

Firestarters Are Completely Op
#141
Posted 16 November 2014 - 10:39 AM
I seriously dread seeing firestarters when I'm alone more then anything unless I run with a high damage ballistics build. They shrug off everything else.
#143
Posted 16 November 2014 - 10:50 AM
Hades Trooper, on 16 November 2014 - 10:24 AM, said:
why did a legged firestarter not take damage while standing still?
95% of the time its a hud problem. Watch the percentage of armor on the mech. This is what i see when i record most my matches and go back and see what happen.
#144
Posted 16 November 2014 - 11:07 AM
#148
Posted 16 November 2014 - 12:08 PM
Roland, on 16 November 2014 - 11:07 AM, said:
He's from New South Wales so yes, he's from Australia.
I hate to say it OP... but your troubles with the Firestarter are 100% from lag. Your connection to PGI's servers are making your shots miss.
Decent players with average latency take legs off lights without much trouble anymore. Lag however makes that far more difficult.
Edited by Greenjulius, 16 November 2014 - 12:08 PM.
#149
Posted 16 November 2014 - 12:15 PM
Hades Trooper, on 15 November 2014 - 08:59 PM, said:
As someone who has just moved beyond being a half wit, I can assure you that my 0 kills 39 damage games prove that can't be further from the truth.
#150
Posted 16 November 2014 - 01:10 PM
Greenjulius, on 16 November 2014 - 12:08 PM, said:
I hate to say it OP... but your troubles with the Firestarter are 100% from lag. Your connection to PGI's servers are making your shots miss.
Decent players with average latency take legs off lights without much trouble anymore. Lag however makes that far more difficult.
I'm further from Ye Olde Canadia than Hades, and I only have trouble hitting lights in very specific circumstances (high speed, moving laterally). I might be spoiled though, as I remember having to lead lights by 1-4 mech lengths pre HSR.
I've heard from some fellow 'Straylians that ping jitter has been an issue on certain ISP's after the game moved to the new data center (Telstra especially). These players seem to have had a ping increase of 20-30 also, whereas mine has dropped by the same amount.
Also, anecdotally, players seem to have absolutely no issues in punching embarrassingly large holes in my FireStarters.
I'm the fear addicted, danger illustrated indeed.
#151
Posted 16 November 2014 - 10:52 PM
Adiuvo, on 16 November 2014 - 11:13 AM, said:
it wasn't even moving, your delusional to think i can rank in the top 70 for events on every time and not hit my target
Edited by Hades Trooper, 17 November 2014 - 12:33 AM.
#152
Posted 16 November 2014 - 10:57 PM
Hades Trooper, on 16 November 2014 - 10:24 AM, said:
You missed?
Hades Trooper, on 16 November 2014 - 10:52 PM, said:
Even the "topped rank" can miss sometimes. You're only human.
#153
Posted 16 November 2014 - 11:10 PM
Hades Trooper, on 16 November 2014 - 10:52 PM, said:
it wasn't even moving, your delusional to think i can rank in the top 7- for events on every time and not hit my target
Those events literally mean nothing.
If you're in Australia hit registration will be bad for you. It's not a universal problem that warrants changing any aspects of gameplay.
Edited by Adiuvo, 16 November 2014 - 11:11 PM.
#155
Posted 17 November 2014 - 12:46 AM
#156
Posted 17 November 2014 - 01:31 AM
I can personally vouch for the fact that DrXAbstract is absolutely not talking out of his ass when it comes to his skill, had a drop with him earlier, and he cleaned house. I had a particularly bad match, so I'm grateful for the fact that he did. Also, due to his choice of weapons paired with cockpit items, I'm dubbing his ride the Partystarter.
As for hitreg, yes it's bad, and yes it's worse on fast-moving mechs, particularly with JJ, but it is totally random.
I've experienced games where my low ping vs high ping lights caused them to waltz through lasers with no damage, but I've also nailed them with gauss and ACs at range while they're at full speed...
Basically, blame the ****-for-servers that PGI migrated to, not the mech. The Firestarter, Spider, etc, all have their roles, and don't do very well outside them. This is called balance.
Even when I pilot my Banshee and have a match against skilled light pilots, and they give me a rough time, I don't blame their mechs, I blame the pilots for knowing how to drive them well enough to use them properly-for exactly what they're built for.
If you die to a light, bad hitreg or not, you and/or your team did something wrong. Be it placement, tactics, armor distribution, etc. They should not nerf a mech because people can't adapt to sub-par servers and good piloting.
Yeah, they should get some real servers, but until they do, learn how to react better to lights, seriously, it's a tactic. Takes practice, but if I can take out lights with AC/5s at my 20-30 FPS, and am not an amazing player, what's your excuse?
#157
Posted 17 November 2014 - 02:12 AM
First, the laser and machinegun hit detection took a dive (because of the new servers) Suddenly, the Oxide (SRM20) became the new best light mech.
Then, the quirks made the FS9-A even better (1vs1), while a Huggin became a DPS monster (but still too easy to destroy a leg).
#158
Posted 17 November 2014 - 03:10 AM
FupDup, on 14 November 2014 - 08:37 AM, said:
And why are you letting Small Pulse Laser mechs kill you? They have to get uber close for that to happen, in which case lining up shots won't be particularly difficult...
Actually thats correct in most cases, except in light tonnage drops, light duels or brawling decks the A with 8 small pulses actually does some pretty insane damage. Tbh I wouldn't be surprised if they did nerf it. I also wouldn't be surprised if they left it since even with range module its what maybe 250 max distance? Anyways I for one perfer the H since I can just poke and dmg farm away, but I know aduivo perfers the A.
Edited by Atkins0n, 17 November 2014 - 03:10 AM.
#160
Posted 17 November 2014 - 04:23 AM
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