Mellifluer, on 09 December 2014 - 03:25 PM, said:
can we get it fixed please? if I hit one with dual ac20's to the ct it should die or be very close to dead like every other light or mech with less then 40 total CT armor+internal health.
and i have noticed a difference stationary vs moving but even stationary FS seem to have some magical damage reduction.
am I just crazy or delusional or do FS really seem to just not take damage?
and i have noticed a difference stationary vs moving but even stationary FS seem to have some magical damage reduction.
am I just crazy or delusional or do FS really seem to just not take damage?
Two things.
1) This is the typical Firestarter armor allocation, taking advantage of PGI's common design for hitboxes. Sometimes with full head armor but head armor really isn't necessary. Twin AC/20s to the CT, even if both hit the CT, there'd be 2 armor left over and the structure is 22, so there'd be 24 health left.
(Note if the target is at less than 180 meters and running kinda toward you or to the side, it is impossible to hit both AC/20 rounds directly CT; one will hit an ST as well). (This range is 210 meters for a King Crab)
This favorable hitbox exploit is also why Timber Wolves are so good.
2) See the following:
Koniving, on 14 December 2014 - 06:03 PM, said:
Quote
Actually what PGI needs to do is address a very specific issue being liberally exploited there: Jumpjet fluttering (spacebar spam).
JJ-fluttering is when rapidly pressing the spacebar to jumpjet without ever actually taking off causes the occasional but rare 'hopping' animation, which when spammed fast enough won't 'show' the animation to anyone, but it still registers on the server and the game expects that you're going to 'raise' in the sky, except you don't, but since you keep spamming it you're on the ground in the air on the ground in the air on the ground in the air on the ground in the air on the ground in the air...and when it comes to calculating whether or not you get shot, the game has trouble deciding if you were grounded or airborne... thus causing problems with hit detection.
The mechanics in which JJ can be 'pumped' or 'throttled' is open to heavy abuse. If Jumpjets had a pre-charge time (press button and half a second later it'll start firing/taking off) or a minimum burn time, we'd be able to remove this exploit.
Using both of those would yield the best results.
Pre-charge will give HSR a chance to prepare itself for the 'change' in height. The minimum burn time will ensure the 'sudden stop sudden drop' doesn't become another HSR issue.
With the JJ-fluttering issue fixed, those mechs would drop very easily.
The use of jumpjet fluttering is an exploit, that akin to other old bugs (such as "I'm standing on top of someone, but everyone sees me fall twice a second so the game made me invincible"), allows players to cheat the system.