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Light Mech Hit Reg Fix


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#1 Fenris Ulfr

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Posted 15 December 2014 - 01:20 AM

Its fairly simple and reflects why you can't put masc in the game. Lower the engine cap on Light mechs to a level that reduces average speeds down to a level your server can handle. Increase or add rewards for providing ecm, ams,bap, or first mech to spot a target. This puts lights back into their role and makes people who run the hunter killers like the FS9 and Jenner more reliant on JJ in the same manner as thr clans ML. Lights would have a rewarding role but would no longer be an hsr nightmare.

#2 Grantham Besat

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Posted 15 December 2014 - 02:41 AM

Good plan really as it would encourage role warefare and help hit reg. I predict lots of tears as people get a taste of how fragil they are really when not magiked. Lights are acouts and support in BT not main line tanks.

#3 GreyNovember

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Posted 15 December 2014 - 02:55 AM

View PostFenris Ulfr, on 15 December 2014 - 01:20 AM, said:

Its fairly simple and reflects why you can't put masc in the game. Lower the engine cap on Light mechs to a level that reduces average speeds down to a level your server can handle. Increase or add rewards for providing ecm, ams,bap, or first mech to spot a target. This puts lights back into their role and makes people who run the hunter killers like the FS9 and Jenner more reliant on JJ in the same manner as thr clans ML. Lights would have a rewarding role but would no longer be an hsr nightmare.



But by lowering light's speeds, you take away their advantage in getting the spotting bonuses. A particularly fast medium could fill the scouting role better. Then what does the light do, aside from waste tonnage?

I like how it only seems to be lights you're concerned with, by the way.

#4 charov

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Posted 15 December 2014 - 02:58 AM

View PostEonai, on 15 December 2014 - 02:55 AM, said:

But by lowering light's speeds, you take away their advantage in getting the spotting bonuses. A particularly fast medium could fill the scouting role better. Then what does the light do, aside from waste tonnage?

I like how it only seems to be lights you're concerned with, by the way.

ATM, in a clan mech, killing an Atlas is way easier than killing a firestarter.

#5 The Wakelord

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Posted 15 December 2014 - 02:59 AM

Why would I both playing a light mech if the only bonus - speed- is removed? That is why you don't see people using adders, because that is a light without its bonus.* If a heavy can go +90kph then lights need to go at least 50% faster to make up for the tiny weaponry + tiny armour available.

#6 Grantham Besat

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Posted 15 December 2014 - 03:06 AM

He did say add bonuses for ecm and ams to and even if they prune them back to 140 or 135 it will help hit reg while letting them scout. Its above 135 the system seems to fail. You could give them better spotting sensors also.

#7 The Wakelord

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Posted 15 December 2014 - 03:21 AM

View PostGrantham Besat, on 15 December 2014 - 03:06 AM, said:

He did say add bonuses for ecm and ams to and even if they prune them back to 140 or 135 it will help hit reg while letting them scout. Its above 135 the system seems to fail. You could give them better spotting sensors also.

Then you're getting into some fairly complex changes. He also supported JJs, which means only certain mechs would get this. eg: 1 Raven has JJ, 1 Raven has ECM. Does that mean the other varient 2X is now just a trash light because it has neither of those 2 things?

This looks more the suggestion of someone frustrated with lights, not the suggestion of someone who wants lights to have a viable niche.

I think a fun alternative might be to lower the speed cap, lower armour, but very significantly (like x3) boost the rewards. The lights would then be your introduction mech and/or your money making mech.

#8 Grantham Besat

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Posted 15 December 2014 - 03:27 AM

He suggested exactly that boost rewards for lights while slowing them down to make hit red work. He also stated jjs would be how the gun ligbts like fire starters and jenners could be kept viable as back hunters. I think you two are on the same page.

#9 MauttyKoray

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Posted 15 December 2014 - 03:29 AM

View PostThe Wakelord, on 15 December 2014 - 02:59 AM, said:

Why would I both playing a light mech if the only bonus - speed- is removed? That is why you don't see people using adders, because that is a light without its bonus.* If a heavy can go +90kph then lights need to go at least 50% faster to make up for the tiny weaponry + tiny armour available.

Actually I have elited all 3 Adders...by running them stock the entire time. They're awesome...

#10 Haji1096

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Posted 15 December 2014 - 05:01 AM

Don't ruin my lights because you can't play.

If lights were OP, they would have a higher wait times in the queue. Everybody would use them.

But that's not the case.

#11 Karamarka

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Posted 15 December 2014 - 05:19 AM

View PostHaji1096, on 15 December 2014 - 05:01 AM, said:

Don't ruin my lights because you can't play.

If lights were OP, they would have a higher wait times in the queue. Everybody would use them.

But that's not the case.


he was talking about CW anyway prob

with role warfare

normal pugs is all dps

thats why people go heavies

more money

#12 Cyborne Elemental

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Posted 15 December 2014 - 05:59 AM

Even if you force lights to go 50kph, hitreg will still be broken and you will have accomplished nothing.

The entire HSR system that is in place now needs to be refined and optimized, because this is not an isolated problem pertaining to only Light mechs.

Hitreg is bad for every single mech in the game, but its only faster mechs that seem to amplify the issue.

#13 Grantham Besat

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Posted 15 December 2014 - 06:16 AM

The hit reg is most problematic in high speed mechs, In fact in almost all slower mechs it is no issue. So the easy fix is to change lights from a hunter killer dps role to a info warfare role as they are in lore. So if the system is not fixable thanks to so many different pings then the only thing that can reasonably give is light mechs role.

#14 Devilsfury

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Posted 15 December 2014 - 06:21 AM

View PostFenris Ulfr, on 15 December 2014 - 01:20 AM, said:

Its fairly simple and reflects why you can't put masc in the game. Lower the engine cap on Light mechs to a level that reduces average speeds down to a level your server can handle. Increase or add rewards for providing ecm, ams,bap, or first mech to spot a target. This puts lights back into their role and makes people who run the hunter killers like the FS9 and Jenner more reliant on JJ in the same manner as thr clans ML. Lights would have a rewarding role but would no longer be an hsr nightmare.

View PostGrantham Besat, on 15 December 2014 - 06:16 AM, said:

The hit reg is most problematic in high speed mechs, In fact in almost all slower mechs it is no issue. So the easy fix is to change lights from a hunter killer dps role to a info warfare role as they are in lore. So if the system is not fixable thanks to so many different pings then the only thing that can reasonably give is light mechs role.

Spiders have been broken since HSR. Before HSR you could hit a Spider like any other mech but not it is typically killed only after it has been legged. This goes double for a Firestarter. It is crazy on how these mechs seem to take half, little or no damage when hitting them point blank with a high alpha. Im not saying this happens all of the time but it happens very often. Its funny, I never have an issue hitting kitfoxes, raven, ML, adders. PGI seem like that cant fix hit reg on the faster mechs or the Jump jet feathering exploit that can be used by most any mech with JJ's. (especially with lights!)

Edited by Devilsfury, 15 December 2014 - 06:23 AM.


#15 Mercules

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Posted 15 December 2014 - 06:30 AM

HSR is also broken for any mech with JJs that feathers them constantly while being shot....


Remove JJs?

....or wait until they can fix the real issue?

#16 Devilsfury

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Posted 15 December 2014 - 06:34 AM

View PostMercules, on 15 December 2014 - 06:30 AM, said:

HSR is also broken for any mech with JJs that feathers them constantly while being shot....


Remove JJs?

....or wait until they can fix the real issue?

I would love for them to fix it. JJ's are mandatory for so many builds. The problem is that either PGI cant fix the issue or dont care. It has been like this for well over 2 years with Spiders and literally since the second Firestarters dropped. Fix it up PGI!

Edited by Devilsfury, 15 December 2014 - 06:34 AM.


#17 Dino Might

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Posted 15 December 2014 - 06:39 AM

OP, can you post your stats on # games played in the various light chassis? It's not that I doubt your credibility on this issue, but I doubt your credibility on this issue.


Maybe it's a different issue altogether, because when I am in a light, I don't have any problem hitting other lights. Wouldn't the hit-reg be doubly bad for me when I'm trying to shoot that firestarter while running at 160 kph?

#18 Darth Futuza

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Posted 15 December 2014 - 06:40 AM

View PostMercules, on 15 December 2014 - 06:30 AM, said:

HSR is also broken for any mech with JJs that feathers them constantly while being shot....


Remove JJs?

....or wait until they can fix the real issue?

Or just make HSR prediction simplified so that it doesn't make a difference whether they are jump jetting or not.





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