"I'm shooting him and shooting him and it's not registering the damage, then he turns around and fires once and I explode!"
Uh... that's called a lag spike. You were lagging.
3
Lights Taking Little Or No Damage?
Started by PurplePaladin, Apr 01 2015 10:38 PM
65 replies to this topic
#61
Posted 03 April 2015 - 11:13 AM
#62
Posted 03 April 2015 - 11:18 AM
The True Space Pope, on 03 April 2015 - 11:09 AM, said:
Again, why all the vitriol? Does it help your argument to constantly try to make this an "us vs. them" debate?
Of course the Space Pope has seen bad hit registration, but he has seen it occur with pretty much every mech in the game. To his recollection the Space Pope has never argued that hit reg for any class of mech is perfect or even satisfactory.
Ultimately, though the Space Pope recognizes there are so many factors involved in bad hit reg that he doesn't generally discount other people's opinions when they disagree with his own.
All the Space Pope is suggesting is that this issue be discussed in a rational manner and that we recognize that most of our views about hit reg are going to be fairly subjective in nature (since we can't exactly empirically verify how hits are registering). Essentially, by this he means you don't have to constantly call people "evil comp overlords" if they disagree with your assessment of hit reg, just like there is no reason to call someone "bad/scrub" if someone feels hit reg is particularly bad.
You say lights are particularly hard to hit because of especially bad hit reg for lights, the Space Pope finds that he can hit lights about as well as any other class of mechs (irregardless of the mech or weapon he uses). That doesn't mean that either of us is wrong in our opinions nor that we can't both express them and more importantly disagreement doesn't have to become a personal matter.
want real discussion? lose the 3rd person crap for a start.
terrycloth, on 03 April 2015 - 11:13 AM, said:
"I'm shooting him and shooting him and it's not registering the damage, then he turns around and fires once and I explode!"
Uh... that's called a lag spike. You were lagging.
Uh... that's called a lag spike. You were lagging.
If the game/servers are experiencing THAT many lag spikes..houston, we got a problem. Just saying.
#63
Posted 03 April 2015 - 11:22 AM
Bishop Steiner, on 03 April 2015 - 11:18 AM, said:
want real discussion? lose the 3rd person crap for a start.
The Space Pope will respectfully decline to do so at this moment as he does not believe his points are affected by what stylistic choices it pleases him to employ in his posts.
#64
Posted 03 April 2015 - 11:34 AM
Movement speed and torso twist should be reduced by 15% across the board. Forgive me if I'm wrong but wouldn't that potentially solve any speedy netcode bullshit they say is the common problem for lights?
If your speed drops but so does your aim speed it doesn't effect light survival. Just the hitreg.
That being said commando and Locust need to remain where they are regardless even with that change. 20 KPH does not equal the survival it requires. Just sayin. Commando is quite literally in the worst place of any mech in the game. Almost on par with the myst lynx.
*Edit
I still watch four SRM6 volleys do no damage to plenty of mechs. I've walked up to a stationary gargoyle and done almost 0 damage before. It's not just lights.
If your speed drops but so does your aim speed it doesn't effect light survival. Just the hitreg.
That being said commando and Locust need to remain where they are regardless even with that change. 20 KPH does not equal the survival it requires. Just sayin. Commando is quite literally in the worst place of any mech in the game. Almost on par with the myst lynx.
*Edit
I still watch four SRM6 volleys do no damage to plenty of mechs. I've walked up to a stationary gargoyle and done almost 0 damage before. It's not just lights.
Edited by Kiriesani, 03 April 2015 - 11:37 AM.
#65
Posted 03 April 2015 - 11:48 AM
Quote
Example, the other day there was a match where I was in my Hellbringer with a laser vomit build, and a catapult was moving straight to our gens and I popped out behind him and put at least 400 damage into his rear CT while he was moving straight away from me, he never even went critical damage, then he stopped and took at least another 200 damage from me in rear CT, then finally had his armor stripped and I died instantly from a single alpha from 2 of his teammates (and I had no damage before that)
Bishop, the reason I can't take the "evidence" provided seriously is because a large portion of it reads like the above. I'm sorry, but to put 400 damage into a Catapult probably takes longer from a Hellbringer than it would take the Cat to get halfway across that map. Then add in the fact that there's no way he's keeping perfect laser precision on what he absolutely knows is the CT - not a chance he spread it across all rear torsos, or even those big giant arms that cover part of the rear torsos? Then he adds in another 200 damage, all in the span of, what, 5 seconds? Give me a break. I expect to see his name at the top of the Major League Mechwarrior leaderboard when all is said and done.
All the anecdotal "evidence" smacks so much of gross exaggeration, I really can't buy the majority of it. And with that, I don't agree that lights are so broken beyond belief as to be trouncing everything in every match. Sure, the occasional lag and hit-reg issues will result in the survival of a light when it should have died, and maybe that will end up changing the course of the match. But that's pretty rare. All the lights I end up shooting die if I hit them. I can usually tell when I'm missing them. I always have a tough time killing spiders (not really firestarters - those things go down much faster when you sweep their legs), but I recognize that it's my aim and their tiny hitboxes that spread the damage all over the place, including the wall behind them when I thought I was actually hitting them. Try turning particles and graphics up, and you will see the burn/scorch marks all over the terrain where you were actually dumping your shots when you thought you were hitting that light.
If the problem is so pervasive, there should be hundreds of videos of obvious issues. Instead, we have a half dozen videos that are inconclusive at best.
Edited by Dino Might, 03 April 2015 - 11:49 AM.
#66
Posted 03 April 2015 - 12:21 PM
First off, hit reg is an issue. Now that we have that out of the way... When I pilot my huginn one of my favorite tricks is to appear to stop right in front of a mech and blast away. In reality I am moving back and forth while swinging my head. Between convergence, the screenshake of srms, and the flash of otherwise useless mgs these small movements make it very difficult for my opponent to hit me.
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