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Laser Hit-Reg Fix Has Rolled Out


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#41 fireball 4

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Posted 19 December 2014 - 08:23 AM

Quote

Meaning : if u had 2 ac 20 before the last 2 months and fired sometimes they register sometimes they don't, in the last 2 month when u fire 2 ac 20 within 1-2 seconds of them your almost 100 % grenteed only 1 shot will register if that even happens ... oo how do I know well when u point blank a shut down spider and he starts up with just yellow armor from 2 ac 20 from a King crab u know something ist right ..

You saw that too. It does nead to be fixed for the king crab

Edited by fireball 4, 19 December 2014 - 08:23 AM.


#42 Shadow Magnet

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Posted 19 December 2014 - 08:41 AM

Did more test runs with various laser boats. Nopes, the fix doesn't improve much for me.

#43 Slick66

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Posted 19 December 2014 - 08:43 AM

View PostKarn Bloodstar, on 19 December 2014 - 05:19 AM, said:

Ok I actually logged in for this so, that great that the enegey...laser hit fix is done, Does this mean that some where in the near furture your gonna address the ac 20 Hit problem??? since it has just gotten worse in the last 2 months than better.

Meaning : if u had 2 ac 20 before the last 2 months and fired sometimes they register sometimes they don't, in the last 2 month when u fire 2 ac 20 within 1-2 seconds of them your almost 100 % grenteed only 1 shot will register if that even happens ... oo how do I know well when u point blank a shut down spider and he starts up with just yellow armor from 2 ac 20 from a King crab u know something ist right ..

SO again Thanks for the laser fix, and can u please address the ac 20s


Yes, please!

#44 M4NTiC0R3X

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Posted 19 December 2014 - 08:50 AM

That's why? last night I was only doing 800 damage in my fire starter, so frustrated!

#45 WVAnonymous

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Posted 19 December 2014 - 09:36 AM

These things shift around so much I still don't know if I'm just a crappy shot...

#46 Voivode

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Posted 19 December 2014 - 09:43 AM

Nice! PGI is on a roll the past few months. Keep it up guys!

#47 happy mech

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Posted 19 December 2014 - 09:47 AM

View PostKarn Bloodstar, on 19 December 2014 - 05:19 AM, said:

Ok I actually logged in for this so, that great that the enegey...laser hit fix is done, Does this mean that some where in the near furture your gonna address the ac 20 Hit problem??? since it has just gotten worse in the last 2 months than better.

Meaning : if u had 2 ac 20 before the last 2 months and fired sometimes they register sometimes they don't, in the last 2 month when u fire 2 ac 20 within 1-2 seconds of them your almost 100 % grenteed only 1 shot will register if that even happens ... oo how do I know well when u point blank a shut down spider and he starts up with just yellow armor from 2 ac 20 from a King crab u know something ist right ..

SO again Thanks for the laser fix, and can u please address the ac 20s


are you sure they did hit the same component? because when you have both weapons so far from each other and enemy is close, both can hit different components, it may be lag, but it also can be this reason

#48 NKAc Street

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Posted 19 December 2014 - 11:22 AM

Now all you red CT freaks know how you survived.

#49 vortmax

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Posted 19 December 2014 - 11:35 AM

I did 774 dmg on my first outing on a FS-9S 5xMPL three days ago. Can't wait to try it now.

#50 Bigbacon

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Posted 19 December 2014 - 12:00 PM

still have problems vs spiders and some lights, others are not so bad. Spider is still bad.

#51 R5D4

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Posted 19 December 2014 - 01:37 PM

It's better than it was, but still kinda messed up. Tried centering a Griffin that was crimson red in the middle. Full 30 point pulse laser to the center with no registration :(

#52 AOClaus

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Posted 19 December 2014 - 01:40 PM

So, I wonder if this means I'll be doing more than 700 damage now in my Locust. I'm not sure how badly hit registration was really affecting me, but then I did do a lot of drive by.

#53 Bulletsponge0

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Posted 19 December 2014 - 02:07 PM

I've noticed zero difference in laser hit reg so far

#54 Brawler1986

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Posted 19 December 2014 - 03:58 PM

Lasers seems better. But Ballistics needs also be looked into.

#55 Nathan Foxbane

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Posted 19 December 2014 - 04:01 PM

Lasers seem much improved here.

#56 Scorcher

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Posted 19 December 2014 - 04:38 PM

View Posthazeman, on 18 December 2014 - 11:02 PM, said:

ohh no wonder i was doing 800 dmg in my gargoyle. before this it was 300-400dmg per game. i was about to make a rage forum post complaining that the HSR is broken. this is good news!


We raged so you would't have to :D

We did a video online as proof and brought the community together to bring this to PGI's attention. They responded in 3 days and said it was a major bug. Kudos to the PGI team!

#57 TripleEhBeef

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Posted 19 December 2014 - 04:44 PM

Good, I've noticed my lasers have been putting the hurt down.

#58 M A S E

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Posted 19 December 2014 - 05:30 PM

View PostTúatha Dé Danann, on 18 December 2014 - 11:04 PM, said:

Finally! The game might be playable now. Next: Get rid of Ghost Heat and replace it with a good system. Its taking shape... slowly, but consistently.


They can always transition to a "power draw threshold" mechanic. Assuming ghost heat is gone a stalker will again be able to fire 4 ppc's without question. But lets say you fire all four but the power draw threshold is 2 (still mixed with gauss) you will take 2x the stat penalty. During that time your mech has to recharge those weapons and depending on how many you go past the threshold, your mechs stats will be lower until the cool down is complete. A maximum could also be applied which could shut down the mech completely due to too much power being drawn. With er/ppc's and gauss specifically the ailments can be gradual. For Gauss the effects would increase as you charge while erppc gives full effect and decreases as they recharge. This could also be helpful for mechs that can carry some OP alphas. The effects of these can be variable depending on Tonnage, load-out, map conditions and heat efficiency and especially mech stats (including upgrades). It can bring a much larger dynamic and add a little bit more risk for those who create builds such as the one I explain below rather than justifying with Ghost heat. But we know that even PGI doesn't completely agree with the current mechanic, but is a threshold for cheese never-the-less.

This would leave to question alpha strikes. Give a charge time/ delay for the legit "alpha strike" command to trigger (just like eject in CW). Give big red flashy lights. The reason why I say this is because it can not only prevent accidental Alpha's but act as a overdrive mechanic to successfully deliver the big punch. This delay mechanic could also have time variables depending on what you actually brought. Say 6 medium/ small laser combos is still the threshold and you brought 9. For every extra medium you fire past the threshold in an alpha, add 0.25 seconds to the charge (0 second delay if there is no threshold break). If you are firing additional weapons that don't fit the weapon threshold it will not apply any additional time to the alpha charge.

I have ran head on towards a few crabs with an HBR-PRIME packing 6 medium pulse, an er large and dropped it in 2 alphas because I am able to quickly torso twist and protect that left shoulder. The RT carries nothing and the RA carries just 1 pulse laser. 5 on the left and the er large in the head. It sounds rediculous a King Crab losing to an HBR in 5 seconds face to face, it is possible.

Don't take the numbers exampled seriously if this is a potential option. I don't plan to get into the science of it unless there is an interest in experimenting with it. What do you think, guys? PGI, thoughts?

Edited by M A S 3, 19 December 2014 - 05:40 PM.


#59 CHH Badkarma

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Posted 19 December 2014 - 05:45 PM

If anything my hit reg for lasers seems to have gotten slightly worse

#60 ExoForce

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Posted 20 December 2014 - 01:30 AM

No improvement here.Not so long ago, I could go 1 v 1 on Daishi with my pulse Stalker. Now I dont do a sheet even to a medium... Havent tried non-pulse lasers yet...





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