

So How About Them Firestarter-A's And K's?
#101
Posted 03 December 2014 - 10:54 AM
Catch a light standing still (overheated, sloppy), and they melt like butter, but when they move, this game's netcode take a fat ogre ****.
The number of times I've taken an ac40 to the chest in a firestarter and gotten away Scott free ain't because of the mech, it's speed, or it's hitboxes, it's because the game itself can't handle it.
You can do the same thing in larger mechs, too. I regularly tap away at the hoverjets on My jester while under fire, not just to spread damage, but also in the hopes that the server goes poopoo and misplaces a few of those cuac 9001's being hurled at My head from halfway across the arena.
you want lights to start taking damage like the rest of the chassis? Get on PGI's butt about Their server's performance.
#102
Posted 03 December 2014 - 11:30 AM
Kain Thul, on 03 December 2014 - 10:44 AM, said:
In what world should a 75 ton 'mech not crush a 35 ton one?
In a world where you want people to actually play 35 ton mechs? If you think you are entitled to win against a superior pilot just because you mech is heavier, balance isn't really your concern.
Quote
PGI's netcode is terrible as ever, but this thread is filled with confirmation bias. Video evidence of firestarters having statsitically significant hitreg problems compared to other mechs is one thing, unsupported complaining is another.
#103
Posted 03 December 2014 - 12:22 PM
Does a Mech moving and shooting at speeds of +145kph not wreak havoc for their hit delivery reg as well? I am pretty sure I have read of FS pilots complain about it as well.
I know it sucks, but what would suck even more would be a AC cluster that arc'd horizontally, as they artificially tracked to their target exactly, despite the speed of travel. Might as well just forgo the graphic and if it hit, subtract HP in the section. Boom done no more complaints...

#104
Posted 03 December 2014 - 12:26 PM
Almond Brown, on 03 December 2014 - 12:22 PM, said:
Does a Mech moving and shooting at speeds of +145kph not wreak havoc for their hit delivery reg as well? I am pretty sure I have read of FS pilots complain about it as well.
I know it sucks, but what would suck even more would be a AC cluster that arc'd horizontally, as they artificially tracked to their target exactly, despite the speed of travel. Might as well just forgo the graphic and if it hit, subtract HP in the section. Boom done no more complaints...

It isn't necessarily the speed. I've seen my PPCs pass through stationary or nearly stationary light 'mechs as well.
#105
Posted 03 January 2015 - 03:26 PM
#106
Posted 03 January 2015 - 04:33 PM
Torchfire, on 03 January 2015 - 03:26 PM, said:
Its ammo reliant, can overheat easily in longer battles, requires Modules to function fully, and to be fully skilled out.
My first game with a firestarter A, no skills no modules I got like 4-5 most damage kills. The things are beasts.
#107
Posted 03 January 2015 - 05:52 PM
Always a good performer for me.
#108
Posted 03 January 2015 - 06:38 PM



#110
Posted 03 January 2015 - 08:08 PM
#111
Posted 04 January 2015 - 08:22 PM

#112
Posted 04 January 2015 - 08:41 PM
#115
Posted 04 January 2015 - 08:49 PM
Brody319, on 04 January 2015 - 08:46 PM, said:
Wubshee, Wubjack, Thunderwub, any other IS mech with at least 7 energy hardpoints, etc...
Also, the IS Small Laser is barely usable still, even with quirks. You can't possibly be suggesting a nerf to it while keeping a straight face. The SPL is a very narrow niche weapon that only excels in very specific situations on very specific mechs, so it's not OP either. And the MPL, it's twice as heavy as the ML.
If you want the quirks on Firestarter's reduced a tad that's fine, but nerfing weapons that aren't OP for every IS mech is dumb. Stahp making global nerfs because of specific outliers.
Edited by FupDup, 04 January 2015 - 08:54 PM.
#116
Posted 04 January 2015 - 08:54 PM
FupDup, on 04 January 2015 - 08:49 PM, said:
Also, the IS Small Laser is borderline useless still, even with quirks. You can't possibly be suggesting a nerf to it while keeping a straight face. The SPL is a very narrow niche weapon that only excels in very specific situations on very specific mechs, so it's not OP either. And the MPL, it's twice as heavy as the ML.
If you want the quirks on Firestarter's reduced a tad that's fine, but nerfing weapons that aren't OP for every IS mech is dumb. Stahp making global nerfs because of specific outliers.
unfortunately lowering the quirks won't really work. SPLs already have a really short firing time and heat, modules will keep them OP. I played the A before and after the "quirk tweak" or nerf to it and it doesn't play any different. Also if its not OP for every mech, or used on every mech, why would it be a problem to give SPLs ghost heat penalties?
#117
Posted 04 January 2015 - 08:58 PM
Brody319, on 04 January 2015 - 08:54 PM, said:
You do know that the SPL has to directly compete with the Medium Laser for tonnage, right? Both are 1 ton and 1 slot. It looks really good on paper but you have to be in humping range to make use of it. Risk and reward, pros and cons. Basically nobody in their right mind ever used the SPL prior to its damage/heat buffs a while ago.
Brody319, on 04 January 2015 - 08:54 PM, said:
Because

#118
Posted 04 January 2015 - 09:01 PM
FupDup, on 04 January 2015 - 08:58 PM, said:
Because

Yea and the Firestarter has the speed and broken hitboxes to use that humping range weapon. also doesn't help that the only map they really suffer on is Alpine, on every other map they can zip between cover and deal massive damage.
but if we aren't giving IS SPLs ghost heat, Clan SPLs, SLs, MPLs should have their ghost heat penalties removed.
#119
Posted 04 January 2015 - 09:08 PM
Brody319, on 04 January 2015 - 09:01 PM, said:
For hitboxes, this is a player-made approximation of what they look like, supposedly updated for the most recent patch (which changed the FS9 hitboxes somehow):

http://mwomercs.com/...x-localization/
They're designed well, but I don't see what part is "broken." Note that I interpret "broken" to mean something such as an actual hole in the hitboxes where nothing registers, or a body part that registers damage to more than one limb, or the hitbox exceeding the model's physical size (i.e. Raven legs), or something else of that sort.
You're probably thinking of hit detection/registration problems rather than hit boxes. Yes, those two concepts are different, every man and his dog on this forum keeps mixing them up.
In general, the 8 SPL build is very deadly up close, but the FS9-H is the "overall" better skirmisher/harasser due to Medium Laser range (which matters a lot). This is more of a FS9-A issue rather than a SPL issue.
Brody319, on 04 January 2015 - 09:01 PM, said:
All weapons should...

Edited by FupDup, 04 January 2015 - 09:10 PM.
#120
Posted 04 January 2015 - 09:12 PM
FupDup, on 04 January 2015 - 09:08 PM, said:

They're designed well, but I don't see what part is "broken."
You're probably thinking of hit detection problems rather than hit boxes. Yes, those two concepts are different, every man and his dog on this forum keeps mixing them up.
In general, the 8 SPL build is very deadly up close, but the FS9-H is the "overall" better skirmisher/harasser due to Medium Laser range (which matters a lot).
All weapons should...

I think the hitboxes when its running or punching its JJs jumble around. I have visually seen the hit on those areas and it either registers elsewhere or not at all. which is both hitreg and hitboxes.
also unless they decide to limit the number of weapons you can fire in a given amount of time, they should stick with ghost heat but it should be equal if they want both IS and Clans to be equal. no ghost heat on an IS weapon should be the same for the clan version of that weapon.
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