Agent 0 Fortune, on 06 January 2015 - 09:30 AM, said:
What I am really gathering from this information is that spreading damage and dodging PPCs is a myth.
A player from Europe/Australia/Asia with a 250 ping fires a PPC. with HSR you see the PPC bolt 250ms + 100ms (you ping) later, and cannot react for another 250ms after that. in the intervening 600ms the PPC has traveled 570m, its optimal range.
That 600ms is also the duration of most pulse weapons, leaving only the ER versions with a long enough beam duration to dodge.
yes and no, you can still dodge a PPC, because if you see the mech coming around the corner, you know he fires the PPC's next, so you don't have to wait for the PPC's to appear on the Screen. but mostly and basically, yes many weapons WILL allow gettign fired back. many times do I stop aiming on the opponent raising my arms to prevent teadamage and retreat earlier to prevent getting fired back. And thats why I don't generally like CERLL, they burn too long, they make you a target.
Thats also why the Nova sucks, its squishy and wide, the time to appear at a corner, fire the lasers and retreat is long enough that even random Randy with his 0,5 seconds reaction time can hit you. While SCR on the other has extremely often the ability to dodges the fire by being back in cover in the right time. So emch gemetry is vey imporatant at this point + the hardpoitn locations.
A jeager coming across a hill is instant a thread, because it can see and fire at you instantly leaving you not much time to react. And atlas, well you see his bald, any you know you have some time to fire your lasers and retreat after, because you can finish laserfire before he can draw a line of fire for shooting at you. But the jeager will instantly be able to fire back and he WILL hit you. Reaction time and latency add together here in your true response time you have in the game, and mech geometry is an important factor in when you can start to gether the first information for an upcoming situation and how long you have to react before he can fire.
Poeple don't actively think about that at all, but most feel this by the way how fast their mech dies or how well it can kill (or how bad). But some good players do know this and they do use this already in the mechlab. They build the mech correctly and base the ingame behaviour and tactics on these characteristics. And thats the moment where they already have a tactical advantage, because they are aware of the strength their mech has. Or where it has weaknesses and how to avoid them.
All these are shooter game component factors that make some mechs superior to other. And why some mechs die fast and others not even with similar armor values and speeds.
And so a good pilot can make use of a bad mech to a succesfull degree. When I pilot my Nova I pay attention to the battlefield and if someone may look at me. Then I prevent trying to appear, because I now even Sally Slowmotion will recognize my giant mech early enough and be able to hit me before I can draw a line of sight in my supewide Nova.
Yet when I see laserfire comong from the direction of that opponent, I know he just fired. And so its porbably quite save for me to pop out, fire and retreat before his weapons are ready again to shoot. But this only works vs pilots being not so good and still being in the open, while you should try not to be a visible target when your weapons are cooling down. Unless you brawl of course because then you may anyways be in a situation where line of fire and sight can not be broken.
But in the typically range opossoing battles, all this is very vital and deciding how good a mech can be in this situation. The pilot skill then decides how far to its potential a pilot can bring the mech. but the Quirkiest quirks will never make the Nova bette than a SCR, because its always at this disadvantage of shape. A shape warning the opponent early enough that it appears. That gives him time to make a decision, to retreat before you can shoot, to fire at you, or a combination of both. Some jeager snipers on the other side, you can hardly see their shape or body above the gates and suddenly BOOM, gauss sparkes. but then its too late trying to run off.
All this counts for twisting too, I prepare a sequence I do in battle, and mechs like the SCR have so tiny component hitboxes that when you see the SCR twisting you will not be able to react fast enough on that twist behavior to prevent slipping of the current component you aim at. Because the section is too tiny. On an atlas, with is big hitboxes you can still quite easily follow the twist, until he twists far enough to cover the whole section from a line of fire. Of course if you start twisting when a 0,6 second pulselaser hit-indicator is shown on the screen, well you probably do not need to twist anymore on that firecycle of your opponent. Better use his cooldown time to shoot at him. but then if you know he will fire, start twisting and covering before he can fire or to make him unable to hold fire on one section. Twisting is not an reaction event becuse this will hardly work anymore unless its a LL with long beamduration . Twisting is an action you initiate.
Edited by Lily from animove, 06 January 2015 - 10:05 AM.