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It's Time To Hit The Firestarter With The Nerf Bat.


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#381 Xetelian

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Posted 24 January 2015 - 09:21 PM

Light queue was at 1% today. Don't think we need to nerf that yet.

#382 ShinVector

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Posted 24 January 2015 - 09:36 PM

View PostKrivvan, on 24 January 2015 - 09:16 PM, said:

Shin, your lasers are going all over the place. If you are more still with lasers you can keep it on legs without that much difficulty.


This is low ping player thinking. LOL.
I will adjust my aim accordingly once lasers hsr is fixed.

Meanwhile.........
Ahh.. Let me slow mo for you guys..
Are you saying this is a bad laser burn visually ?



That is a 33 point alpha... The un-armoured leg should not have survived that Alpha.
The FS does because lasers hit reg in MWO is terrible for high ping players. That is a simple fact.
And this was a mech limping around at 15 KPH.

Edited by ShinVector, 24 January 2015 - 09:38 PM.


#383 Yokaiko

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Posted 24 January 2015 - 10:25 PM

View PostShinVector, on 24 January 2015 - 09:36 PM, said:


This is low ping player thinking. LOL.
I will adjust my aim accordingly once lasers hsr is fixed.

Meanwhile.........
Ahh.. Let me slow mo for you guys..
Are you saying this is a bad laser burn visually ?



That is a 33 point alpha... The un-armoured leg should not have survived that Alpha.
The FS does because lasers hit reg in MWO is terrible for high ping players. That is a simple fact.
And this was a mech limping around at 15 KPH.


I smashed about 12 Firestarters with guass and ppcs

#384 KodiakGW

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Posted 25 January 2015 - 10:29 AM

Well, I can tell you for a fact that the FS hitboxes are fine. It has to do with desync from the server. My ping and connection are great, so every shot fired at me hits. I'm being hit constantly even when running at 142KPH and pumping JJ. Seems I can't get the lovely desync going that many others have the satisfaction of using in spades. They need to look at hit registration for those that seem to be invincible in the FS, not the FS itself.

That is, unless there are aimbots out there.

Edited by KodiakGW, 25 January 2015 - 10:32 AM.


#385 Yokaiko

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Posted 25 January 2015 - 11:10 AM

I blasted about 5 today so far, no issue smacking them with an AC20 from a crab.

#386 Rampancy

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Posted 28 January 2015 - 02:13 AM

Just bought a FS9-A, kitted it out with the standard SPL cheese

I cannot believe people defend this mech

Outright spamming 32 point alpha after alpha with no thought towards heat management, wading through lines of fire that should leave me crippled in a Jenner and coming away with a couple of breached arms, etc.

I watched/heard PPCs peg me but completely not register, similarly ate about a second of burn time from 6 clan lasers and came away with a slightly yellow LT

All ya'll Firestarter jockeys should hop into any other light mech that isn't a Spider and see how much more dangerous it is to be out in the open

Can't wait to see what it's like with double basics

#387 IraqiWalker

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Posted 28 January 2015 - 02:22 AM

View PostJimmy Page, on 18 January 2015 - 04:37 AM, said:

When 90% of the lights are Firestarters, it should tell you something. They have the speed of a light with jumpjets and the firepower of mediums. They also have borked hit boxes the way the Spider used to. I'm sure the Firestarter pilots will say "stop whining, we have skill". I say pilot something else and see how well you do. Everyone knows your precious light is broken. PGI, fix please. The sooner the better.


Nerfing it is the wrong thing to do then. The main problem with the FS right now is the hitboxes. Yes they are the best light in the game. That doesn't mean they are OP, nor does it mean they warrant a nerf. (Compared to how much I pilot my COM-2D, my FS9s seem untouched). Mechs at the top of the weight bracket will always have an advantage (especially since tonnage matching is turned off).

Almost all the mediums in the game are 55 tonners, should we nerf them too?

The mech itself is fine. The hitreg is the problem. You know how I know the Firestarter is fine? Because before these hitreg issues popped up, people were still running them. It's a good mech, and being one of the best for the job (still can't do ECM, and is still one of the hugest lights in the game), doesn't mean it needs to get kneecapped.

View PostRampancyTW, on 28 January 2015 - 02:13 AM, said:

Just bought a FS9-A, kitted it out with the standard SPL cheese

I cannot believe people defend this mech

Outright spamming 32 point alpha after alpha with no thought towards heat management, wading through lines of fire that should leave me crippled in a Jenner and coming away with a couple of breached arms, etc.

I watched/heard PPCs peg me but completely not register, similarly ate about a second of burn time from 6 clan lasers and came away with a slightly yellow LT

All ya'll Firestarter jockeys should hop into any other light mech that isn't a Spider and see how much more dangerous it is to be out in the open

Can't wait to see what it's like with double basics


The mech is fine. Hit reg is the problem. THAT is what needs to get fixed.

#388 Rampancy

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Posted 28 January 2015 - 02:32 AM

When hitreg is notably worse on one mech in particular, it's probably not just a hitreg issue.

#389 IraqiWalker

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Posted 28 January 2015 - 02:35 AM

View PostRampancyTW, on 28 January 2015 - 02:32 AM, said:

When hitreg is notably worse on one mech in particular, it's probably not just a hitreg issue.


No. It's usually the hitreg issue. The Spider had a similar problem. It was hitreg+borked hitboxes. However, since the FS9 hasn't had it's hitboxes messed with recently (correct me if I'm wrong on this), then it's clearly a hitreg issue.

#390 Lily from animove

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Posted 28 January 2015 - 02:49 AM

View PostKain Thul, on 24 January 2015 - 01:45 PM, said:

19 pages later.....

Anyone asking for a nerf, I have just one response "L2P".


and how does this make my laserdamage not disappear? Saying l2p is denying hitreg issues which are very present and a true issue. and the light mechs are the ones that benefit exponentially form this.

View PostShinVector, on 24 January 2015 - 08:42 PM, said:


*Another one fails to get it.

It is called leading with lasers. It is something high players have to uniquely do to get better damage on lasers.
I would love to aim at the legs exactly but chances are it is going to be a complete miss damage wise.

Here is an another example in SLOW MO.


*Shoot outer left shoulder to get good hit on right torso.

Of couse it is alot harder with the FS zig-zagging around.

Point is lights may seem 'OP' in this but a majority of the problem is due to poor hit detection/hit registration.



but leading is a flawed concept, because the way weapons convergence at a point makes "leading" spread damage all over the tiny mech. because your wepaons converge at a weird point probably far behind that mech. And since feet are hitboxes changing their location rathr often, leading for feetshots to achieve a good convergence automatically means wasting most laserdamage.

Edited by Lily from animove, 28 January 2015 - 02:59 AM.


#391 norus

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Posted 28 January 2015 - 03:14 AM

View PostLily from animove, on 28 January 2015 - 02:49 AM, said:


and how does this make my laserdamage not disappear? Saying l2p is denying hitreg issues which are very present and a true issue. and the light mechs are the ones that benefit exponentially form this.




but leading is a flawed concept, because the way weapons convergence at a point makes "leading" spread damage all over the tiny mech. because your wepaons converge at a weird point probably far behind that mech. And since feet are hitboxes changing their location rathr often, leading for feetshots to achieve a good convergence automatically means wasting most laserdamage.

You lack the mech-fu to break the laws of coding and networking. Return to the mountain to train with your master, Commando-san.

#392 Lily from animove

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Posted 28 January 2015 - 03:24 AM

View Postnorus, on 28 January 2015 - 03:14 AM, said:

You lack the mech-fu to break the laws of coding and networking. Return to the mountain to train with your master, Commando-san.


Nah I prefer catching some fairies and grind them to dust.

View PostKodiakGW, on 25 January 2015 - 10:29 AM, said:

Well, I can tell you for a fact that the FS hitboxes are fine. It has to do with desync from the server. My ping and connection are great, so every shot fired at me hits. I'm being hit constantly even when running at 142KPH and pumping JJ. Seems I can't get the lovely desync going that many others have the satisfaction of using in spades. They need to look at hit registration for those that seem to be invincible in the FS, not the FS itself.

That is, unless there are aimbots out there.


if that would be true, why does it not happen to other chassis at the same speed?

#393 ShinVector

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Posted 28 January 2015 - 03:53 AM

View PostLily from animove, on 28 January 2015 - 02:49 AM, said:

but leading is a flawed concept, because the way weapons convergence at a point makes "leading" spread damage all over the tiny mech. because your wepaons converge at a weird point probably far behind that mech. And since feet are hitboxes changing their location rathr often, leading for feetshots to achieve a good convergence automatically means wasting most laserdamage.


It's the only workaround for FLAWED HSR.... No other choices. PGI has to fix this scrap.

#394 ilKhan_OrHan

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Posted 28 January 2015 - 05:52 AM

Firestarter does not need to be nerfed at all. Simply give us Arctic Cheetah for the clans and all Firestarter problems will instantly dissipate. (Along with any other problems you are having with any other lights in the game. - mediums, heavies, and assaults as well)

#395 Joseph Mallan

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Posted 28 January 2015 - 05:55 AM

View PostilKhan_OrHan, on 28 January 2015 - 05:52 AM, said:

Firestarter does not need to be nerfed at all. Simply give us Arctic Cheetah for the clans and all Firestarter problems will instantly dissipate. (Along with any other problems you are having with any other lights in the game. - mediums, heavies, and assaults as well)

Agreed about the Nerf bat. Forst fix the HitReg then see if Firestarters need a nerf.

#396 ilKhan_OrHan

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Posted 28 January 2015 - 06:01 AM

View PostJoseph Mallan, on 28 January 2015 - 05:55 AM, said:

Agreed about the Nerf bat. Forst fix the HitReg then see if Firestarters need a nerf.

Firestarter will need BUFFS if they release Arctic Cheetah, and it may come with the next Clan Pack as it is the last light Clan Omni in the timeline. Imagine it with initial hit registration issues and it will be more godlike than TimberWolf.

Edited by ilKhan_OrHan, 28 January 2015 - 06:02 AM.


#397 ownka

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Posted 28 January 2015 - 06:02 AM

Best solution-make nonfirestarters viable. No offense you crazy spider fanatics but at the moment scouts are generally a downright detriment to their team. I say this as someone who enjoys running lights more than any other weight class, and I've got a founders jenner to prove it. I can bring my jenner or raven and get 300 damage on a "great game", I can bring my firestarter and maybe hit 500, or I can bring almost any heavy mech and get 700+. Like it or not, cannonball is the #1 team strategy right now, and theres nothing to scout when the enemy team is all together. This may change but it means for now, damage and kills are what counts.

#398 Joseph Mallan

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Posted 28 January 2015 - 06:03 AM

View PostilKhan_OrHan, on 28 January 2015 - 06:01 AM, said:

Firestarter will need buffs if they release Arctic Cheetah, and it may come with the next Clan Pack as it is the last light Clan Omni in the timeline. Imagine it with initial hit registration issues and it will be more godlike than TimberWolf.

I don't worry about false gods. I just want 90% or better Hit registration.

Edited by Joseph Mallan, 28 January 2015 - 06:03 AM.


#399 ilKhan_OrHan

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Posted 28 January 2015 - 06:06 AM

View PostJoseph Mallan, on 28 January 2015 - 06:03 AM, said:

I don't worry about false gods. I just want 90% or better Hit registration.

May never see 90% hit registration per their choice of cryengine3. They can't even fix the framerate which CONTINUES to drop on older maps like River City. Should have used an engine like Unreal 3.

Edited by ilKhan_OrHan, 28 January 2015 - 06:07 AM.


#400 Insects

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Posted 28 January 2015 - 06:59 AM

I feel like I warp a lot more in the Firestarter than in the Spider, hard to really tell though because it could be server load related.
I have ended up on top of roofs or back where I was 2 seconds ago or peek out of a corner and suddenly way out in the open.

Jumpjets also seem to get sticky against vertical walls much more than spider. Sort of get stuck bouncing half way instead of smoothly pushing onward.

Perhaps there is something off between client and server physics model for FS?
Like if it has 50 ton weight on the server it will calculate the inertia differently and its lag smoothing predictions of where you should be would be out.

Only adding another theory beyond "broken hitboxes!" which nobody seems to be proving.



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