After countless hours of spectating, and just experimenting, I have figured out how to hit spiders and other fast light mechs.
I started noticing in spectator mode that players were aiming and leading behind any mech thats moving fast, and barely dealing any damage even while being very steady handed and well aimed, while players that I noticed shooting ahead were dealing a ton more damage.
There is a general De-sync between the models and their hitboxes going on.
This De-sync is applied to all mechs at all speeds because netcode interpolation is not going to change from mech to mech, but its only affecting faster mechs more noticably.
What I started to do, is lead all weapons far ahead of where the enemy mech actually is, and leading in the direction he's going, instead of trying so hard to lock onto the visible model dead on with my crosshairs.
After I started doing that, I started chopping down spiders and jenners pretty easily, but only with the faster variants of them do you really need to start leading them in this way.
Try it yourselves with lasers first so you can get a feel for it, but lead your shots way ahead of where your Beams are pointing, and try to adjust for what direction the enemy is traveling.
Even if it looks like you're missing, watch the damage stack up and see for yourself.
The faster a mech is moving, the farther ahead you have to lead.
It also seems like this is happening based on ping as well, so its somewhat confusing.
I also started noticing this when collisions between mechs started happening, where you could be a good distance apart, but your screen will get all wobbly and twitchy as you pass within eachother's hitboxes.
Games on Valve's source engine do a very similar thing with any hitbox vs hitbox collision, except hitscan seems to be a little better in their engine, unless its a ballistic style weapon that has to travel. Point to point weapons still have the advantage.
It is still somewhat confusing as to what is actually going on, but I'm pretty sure that some tweaking to the netcode would bring things a little closer, unless its hardcoded in the engine itself and nothing can really be done about it for these super fast lights.
Edited by Mister D, 03 February 2014 - 08:32 AM.