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12 Light Lag Exploit


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#1 Graugger

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Posted 12 December 2014 - 01:28 PM

Noticed that some groups Marik in particular is using the exploit of running 12 light mechs to lag HSR and FPS to make themselves very hard to hit and just running to the objective or running circles around everyone in their invincible state.

With 12 lights on the other team FPS and HSR are intolerable.

#2 KraftySOT

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Posted 12 December 2014 - 01:29 PM

Rofl

#3 AgroAlba

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Posted 12 December 2014 - 01:36 PM

Can't peak to the light mech zerg rush, but I have definitely that hit reg took a dive in regards to light mechs.

#4 Graugger

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Posted 12 December 2014 - 01:38 PM

Apparently HSR was doing to good so the Nerfinator took a bat to is. >.<

#5 Monkey Lover

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Posted 12 December 2014 - 01:38 PM

Lol thats funny. I hope everyone does it more maybe they will fix the hit reg they say is "working fine".

#6 pwnface

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Posted 12 December 2014 - 02:02 PM

While I agree that hitreg, lag, and fps issues are rampant in CW drops, I don't think running 12 lights to try to quickly complete the objective should be considered exploiting. It is a valid tactic that should be easy to counter if you are prepared for it. Don't blame the players for the shortcomings of the game. When hitreg and FPS are fixed, I hope nobody will complain about getting rolled by 12 lights anymore.

#7 Y E O N N E

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Posted 12 December 2014 - 03:24 PM

Aim slightly ahead of the target in the direction it's moving, even with lasers. That'll put those SoBs in place.

Had two teams try that after losing a whole assault group. Didn't work.

#8 Karamarka

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Posted 12 December 2014 - 04:01 PM

lagshield + 25 frames per second + light speed = insane

#9 Felio

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Posted 12 December 2014 - 04:41 PM

My TBW with SSRM18 did pretty well.

#10 pwnface

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Posted 12 December 2014 - 04:57 PM

I think once organized units lose to this tactic a few times, they'll set up drop decks to defend against it. Until they do though, the light zerg rush will crush teams that are unprepared.





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