Do Away With Front/rear Armor
#1
Posted 21 April 2014 - 09:47 PM
Do away with front and rear armor, make it one figure that is affected by both. Still have Side/Center Torsos, but now no armor split between the front and back.
Why?
1) Simplicity.
2) Hit registration has been borked anyways from the very beginning. How many have noticed hits to the back registering on the front or vice versa?
Why not?
1) LORE!
2) MOAR LORE!
Thoughts?
#2
Posted 21 April 2014 - 09:51 PM
#3
Posted 21 April 2014 - 10:05 PM
#6
Posted 21 April 2014 - 10:09 PM
#7
Posted 21 April 2014 - 10:10 PM
Hit detection issues are borked because mechs are too fast for the netcode to handle the HSR demands at high speed. That and too many explosion calls in a single frame causing the game to queue the left over explosions in sequential frames where the target has moved. (Easy fix for this, have missiles fire in streams instead of all at once).
Of course, an also easy fix is to stop pushing mechs to obscene speeds that the mechs were not meant to do and instead use other things such as shifting weapon designs from instant damage to DPS designs to balance it out while working within the netcode limitations.
#8
Posted 21 April 2014 - 10:14 PM
Koniving, on 21 April 2014 - 10:10 PM, said:
Hit detection issues are borked because mechs are too fast for the netcode to handle the HSR demands at high speed. That and too many explosion calls in a single frame causing the game to queue the left over explosions in sequential frames where the target has moved. (Easy fix for this, have missiles fire in streams instead of all at once).
Of course, an also easy fix is to stop pushing mechs to obscene speeds that the mechs were not meant to do and instead use other things such as shifting weapon designs from instant damage to DPS designs to balance it out while working within the netcode limitations.
I'm pretty sure my atlas and the enemy atlas weren't traveling at break-neck speeds.....
#10
Posted 21 April 2014 - 10:36 PM
#11
Posted 21 April 2014 - 10:40 PM
It means getting behind someone gives you an advantage. (if they dont use 50/50 armor spread.......and who does that ?
It means getting there is worth it. (more than just not taking fire from the target yourself.)
I've had plenty of games where me and someone else have snuck behind multiple atlas's and knocked them both out in seconds before they knew wtf was going on.... I'd hate to have this taken away.....
#12
Posted 21 April 2014 - 10:41 PM
As for the buggy hit registration transferring hits to the rear, the upcoming explosion fix should remove most of those cases. There could well be lingering HSR issues that could result in rear armor hits from the front, but most of what I see is when a volley of missiles explode in waves and some of them blow behind the target instead of where they should be. That should no longer happen once the 29th patch goes live.
#13
Posted 21 April 2014 - 10:55 PM
Levi Porphyrogenitus, on 21 April 2014 - 10:41 PM, said:
As for the buggy hit registration transferring hits to the rear, the upcoming explosion fix should remove most of those cases. There could well be lingering HSR issues that could result in rear armor hits from the front, but most of what I see is when a volley of missiles explode in waves and some of them blow behind the target instead of where they should be. That should no longer happen once the 29th patch goes live.
All the times I've noticed it, as in known for sure that a hit on one side was applied to the other, it was a high velocity, non-explosive such as PPC or Gauss.
#14
Posted 21 April 2014 - 10:58 PM
OneEyed Jack, on 21 April 2014 - 10:55 PM, said:
I know they were doing that a few months back (or more), but I haven't seen much of it recently. I do recall having seen SRMs specifically blast the front, then the rear, and then the rock behind an assault I was shooting at this past weekend (I think I was in a Centurion, but I'm not entirely sure). The same behavior happened a few different times.
#15
Posted 21 April 2014 - 10:59 PM
Those hits to the front armor from the back that magically hit the front are shots that missed the rear armor weakpoints entirely and hit the side of the front hitboxes.
I cant think of a single time my rear armor has ever been hit from the front.
Koniving, on 21 April 2014 - 10:10 PM, said:
Edited by sgt kiesel, 21 April 2014 - 11:01 PM.
#16
Posted 21 April 2014 - 11:08 PM
sgt kiesel, on 21 April 2014 - 10:59 PM, said:
I can. I can clearly recall one incident in which a rather long-range Gauss shot struck me square in the front CT on an Atlas. I saw exactly where it came from and watched it streak toward me until it disappeared just below my cockpit, then impacted. It was the very first hit I took. I had never to that point had my back pointed even vaguely toward the origin of the shot, since it was near the beginning of the match and I'd been moving forward. Every bit of the damage was applied to my Rear CT. Rather upsetting, considering the difference in armor.
There have been others that I noticed, but that's the one that sticks out most in my mind.
#17
Posted 21 April 2014 - 11:14 PM
1) It reduces the skill differential between a bad, decent, and great player.
2) Hit registration being bad is a reason to complain to PGI, not to destroy other game mechanics.
The 'fix' is simple and requires zero coding:
Whine to PGI. In the meantime:
1) Learn to guard your back; or
2) Allocate more armour there, and learn to avoid facetanking the enemy team with your weakened front armour.
I have occasionally piloted 'Mechs with 1 point of armour on the rear torsos - to good effect. The better you get at protecting your rear, the more armour you can dedicate to facetanking your foes. (Of course, the better you get at flanking, setting up x:1 engagements in your favour etc, the less facetanking you will need to do in the first place.)
A short guide for armour allocation: every time you die to a rear torso shot while you still have front armour, add 1 point of armour to that rear torso (do both in the case of side torsos). Every time you die to a front shot while still having rear armour, add 1 point of armour to the front. Eventually you should get to a point where you are vacillating in a 3 point range or so, and then you can stop tinkering and be confident that for your play style you have the right armour allocation.
I anticipate this perspective will bring retorts of 'better armour allocation cannot fix gauss shots magicking through my 'Mech!' which is true. But I repeat that such is a problem for PGI to fix at their end, not a fundamental flaw in game mechanics.
#18
Posted 21 April 2014 - 11:19 PM
Oh, and Hawken has 1 hit location with all your hit points so what you are suggesting basically already exists in another game.
#19
Posted 22 April 2014 - 01:05 AM
Quote
DON'T GIVE THEM BAD IDEAS!!! WE HAVE ENOUGH OF THOSE!!!
:/
Edited by ArmandTulsen, 22 April 2014 - 01:05 AM.
#20
Posted 22 April 2014 - 02:10 AM
Corwin Vickers, on 21 April 2014 - 11:19 PM, said:
Oh, and Hawken has 1 hit location with all your hit points so what you are suggesting basically already exists in another game.
Agreed, 'Mechs have odd hitboxes, especially on extended limbs, that trigger rear hits. Technically they ARE rear hits, but the damage HUD sorta implicates a rear hit HAS to be a direct hit from the rear, when in reality it's only designating a separate armour section situated opposite to the main body of armour.
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