

It's Time To Hit The Firestarter With The Nerf Bat.
#381
Posted 24 January 2015 - 09:21 PM
#382
Posted 24 January 2015 - 09:36 PM
Krivvan, on 24 January 2015 - 09:16 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.
Edited by ShinVector, 24 January 2015 - 09:38 PM.
#383
Posted 24 January 2015 - 10:25 PM
ShinVector, 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
Posted 25 January 2015 - 10:29 AM
That is, unless there are aimbots out there.
Edited by KodiakGW, 25 January 2015 - 10:32 AM.
#385
Posted 25 January 2015 - 11:10 AM
#386
Posted 28 January 2015 - 02:13 AM
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
Posted 28 January 2015 - 02:22 AM
Jimmy Page, on 18 January 2015 - 04:37 AM, said:
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.
RampancyTW, on 28 January 2015 - 02:13 AM, said:
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
Posted 28 January 2015 - 02:32 AM
#389
Posted 28 January 2015 - 02:35 AM
RampancyTW, on 28 January 2015 - 02:32 AM, said:
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
Posted 28 January 2015 - 02:49 AM
Kain Thul, on 24 January 2015 - 01:45 PM, said:
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.
ShinVector, 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
Posted 28 January 2015 - 03:14 AM
Lily 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
Posted 28 January 2015 - 03:24 AM
norus, on 28 January 2015 - 03:14 AM, said:
Nah I prefer catching some fairies and grind them to dust.
KodiakGW, on 25 January 2015 - 10:29 AM, said:
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
Posted 28 January 2015 - 03:53 AM
Lily from animove, on 28 January 2015 - 02:49 AM, said:
It's the only workaround for FLAWED HSR.... No other choices. PGI has to fix this scrap.
#394
Posted 28 January 2015 - 05:52 AM
#395
Posted 28 January 2015 - 05:55 AM
ilKhan_OrHan, on 28 January 2015 - 05:52 AM, said:
Agreed about the Nerf bat. Forst fix the HitReg then see if Firestarters need a nerf.
#396
Posted 28 January 2015 - 06:01 AM
Joseph Mallan, on 28 January 2015 - 05:55 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.
Edited by ilKhan_OrHan, 28 January 2015 - 06:02 AM.
#397
Posted 28 January 2015 - 06:02 AM
#398
Posted 28 January 2015 - 06:03 AM
ilKhan_OrHan, on 28 January 2015 - 06:01 AM, said:
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
Posted 28 January 2015 - 06:06 AM
Joseph Mallan, on 28 January 2015 - 06:03 AM, said:
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
Posted 28 January 2015 - 06:59 AM
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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