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Light Balance And Firing The Hole Pgi-Light-Programers


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#21 Willard Phule

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Posted 11 February 2014 - 07:48 AM

View PostMercules, on 07 February 2014 - 09:11 AM, said:



I'm assuming it is probably the former. Seems like English is not the first language of the OP leading me to believe they probably live very far from the servers in Canada. It's not the code, it's the Internet. Hit Detection seems to work fairly well when everyone's ping is under 60.


Unless, of course, the guy with the high ping is piloting a Spider.....then the Spider benefits not only from completely borked hitboxes, it also gains several hundred tons of lag armor AND the ability to rubber band all over creation so much that the HSR just throws it's hands in the air and says "Oh, I give up."

#22 Stelar 7

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Posted 11 February 2014 - 08:02 AM

View PostSeelenlos, on 11 February 2014 - 03:25 AM, said:

Because the wheel on that netcode has been developed before, if some one KNOWS that his code is not that good after many retries, the only way is to take it from someone else who is willing to give or sell it and you are done ...

That's what i always say to our admins and developers, but as a supporter you always are wrong, till the project are dead, then all start over again, like the last one ...

Experince...


LOL no. Experience is not the synonym for rigid, mental gridlock. You believe you have _the_ solution and will accept no other answer. The word you are looking for is arrogance.

#23 stjobe

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Posted 11 February 2014 - 08:18 AM

View PostSeelenlos, on 07 February 2014 - 01:03 AM, said:

You know that in Tabletop a light Mechs had more squares to stop or turn?

No, no, no. Tabletop used hexes, not squares :)

Seriously though, a light didn't need more hexes to stop or turn than an assault.

View PostSeelenlos, on 07 February 2014 - 01:03 AM, said:

NO, NOTHING anyone says can change my opinion on this matter.

Well, why did you put your mental diarrhoea on a discussion forum then? Why not just send it in an email to the devs? support@mwomercs.com would be a good address to try.

View PostSeelenlos, on 07 February 2014 - 01:03 AM, said:

I think you haved programed that for lights because you kiddies all play scouts...

Yes, everyone knows that the sign of a real grown-up man is the weight class of the fantasy robot he plays in a science-fiction online game about stompy robots on far-away planets in a make-believe universe. And you only graduate to heavier 'mechs as you grow older.

Yep. Listen to this guy, folks, he's on to something here :P

#24 Trauglodyte

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Posted 11 February 2014 - 09:18 AM

Hit registery and bad hit boxes. PGI unleashed the Spider 2.0 (ie, Ember) and it suffers from the same "pre-fix" issues. But all mechs can have this issue depending on lag and such.

#25 Bagheera

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Posted 11 February 2014 - 09:31 AM

So, let me get this right. If Team A is heavier than Team B, then Team A always wins - because that's what matchmaker threads tell us. Yet lights are somehow indestructible OP beasts. This does not compute. Last time I dropped a few matches I had a win where we had 0 lights to the enemy's 5+ and a completely converse win where we had 6 lights and completely dominated a much heavier team.

Normally I'd be all "Hey guy, here's some ideas that might help you," but since you've already made up your mind, here, have this instead.

Posted Image

#26 Seelenlos

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Posted 11 February 2014 - 10:00 AM

I like your posts, but you didn't read the first situation i wrote:

The Light was stopped and made micro moves! I have a constant ping off 116 ms from Germany.

I hit him and the others with AC 20 two times middle in the Torso. Most Mechs I shoot like this are history, but not a light.

So you can throw many critisim on me (most are also right) but still no one can describe this situation.

So my resolution is netcode, and there are faster games in Beta with better netcode and hit registration.

But please, it is also your right to ignore too :)

#27 Helmer

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Posted 11 February 2014 - 10:16 AM

Recently Matthew Craig, Technical director, indicated that PGI looked into registration issues and admitted it was not where they wanted it to be here.

"There was investigation into SRM hit registration done a while ago, we agree that SRM hit registration along with hit registration in general needs more work. I just don't know when that work will be scheduled at this time."

A few days later he posted that he was trying to adjust their schedule in order to look into hit registration issues here

"We've looked at the telemetry and nothing is noticeably changed with hit registration from pre patch. As discussed we'll be trying to adjust our internal schedule to get some more time to investigate these issues as soon as possible."


In a semi related note , if your reticule is turning red it indicates that the server saw a hit and should have registered it.



Cheers.

#28 Mercules

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Posted 11 February 2014 - 10:21 AM

View PostSeelenlos, on 11 February 2014 - 10:00 AM, said:

The Light was stopped and made micro moves! I have a constant ping off 116 ms from Germany.

I hit him and the others with AC 20 two times middle in the Torso. Most Mechs I shoot like this are history, but not a light.


I fail to see how it being a Light is relevant to the fact that you ping/latency and HSR made it so you couldn't hit a mech. Unless it was a Spider which has messed up hitboxes. If it was a Spider you need to not lump ALL Lights into the same boat not all of them have messed up hitboxes.

This is also not a problem with LIGHT MECHS, it is a HSR and netcode issue. Stop trying to penalize Lights for something that is not their issue.

#29 PropagandaWar

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Posted 11 February 2014 - 10:27 AM

View PostAsmudius Heng, on 07 February 2014 - 03:08 AM, said:

As much as i would like lights to be better pilots and not rely just on breakneck speed and netcode to live, the way the game is designed lights need to be viable when pitted against assaults at least somewhat because of the way people can choose mechs to bring to the field.

If you went full on Battletech no one would drive a light they would be torn to shreds so quickly.

What is needed is collisions and better collision damage ... not knockdowns.

A light going 150 into a WALL should cause damage to itself and its throttle should go to 0 - same with any other mech in fact. Make piloting a skill that is needed to navigate the maps then we will see more skill that full throttle aim and fire - not that there is no skill to that either but i would love to see piloting brought to the fore as a skill.

Light not taking damage that is just netcode mostly - taks streaks and eat them for breakfast :)


Your Fraggin High! Knockdowns need to be back in this game. Yeah Im cool with it being a module and one you have to set as a button that gives you a charge feature in which you cant fire your weapons for better stability or some such. But it should be in. Accidental knockdowns should be based off of speed and tonnage vs tonnage. DFA should be an automatic as its hard as hell usually. But no sorry knockdowns need to come back. They add a lot of flavor to the game.

#30 Fang01

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Posted 11 February 2014 - 10:45 AM

View PostDaZur, on 07 February 2014 - 09:23 AM, said:

Hole?

I'm done listening to the lights are indestructible diatribes. :wub:

Clearly there is occasion where hit registry malfunctions... Never going to say it's not valid issue.

That said... I've watch enough piss-poor targeting and listen/read the cries of indignation that the lights are broken and hitreg sucks... while watching copious percentages of these players shots at worse do little but miss completely and at best are glancing blows with energy weapons that might deal 1/4th of their damage potential.

A lot of players grossly over estimate how many of their shots actually connect with any veracity...

THANK YOU

View PostJoseph Mallan, on 07 February 2014 - 09:37 AM, said:

Picture if you will, a platoon of Marines hiking across the hills an valleys of South Korea at night. Attempting to maintain tactical silence as they travel to the known location of the headquarters platoon. Word is whispered from man to man. The word is "hole". One strapping young Grunt, turns to pass the word. Says "Hole" and immediately drops waist deep in a fighting hole! He looks up, shock on his face, and without missing a beat adds, "And it deep!" :P

I... was that Grunt! :wacko:

Thank you for the flashback! :)

Always nice seeing more vets on. Is murphys all vets or do you just have a bunch like c4? Had a nice match with scout last night

#31 xe N on

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Posted 11 February 2014 - 10:54 AM

I play from Germany too and have no problem with a 150 ping to hit lights.

#32 Tombstoner

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Posted 11 February 2014 - 11:00 AM

I though i was bad at posting topics. now i just wish i could have that 60 seconds back.

#33 Osric Lancaster

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Posted 11 February 2014 - 11:06 AM

View PostSeelenlos, on 07 February 2014 - 01:03 AM, said:

You know that in Tabletop a light Mechs had more squares to stop or turn?


Except . . . you're wrong.

Edited by Osric Lancaster, 11 February 2014 - 11:12 AM.


#34 Paewen

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Posted 11 February 2014 - 11:19 AM

We all know there are hit reg issues. You just need to deal with it. Generally, I don't have a problem with lights in my AC-40 mechs (unless it's a spider). This issue has nothing to do with light balance.

Firing the whole light programming team is pretty moronic. That wouldn't solve the problem.

If it bothers you that much that your shots missed, maybe this game isn't for you.

#35 Khobai

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Posted 11 February 2014 - 11:24 AM

problem is no respawns

light mechs cant die as fast as in tabletop because they simply wouldnt be fun to play. but respawns would completely change that by not making it as punishing to play a light.

#36 Nik Van Rhijn

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Posted 11 February 2014 - 11:27 AM

View PostKiiyor, on 07 February 2014 - 01:33 AM, said:

Nah.

Lights are barely viable as it is. Lights are mostly intended to counter ludicrously overgunned and under-engined assaults, but can still be one shot, quite easily actually. HSR has balanced hits fairly well, though some hitboxes could do with some work. IMHO, lights require the most skill and dedication for the least reward.

Also, throwing real life physics at battletech physics is futile. They don't mix. They're T-Stoff and C-Stoff.

Ever tried playing most mediums?

#37 poopenshire

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Posted 11 February 2014 - 11:38 AM

Gonna comment here on my experience as a new player (just over a month playing).

I have only ever used Trial Mechs to this point (waiting for my Clan Mechs). I have tried the different sizes but find the Champion Spider to be the most fun. Yes I have been playing the scouting role even so far as to get to the target point fast and report back what I see or just hold on till help arrives. I find the Champion Spider to be a fun mech to play. You just have to know how to play it. When I get frustrated and bullrush an Atlas, yeah I die in a few seconds. Or when I charge up a hill surrounded by the opposing team, I get plastered. I found with the speed and jump jets that pop-tarting can be fun and benefit your team. My best match I had 9 assists, 1 kill, and about 325 damage. I know my "kill" was a lucky last shot but still. Not everyone is gun-ho shoot'em up kinda guy. I know a few times recently I was annoying the heck out of some guys by pop-tarting and hitting their big guns from behind and on the sides, but guess what, thats what light mechs do.

Like I said I am fairly new but I am happy to get between 225 and 295 Damage per match (when I don't go crazy). I will rarely get a kill but more often i get minimally 5 assists and 4 spotting assists. I mean how much damage does one expect a scout mech to produce. That's why you have pilots who specialize in that.

#38 Seelenlos

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Posted 11 February 2014 - 12:06 PM

Ok, let's break it here.
I thank you for your opinions on that.
We can only wait and see, how they see it or change it.

Thx all.

Regards

#39 Mordin Ashe

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Posted 11 February 2014 - 12:11 PM

Right now lights are viable partialy because of very bad hit detection. Once that gets fixed, should that ever happen, they will need rebalancing and minor boosts. Right now though, many Embers are close to invincible, and they're not the only ones.

#40 Mcgral18

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Posted 11 February 2014 - 12:39 PM

View PostMordin Ashe, on 11 February 2014 - 12:11 PM, said:

Right now lights are viable partialy because of very bad hit detection. Once that gets fixed, should that ever happen, they will need rebalancing and minor boosts. Right now though, many Embers are close to invincible, and they're not the only ones.


They all seem to die just fine...heck, last week I managed to shoot a pair out of mid air with an AC20.

Perhaps it's your connection, since mine for the most part stays consistent from the 16-40 range. HSR doesn't like jittery ping.



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