Real Fix To Hitreg Coming.
#21
Posted 25 June 2015 - 09:37 PM
When russ said that they just found about this... i was like: Whhhaaaaaatttt? it wasn't there in the first place? *facepalm
something along the lines of constructing a powerline for a village on top of a mountain and forgetting to actually "power" the line.
#23
Posted 25 June 2015 - 09:56 PM
Narcissistic Martyr, on 25 June 2015 - 08:59 PM, said:
Has anybody ever even cared about them in the first place? Judging by some of the tones in this thread, I would assume no.
Maybe it might eventually convince PGI that 3/3/3/3 was a silly bandaid and that they actually have to like, actually balance the mechs against each other.
#24
Posted 25 June 2015 - 09:59 PM
FupDup, on 25 June 2015 - 09:56 PM, said:
Maybe it might eventually convince PGI that 3/3/3/3 was a silly bandaid and that they actually have to like, actually balance the mechs against each other.
Well if the reward system was not such a f*ckup then we would probaly see more lights actually doing more *light* actions and play instead of RAMBO'ing into the centre of a moving mass.
In other words: The reward system needs to be revamped as well.
#25
Posted 25 June 2015 - 10:01 PM
Sarlic, on 25 June 2015 - 09:59 PM, said:
In other words: The reward system needs to be revamped as well.
You can give them as many spacebucks as you want, but what matters more is their ability to contribute to winning the match. Giving mo money is a part of the process and it can help a bit, but farming cash isn't a role that helps your team win.
#26
Posted 25 June 2015 - 10:04 PM
FupDup, on 25 June 2015 - 10:01 PM, said:
I didnt ment money. Sorry i should have been more clear.
I meant more rewarding actions for playing your role as a scout. It should be more contributing to the team.
Payout should not only in the form of digital money.
#27
Posted 25 June 2015 - 10:06 PM
Mister D, on 25 June 2015 - 09:23 PM, said:
No longer will lights be viewed as micro-Atlas being able to play like total psycho's because they know they're immune to damage and can't be killed quickly enough to stop nascar rambo rushes.
Lights will have to play like lights and play smart instead of just running in like idiots with their invincibility lag shield to wreak havoc.
They will have to use teamwork, instead of being able to solo an entire enemy assault lance without taking a scratch.
Will this mean the end of the terror of Firestarters? hopefully yes.
But its not just lights, its all laser hitreg in general, its been off for a long time with any hitscan weapons (lasers/mg) because for whatever reason can be off a few pixels or as much as 3-4 mech lengths, "If" this next update actually fixes laser hitreg.. OMG will it be awesome.
Less guesswork, so we can aim at a location, and what you see is what you get.. finally?
I believe when i see it, PGI and coding/networking, so far 4 years of fail...all fixed in one magic patch
?,, i will believe it when i see it...
waiting desperately for the i told you so crowd when this happens.
#28
Posted 25 June 2015 - 10:08 PM
Really looking forward for this. Having a looooooooooong time issue with bad hit reg, glad they finally decided to invest the time to fix it.
#29
Posted 25 June 2015 - 10:09 PM
N0MAD, on 25 June 2015 - 10:06 PM, said:
?,, i will believe it when i see it...
waiting desperately for the i told you so crowd when this happens.
Unlike the past fails.. There is a Plan B this time around.... Regional Servers !!
#30
Posted 25 June 2015 - 11:26 PM
#31
Posted 25 June 2015 - 11:30 PM
Sarlic, on 25 June 2015 - 09:59 PM, said:
In other words: The reward system needs to be revamped as well.
this
also their queue is ~10%, i even saw them briefly surpassing meds in popularity recently
#32
Posted 25 June 2015 - 11:34 PM
True light pilots don't play lights just to cheat the hitreg!
True light pilots welcome a better hitreg as they can remove limbs with surgical precission from faster moving heavies and mediums again! ...as it should be! ...also, come a lil bit closer with that huge face
signed
Norman Kosh
(dedicated light pilot)
P.S.
the only thing I worry about is a general increase in TTK
my solution would be to increase weapon cooldown
P.P.S.
funny, I have a deja-vu. When the first hitreg improvment went in and everyone was like 'get rekt lights!' I warned everyone that an improving hitreg is a double-edged sword and heavy and assaults mechs will get killed (and even headshotted) by lights more often. The majority don't play lights and so they don't know that a lousy hitreg often saved their live too as it impacts the ability to hit a specific mech part for higher ping players.
And -oh surprise- the forum was flooded with tears from butthurt heavy and assault pilots, because they didn't get their easy kill but instead got killed by that 'easy prey'. While I see how a better hitreg will smash the Firestarter population like it did with the Raven Nevermore population back then when the HSR got implemented, the experienced light pilots won't make you a favor and try to face tank your 100t assault. On a second thought, the amount of sniping lights might increase too
Edited by Norman Kosh, 26 June 2015 - 12:20 AM.
#33
Posted 25 June 2015 - 11:46 PM
This will be a serious nerf to lights.
#34
Posted 26 June 2015 - 12:10 AM
Norman Kosh, on 25 June 2015 - 11:34 PM, said:
Sort of my prediction.
Better hit reg will smash the brawler light builds more.
Medium/Long range especially ECM lights with improved laser hit reg will be more viable, if they can hit harder from range and continue kite-ing.
#35
Posted 26 June 2015 - 12:12 AM
#37
Posted 26 June 2015 - 12:21 AM
#38
Posted 26 June 2015 - 02:56 AM
Anyway, it sounds great. I just fear for the light mechs. Will probably be the final nail in the coffin of the Jenner, and they might just delete it from the game, save some new pilots the wasted time invested in this chassis.
#39
Posted 26 June 2015 - 02:57 AM
#40
Posted 26 June 2015 - 03:03 AM
But reading this it sounds like "finally after 3 years of programming, we invested two weeks to improve the netcode".
Basically that tells us that they never had the idea of putting someone to work for laughable two weeks on one of the biggest issues with this game?
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