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


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#101 kapusta11

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Posted 18 January 2015 - 03:40 PM

View PostLily from animove, on 18 January 2015 - 03:28 PM, said:


BOAH thats the video slowed down to 0,1 speed thats not the true speed. I wrote that above even, its just to visualise you what in a very unnoticeable moment of livespeed happens.


Sorry, couldn't resist to act dumb.

On a serious note, why not ask for hitreg fixes insted of mech nerfs then? And personaly I have no problem hitting lights with FLD weapons, lasers are indeed a bit more tricky though. Was it before recent laser hitreg fix btw?

#102 White Bear 84

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Posted 18 January 2015 - 03:49 PM

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

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



You know I can leg firestarters with a small pulse laser Locust easily enough.. ..I have a ping of 250.. ..does that make the Locust OP because it can beat an "OP" mech that is 80% of the time being run by a player at a considerably lower ping...

On a side note..

View Postkapusta11, on 18 January 2015 - 03:40 PM, said:

On a serious note, why not ask for hitreg fixes insted of mech nerfs then?

Edited by White Bear 84, 18 January 2015 - 03:50 PM.


#103 Zerstorer Stallin

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Posted 18 January 2015 - 04:20 PM

I cant believe it, I called It! Again its NOT THE MECH or the WEAPONS, or even the QUIRKS.... no
try and focus...

ITS THE PIN POINT BOATING DAMAGE..

No mech should have 7 sm pulse laser that hit the same location.
No mech should have 3 ERPPC's that hit the same location.
There has been dozens of these threads.. and amazingly people don't get the clue.

ITS PIN POINT BOATING THAT IS BREAKING and DRIVING the META on MWO.

FFS

#104 occusoj

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Posted 18 January 2015 - 04:54 PM

Quote

No mech should have 7 sm pulse laser that hit the same location.

Actually, its 8 spl :).

#105 Fate 6

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Posted 18 January 2015 - 04:58 PM

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.

Firepower of a medium? It has as much or more alpha strike damage than most heavies and even some assaults. I got cored out in 3 alphas by one in my Victor, he walked away with armor on all his components.

#106 Zen Idiot

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Posted 18 January 2015 - 05:24 PM

the firestater-A was a beast before the quirks, but no one realized because it didn't have ECM. I ran (and still run) 4 ml and 4 sl and still eat assaults with it.

#107 Phashe

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Posted 18 January 2015 - 05:32 PM

I am tired of seeing FS's get direct hits and register no damage, that is for sure.

If they TOOK damage fairly, I would not care as much about their impressive weapons loading or speed.

#108 Cyborne Elemental

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Posted 18 January 2015 - 05:52 PM

There is nothing wrong with the hitboxes for the FS at all, what so ever.
The mech geometry helps because its all nice and tight and makes it easy to spread damage, but its not the problem.

The issue is still, and has been "hit registry".
Its a problem with speed, and how the game engine is not able to interpret positional data to relay damage correctly.

Every mech that moves in this game suffers hit registry issues, for whatever reason (low tickrate, desynced hitbox/Avatar), Data is being lost between the client shooting his weapon, and the server recording what it actually saw happen depending on server load and client's ping and connection quality.

It happens to Assaults, heavies, mediums, and especially lights.
The faster a mech is moving, less and less damage is being recorded properly and relayed to the target correctly.

The only time damage seems to relay 100%, is when a target is coming straight at you, or standing perfectly still, when the hitbox and avatar line up.

The underlying issue with all fast moving mechs, is they can hit you, but no matter how good your aim, no matter how hard you try, lasers never do the damage they should be doing against them as long as they're moving.

#109 Nutlink

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Posted 18 January 2015 - 05:53 PM

View PostZerstorer Stallin, on 18 January 2015 - 04:20 PM, said:

I cant believe it, I called It! Again its NOT THE MECH or the WEAPONS, or even the QUIRKS.... no
try and focus...

ITS THE PIN POINT BOATING DAMAGE..

No mech should have 7 sm pulse laser that hit the same location.
No mech should have 3 ERPPC's that hit the same location.
There has been dozens of these threads.. and amazingly people don't get the clue.

ITS PIN POINT BOATING THAT IS BREAKING and DRIVING the META on MWO.

FFS

Exactly. We had the same issue with twin Gauss/AC20 builds on Catapults, the PPC/Gauss builds on Highlanders/Victors/Cataphracts, the quad PPC Stalkers, the ERLL Clan mech boats, and now we see it on a mini scale with lights. The problem hasn't been with the mechs themselves, it's with the implementation of the weapons, and even if they do end up doing something about the OctoPulse Firestarters it will just get replaced with the next pin point monster.

#110 Spr1ggan

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Posted 18 January 2015 - 05:58 PM

View PostZerstorer Stallin, on 18 January 2015 - 04:20 PM, said:

I cant believe it, I called It! Again its NOT THE MECH or the WEAPONS, or even the QUIRKS.... no
try and focus...

ITS THE PIN POINT BOATING DAMAGE..

No mech should have 7 sm pulse laser that hit the same location.
No mech should have 3 ERPPC's that hit the same location.
There has been dozens of these threads.. and amazingly people don't get the clue.

ITS PIN POINT BOATING THAT IS BREAKING and DRIVING the META on MWO.

FFS


Amazingly this is a video game with real players that aim their weapons. Not a board game with dice rolls.

Edited by Spr1ggan, 18 January 2015 - 06:00 PM.


#111 Davegt27

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Posted 18 January 2015 - 07:23 PM

has anyone been one shoted by a Nova loaded with clan Small pulse lasers?

took down my T-bolt side torso

#112 InspectorG

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Posted 18 January 2015 - 07:29 PM

View PostTechorse, on 18 January 2015 - 03:38 PM, said:

How about instead of nerfing the Firestarter, we go back and laterally change the quirks so that they don't favor one specific weapon. I can almost guarantee you that if the quirks were for general energy weapons instead of small pulse lasers, you'd see a greater variety of firestarter builds.

It seems as if quirks have really shifted 'mechs away from their intended roles and loadouts and shoved them into cheesy cookie cutter forms. The firestarter and thunderbolt 9s could both use quirk sidegrades (changes that don't nerf the unit but don't buff it either or make for just one good build).


Actually its kinda the opposite.
The quirks were supposed to give each mech a weapon related role.

Otherwise you get what we had before, People using one variant out of each chassis, and the other 2 variants were just to grind exp.

With general quirks, people will use the mech with the best generic quirk in relation to the best hardpoints and forget the other variants.
Look at Cicadas. A and B were the same but 1 E point. Give them both the same quirks, no one would use the B.
People would put 6 MPL on the A.

And dont use the 'intended role' argument. Firestarter's intended role was anti-infantry...hence all the flamers.
BT=/=MWO.
The only role in MWO is do damage. Scouting isnt really needed but in a few niche instances. It really comes down to playstyle.
Weapon quirks facilitate different playstyles with what MWO has to currently offer.
Should PGI add more need for roles, which i hope they do, the other stuff will be more important.

#113 Flaming oblivion

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Posted 18 January 2015 - 07:37 PM

The problem with firestarters is their one of the fastest mechs on the field hardest to hit, And then the hitreg

Their op because of the hitreg
Fix hitreg - Firestarters stop being assaults- Problem solved,

PGI have two options

Fix hitreg with problem mechs

Or nerf said mechs into oblivion.

#114 t9nv3

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Posted 18 January 2015 - 08:08 PM

Only problem I've seen with firestarters is when half the team feel the need to chase them around

#115 InspectorG

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Posted 18 January 2015 - 08:23 PM

View PostUltimatum X, on 18 January 2015 - 12:19 PM, said:



...nerfherders. :P


We should make that a meme for the forums.

#116 FupDup

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Posted 18 January 2015 - 08:24 PM

View PostInspectorG, on 18 January 2015 - 08:23 PM, said:

We should make that a meme for the forums.

I made the Nerfinator meme a while back that made fun of Paul. I'd repost it but the mods wouldn't be happy...

#117 InspectorG

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Posted 18 January 2015 - 08:24 PM

View Postt9nv3, on 18 January 2015 - 08:08 PM, said:

Only problem I've seen with firestarters is when half the team feel the need to chase them around


FS chassis comes with a special pheromone. Locust cookie pheromone is stronger but, its not Locust mating season.

#118 InspectorG

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Posted 18 January 2015 - 08:28 PM

View PostNutlink, on 18 January 2015 - 05:53 PM, said:

Exactly. We had the same issue with twin Gauss/AC20 builds on Catapults, the PPC/Gauss builds on Highlanders/Victors/Cataphracts, the quad PPC Stalkers, the ERLL Clan mech boats, and now we see it on a mini scale with lights. The problem hasn't been with the mechs themselves, it's with the implementation of the weapons, and even if they do end up doing something about the OctoPulse Firestarters it will just get replaced with the next pin point monster.


MWO favors boating. 2-3 big dakka(i would include ppc/erppc in this). 1238734837LRMs. 5+ lazors.
Anything with less...doesnt get used. Unless you are me in my Cicada C...

#119 Ultimax

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Posted 18 January 2015 - 08:36 PM

View PostInspectorG, on 18 January 2015 - 08:23 PM, said:


We should make that a meme for the forums.


Posted Image


We could probably start there.



View Postsneeking, on 18 January 2015 - 08:32 PM, said:

Fire starters ? They seem to run away looking for easier pickings when the meet my srm huginn or oxide.

Cant think why lol ;)


Indeed.

Those Oxides and Huginns are really brutal vs. other light mechs.

Edited by Ultimatum X, 18 January 2015 - 08:37 PM.


#120 Rear Admiral Tier 6

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Posted 18 January 2015 - 08:52 PM

View Postgeodeath, on 18 January 2015 - 05:07 AM, said:

Lights are fine, or even underpowered.


No,Firestarters register very little damage,and the registration is really random.Firing at the centre mass of a stationary FS should do some damage,but instead,the leg goes or arm blows off etc.
That is not the case in any other light currently,even spiders,they are really easy to get proper hitreg nowadays.



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