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When Is The Fix For Lights Coming?

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#141 ShinVector

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Posted 03 May 2014 - 02:57 AM

View PostAresye, on 03 May 2014 - 01:39 AM, said:

I've complained many times about the hit detection for lights in the past. I've seen Embers with cherry red CTs charging dual-LBX builds in a straight line and not getting killed, and I've had plenty of situations where a light would even be standing still and not take any damage from an AC-20 @ 90m.

Now that their precious lag shields have (finally) been taken away, I hope to see many more of these threads. It brings me great joy.


Waiting till Lasers HSR is fixed.. Then it will be a two way street...

#142 Soloun

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Posted 03 May 2014 - 05:30 AM

Glad to see them adjusted, they were way OP before.

#143 Wispsy

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Posted 03 May 2014 - 06:10 AM

View PostShinVector, on 03 May 2014 - 02:57 AM, said:


Waiting till Lasers HSR is fixed.. Then it will be a two way street...



This.

Biggest problem with lights right now. They have always been 1shottable. SSRMs have always wrecked them. They have always had the disadvantage fighting anything heavier that can aim.

You get around this with speed and positioning mainly. You have not that much less of an alpha and twice their speed. Only let them shoot at you when you know exactly when and where they are going to shoot so you can juke it even with hsr ideally. The problem I have found lately (other then ripping muscle in my arm and playing with a brace and zero wrist movement for 2 months) is that I am greedy. Usually this is not much of a problem, I jump in, kill the hurt mech and am gone (or killing the rest if they are also hurt). This does not happen with current laser hit registration (mine is shockingly bad, machine guns are affected in the same way). You jump in, shoot the damaged xl and...it turns a little brighter red/orange...all of a sudden the mech that would usually be dead is actually still infront of you shooting happily away, keeping you targetted etc. At this point, getting out is dangerous, you are exposing your weakest areas and the guy is so hurt already...so in this case the sensible option is to just finish the guy off and trade his life for some armour (and pray it does not take a leg or xl or something)...till it happens again...

If lasers worked properly then lights can do enough damage that it is not so terrible a tradeoff, the armour and range for speed and size. As it is, in situations that used to be pretty safe and free kills you find yourself in a terrible game of RNG that quite often might just leave a super cored enemy standing taking free shots at you as you scratch your head wondering how in the hell he is alive to shoot you.

Whereas, when I am playing my Cataphract, other then a very few select people (like 5 or 6 and only 2 of them are top light pilots) who almost every game either warp like crazy or just take zero damage from me ever, hitting lights is an easy task and I am almost always rewarded with registration these days. So as Shin said, once it is a 2 way street the only real problem with lights mechs is the pilot making risky choices. I mean to be fair you only need to shoot a Cataphract 2 or 3 times in the side torso to either kill him or take out almost all of his weapons. Outside of assaults all mechs die very quickly in this game.

#144 nimdabew

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Posted 03 May 2014 - 07:43 AM

View PostAdiuvo, on 02 May 2014 - 08:09 PM, said:

This is only a problem due to a lack of torso twisting.

Here's a match between two top teams, in a protracted 'meta' sniping fight. Nobody died until there was an actual push at the end, due to everyone knowing how to torso twist.


Also, after watching the video about a dozen times, I did see the guy that shot me. He was next to the red triangle on the hill, a Victor I think. Seeing him, I didn't do the light reverse thing but ran forward like a good 171kph commando. Still died. I know it happens, but it was one of those jaw dropping deaths that stunned me. Deaths like that are usually deaths after a successful just and I am running back towards my lines.

#145 Grouch

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Posted 03 May 2014 - 07:49 AM

View PostdJellyfish, on 01 May 2014 - 06:33 PM, said:

I'd like to see an asymmetrical game mode which places an emphasis on reconnaissance. I imagine it as requiring one team to target/tag all opposing team's mechs and/or unknown targets of opportunity (bases, resources, defenses, etc), and then make it back to a designated extraction point. The opposing team's objective would be to simply destroy the other team.before they finish. This would make lights essential and provide them a chance at their proper role: spotting and recon. It would fit in nicely with CW, and provide one way to turn a series of matches into a logical campaign with some form of entailment.


that's a nice idea :unsure:

#146 ShinVector

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Posted 03 May 2014 - 09:21 AM

View PostWispsy, on 03 May 2014 - 06:10 AM, said:

If lasers worked properly then lights can do enough damage that it is not so terrible a tradeoff, the armour and range for speed and size. As it is, in situations that used to be pretty safe and free kills you find yourself in a terrible game of RNG that quite often might just leave a super cored enemy standing taking free shots at you as you scratch your head wondering how in the hell he is alive to shoot you.



I find it strange that not more people are complaining about the lasers HSR... I get feeling they think a red crosshair just means a hit and do not realise how poor is the damage they are actually doing.

Meanwhile... I was experimenting with PPC on a Raven tonight....
Hohohohoh.... Since PPCs are ballisitics... the Hit Reg feel greats....

Sure sometimes I lose.... And the only reason I lost this one was because I was being rain on by LRMs at the same time when I am trying to take down a veteran pop tart Victor... I came really close though... And 2 Shotting Heavies in the back feel really good too... :P



Other times.. You win big... Muahahaha
Yeah... Never a dull moment stripping an Atlas. :unsure:


Edited by ShinVector, 03 May 2014 - 09:22 AM.


#147 Lightfoot

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Posted 03 May 2014 - 12:01 PM

Scout and back-up heavier mechs. No one shoots a Light when an Assault or Heavy is attacking also or if they do they won't for very long. If any mech takes on a heavier class mech they need some type of edge. Speed, range, or agility, since it's likely not firepower or armor. All too often I see Lights taking the scouting role too far into challenging a group of enemy mechs face on and then all it takes is a lucky shot or two. Just a few suggestions.





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