOOOOM


A raven with an AC20 is a troll mech, they are too slow to be effective at anything.

1 PPC and 3 medium lasers is only 10 tons of weapons. 35 tonners in battletech have enough room to mount this.

How about you try running around in a light mech for a change and see how it is from the other side instead of complaining

Edited by CapperDeluxe, 30 January 2014 - 01:19 PM.


#7 Amsro

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Posted 02 February 2014 - 08:41 AM

http://mwomercs.com/...94-light-mechs/

2 is better then 1

Posted Image

#8 Dan Nashe

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Posted 02 February 2014 - 09:46 AM

Light mechs are easier to hit when you've been drinking less?

Although maybe he just meant "angry." The description of OPs mental state has more than one meaning. :-)

But yeah, there are hit registration issues. That said, there are fewer hit registration issues than some people think, but I agree that ERPPCs have a tendency to appear to hit, blink red on your hud, and then the spider now has yellow armor :-p.

I also think my crosshairs are now turning red to confirm that I successfully hit the ground. I keep seeing shots hit the ridge right in front of me, but then the crosshairs turn red ;-). I'm suspicious.

#9 Zerberus

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Posted 02 February 2014 - 10:02 AM

From the way you post, it`s instantly obvious why support sent you to the forums instead of trying to attempt to sedate you via e-mail. Even now, assumingly after a 2 minute period to "cool down" before posting here, you are unnecessarily aggressive, argumentative, and insulting towards both the developers and the intelligence of the community as a whole.

You appear to honestly believe that you, after under a week of play, are already so überskilled and masterful of all weight classes and weapons that you can pass proper judgment on an enbtire class of mechs, even though that judgment is entirely contrary to the opinion of literally thousands of other players. And in the process, you display an unfathomable lack of understanding of bacis game mechanics and "the reason we play this game", as well as no intent to learn oor understand them whatsoever.

But you are, of course, the only one that is correct. Even though some of us have been enveloped in the BT IP since you were likely still swimming around in a rubber baggie...


TLDR: Until you actually try to understand the game instead of outright judging it solely based on your severely limited experience and knowledge of it, you are not worth support`s time, or ours, for that matter.

They saw your mail as exactly what it and this thread are, an entitled whine based on a severe lack of ingame experience, and appropriately decided not to waste company money on it more than necessary.

Edited by Zerberus, 02 February 2014 - 10:03 AM.


#10 applor

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Posted 27 February 2014 - 04:06 AM

My fang just got locked into 1vs1 combat with a firestarter. I did over 300 damage but he won of course.
Light mechs are just too strong It's like there Is code hidden I the game that reads 'damage vs lights reduced by 80%'

#11 Randalf Yorgen

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Posted 27 February 2014 - 06:11 AM

View PostBabyExtasy, on 30 January 2014 - 06:31 AM, said:

hi all
from the beginning on...i am ******* pissed so pls dont be mad reading this post here.

i wrote a ticket to the support. only answer i got: write in forum (great support btw :( )
the great support says, that the devs will read the forum so i hope they will read this here. and i require a answer from the devs to this post

so here i am.

can u tell me why the **** a light mech can tank 20 shots from my ER PPC?
these light mechs are way too overpowerd.
a light should be a light and not an assault who can run 150 km/h
its hard enough to hit them, when u finally hit him, he keeps on running.
u hit him more and more...not even the armor falls off.
the armor of a light should fall off after max 3-5 hits. and not after 30-50

just 10 minutes ago

i was standing in second line with my stalker (2x ER PPC) i know that the dmg goes down if the target is far away. the spider took 5 shots from me in the legs from a distance of 1200 meter...
5 shots = 10 hits.
1200 meter means a damage drop from 3-5
means he should have taken a damage from minimum 30-50 in the legs...nothing happens

later on 2 atlas and me fired on him....he keeps on running. distance here...100 meter

these lights **** me off and the devs should finally nerf them.
( and dear devs, i know why the lights are so OP, coz u play them yourselfs, but only that u have fun playing its unfair to build such OP mechs)

greetz :angry:


1. time of day? as in what was your ping and what was his?
2. at 1200m were you standing on top of a hill looking down on him standing still on top of another hill?

I'm not being a smart ash, hear me out. if you had a ping of 75 and he had a ping of 75 then you have a combined ping of 150 and this is where the first hints of the lag shield start to show up.

Think about the invisible walls that still exist in the game, trying to shoot over rocks at a target that is clear in your sights but when you shoot the weapon hits an invisible wall. This can happen even if you take that extra step out of cover to make sure that your weapons are free and clear of the rock/crate/do-dad.

Some of the map construction has been very sloppy in MW:O. they obviously built the maps on different computers and then tried to patch them all together but they didn't trim the artistic work right back to the edges, they just used an expanded square and dragged and dropped the piece of map into location. They did this in layers and somewhere deep in the layers there is the sloppiness that blocks the shots. I used to build maps for Star Craft and there are times when if you don't get the layers just right you will have nothing but problems with the map. I believe that this is what happened here.

Back on topic, even if the target was standing still, if there was anything (rocks, crates, etc) along the line of sight then there is a chance that your shots were expending themselves on those and not actually reaching the target.

As for the 100m battle, I have observed many fights where an assault is battling a light and one thing that I see a lot of is a lack of skill at close in combat. I'm not attacking you or putting you down it just that if you don't do a lot of it then you just aren't good at it. The matches I've watched the pilot of the heavier mech is twisting trying to get the light in his sights but just can't get the circle over the target because it's too fast in the death spiral. The pilot still fires even though he is trailing the target by a large margin so very little if any of his shots actually connect with the target.

When I fly my light, yes fly not pilot, and I find myself with two slow enemy mechs in close proximity I will start to do a weave in and out from both of them as close as I can. If I can keep one of them between me and the the other mech (using it for a shield) I will. Quite a few times one of the enemy mechs has legged/limbed his team mate while he was trying to get me which gives me an opening to escape because lets face it, with two assaults gunning for you opening up the distance and showing your back is one of the fastest ways to die from an assault

Some people have already mentioned Hit Detection, I'm still not convinced that this plays as big a roll in what's going on in the battles as they would have you believe. I think it's part of the problem but it's more like an ant hill than The Rock of Gibralter that they would have you believe. If the other issues that I mentioned here were resolved then I don't think people would be complaining about hit detection like they are today.

#12 CDLord HHGD

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Posted 27 February 2014 - 08:41 AM

Try to not be so combative in your posts... You catch more flies with honey than with vinegar...

What is your ping and average FPS? What was the Spider's ping? Let's get technical.... There is an on-going hit detection issue that they are continuously working out. If you think it's bad now, you should have been around ~8 months ago.... :D

#13 Levi Porphyrogenitus

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Posted 27 February 2014 - 09:44 AM

If your target is around the 100m mark and you're using PPCs, be aware that if he dips under 90m you start doing no damage. Any light with brains when maneuvering around PPC-armed hostiles wll be using that minimum range to full effect.

Speaking more broadly, sometimes it looks like you hit in the heat of the moment but you really had a very near miss (especially bad for weapons with explosive impact effects). Sometimes HSR fails and what should be a clean hit either does partial damage (no idea why this happens) or no damage at all.

In general, Spiders are the most affected by HSR and near-miss issues. They're super skinny and they move super fast, and something about them just doesn't like to behave with hit registration. They're not nearly as broken as they once were, but they can still be very frustrating to try to kill.





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