How's The Hsr Patch?
#81
Posted 07 July 2015 - 06:44 PM
I've had Gauss and AC/20 rounds visually go THROUGH them.
As for Urbanmechs, I'll let you know if I ever see one.
Clan Mechs generally don't go fast enough to start having hit reg issues.
#82
Posted 07 July 2015 - 06:47 PM
#83
Posted 07 July 2015 - 06:48 PM
Darian DelFord, on 07 July 2015 - 06:33 PM, said:
No what I am saying, is Players with HIGH ping have the lag shield, players with low ping did not. I have no problem dying to a mech if they see me in the PUG queue or on the comp scene. Yes there is a lag shield but for the most part the light with high ping enjoyed it far more than those with low.
As a High Ping Player, I don't think I've EVER had the benefit of a Lag Shield. My Lights have always vaporized the moment I get spotted by anything larger than myself. It's why I've learnt to hit and run with them, usually spending the first few minutes of the game outflanking so that I can fire from an unexpected angle, rather than Firestarting my way through the middle of the enemy team. But any light going over 120kph is very hard to land a shot on. And yes, I know how to lead. The problem is, when I have a 240 Ping, and the Light has less than 50, I need to lead even with Lasers for hits to register.
#84
Posted 07 July 2015 - 07:05 PM
Even with 40 ping, didn't make a huge difference.
Iceferret, Firestarter, Commando, Locust.. anything that pushed past 130 kph.
But it still depended alot on angle of attack, if I went straight at somebody or straight away from sombody I'd take an appropriate amount of damage and die quickly enough, but if I was running perpendicular to an enemy I never had much to worry about unless it was Gauss.
Ballistics still nailed me as long as it hit me.
#85
Posted 07 July 2015 - 07:18 PM
#87
Posted 07 July 2015 - 10:01 PM
#88
Posted 08 July 2015 - 01:51 AM
stjobe, on 07 July 2015 - 03:45 PM, said:
No point. He's like the goober who was complaining about my Adder exploiting the JJ trick in CW one day and being unhittable. An Adder, of all things.
Against comp teams, it melted like wet tissue paper, which was to be expected if I didn't hug the ground and cover. That's part of the rush of actually playing one imo. The other is, well the Hula Girl is hypnotic with the engine buzzing sound.
My point is that a lot of the people complaining about lights, the JJ exploit and so on, still have a hard time hitting ground bound slower lights and mediums. Too much time ridge humping and trading blows with mostly static targets.
Edited by Rhazien, 08 July 2015 - 12:23 PM.
Quote cleanup
#89
Posted 08 July 2015 - 03:54 AM
I've been using PPCs more as well and haven't had one of those PPC-hit-reg-omg moments.
I now return you to your regularly scheduled pissing match.
#90
Posted 08 July 2015 - 04:03 AM
#91
Posted 08 July 2015 - 04:08 AM
ShadowWolf Kell, on 08 July 2015 - 01:51 AM, said:
No point. He's like the goober who was complaining about my Adder exploiting the JJ trick in CW one day and being unhittable. An Adder, of all things.
Against comp teams, it melted like wet tissue paper, which was to be expected if I didn't hug the ground and cover. That's part of the rush of actually playing one imo. The other is, well the Hula Girl is hypnotic with the engine buzzing sound.
My point is that a lot of the people complaining about lights, the JJ exploit and so on, still have a hard time hitting ground bound slower lights and mediums. Too much time ridge humping and trading blows with mostly static targets.
Still seems that the handful of actual good Light Jocks will see little difference as they never leveraged the lagshield crutch to begin with. and Played in Higher Elos where lagshooting adjustment is common, to the point of being nearly unnoticed.
Where I notice the difference is the face rushing knuckledraggers, who would run into an Assault lance, run out unscathed and then mouthbreath all about their skill? Are now getting splatted near instantly, as they should.
Lights should never be able to go face to face, toe to toe with a Heavy or Assault of equal skill, and win. It should have to leverage it's size and mobility and speed to attack symmetrically, flanking, ambushing and such, to be able to achieve success. Otherwise there would be precious little reason to use any other weight class, as their speed already gives them tactical versatility that heavier classes cannot match. Successful Lights should be about tactics and reflexes, not facehugging. (backhugging though, is totally viable and legit Light combat)
Akulla1980, on 08 July 2015 - 04:03 AM, said:
Good.
Because honestly that is probably an accurate representation of the percentage of Pilots with the needed skill to leverage Lights properly, without lagshield crutches. Might even mean I'll see a marked improvement in actual Light play in match.
#92
Posted 08 July 2015 - 04:12 AM
Bishop Steiner, on 08 July 2015 - 04:08 AM, said:
Where I notice the difference is the face rushing knuckledraggers, who would run into an Assault lance, run out unscathed and then mouthbreath all about their skill? Are now getting splatted near instantly, as they should.
Lights should never be able to go face to face, toe to toe with a Heavy or Assault of equal skill, and win. It should have to leverage it's size and mobility and speed to attack symmetrically, flanking, ambushing and such, to be able to achieve success. Otherwise there would be precious little reason to use any other weight class, as their speed already gives them tactical versatility that heavier classes cannot match. Successful Lights should be about tactics and reflexes, not facehugging. (backhugging though, is totally viable and legit Light combat)
Good.
Because honestly that is probably an accurate representation of the percentage of Pilots with the needed skill to leverage Lights properly, without lagshield crutches. Might even mean I'll see a marked improvement in actual Light play in match.
More the issue if found since patch is SSRMS registering more damage on lights. Radar Deprivation is a must now. Just dart between cover and all good.
People still need to have decent aim to damage a light on the run so that really hasnt changed.
But you are right Bishop, the lag shield users will die off bloody good riddance i rekon!!
#93
Posted 08 July 2015 - 04:22 AM
Akulla1980, on 08 July 2015 - 04:03 AM, said:
I always felt that a mech game where lights can expect to get take one-on-one on heavies and assaults is just plain wrong. Or expect to get similar damage as heavy/assaults -- and I'm speaking in terms of long-term averages here, not counting outlier games by exceptional players. In that sense, if lights are getting "put back into their place", I feel that's a Good Thing.
But obviously there's a problem here in giving people incentive to run them.
I think what we ultimately need is a reward system that is much less reliant on kills or damage, but gives much higher rewards for other stuff, like scouting or supporting/covering heavier mechs -- stuff that the little guys can do well. I.e. reward the lore-correct use of light mechs well enough to make it worth it.
#94
Posted 08 July 2015 - 04:49 AM
jss78, on 08 July 2015 - 04:22 AM, said:
Thats already in place - to get equal CBills and Exp, it takes a 800 damage game in my WHK to equal a 200 damage game in my Kit Fox.
Unless you mean in the eyes of the community and not by the game, in which case thats much harder to make happen.
#95
Posted 08 July 2015 - 04:50 AM
1. Hitreg
Works pretty well now. Heck I shot a FS 3X2 LPL from my Raven 4X square on the center torso and it exploded. I was "WTF?!" Usually he was yellow...
Therefore good job on the hitreg. Actually I am a bit speechless how much damage seemed to have vanished in the void before.
2. Lights & Damage
I reserve judgement until I have played some more. However, currently I have the feeling that the alphas are simply much too high (and thus the TTK too low) with a working hitreg.
Once more...please introduce the BT heat scale
#96
Posted 08 July 2015 - 04:58 AM
FitzSimmons, on 08 July 2015 - 04:49 AM, said:
Unless you mean in the eyes of the community and not by the game, in which case thats much harder to make happen.
Interesting, so you net that much from spotting assists and kill assists? I'm not disputing your experience, but I find my c-bill earnings do tend to be lower in my Panthers (compared to my "heavy hitters"), even though I get lots and lots of assists zooming within the group and lending a hand.
As for the latter point, yeah, I can see that some people would never play in such support roles, even if well rewarded.
#97
Posted 08 July 2015 - 05:00 AM
TheCharlatan, on 07 July 2015 - 01:36 PM, said:
You can try doing that, and every single time some fool will shoot the locust because "easy kill" completely ignoring the atlas next to it.
Countless pilots have been easily dispatched this way, but every now and again, one of them gets lucky...
And now all us light pilots have no more luck to lean on.
Don't get me wrong, better hitreg was necessary, but with the alphas going around these days, every light pilot is one corner away from instant death.
Have you heard of seismic?
#98
Posted 08 July 2015 - 05:02 AM
Bush Hopper, on 08 July 2015 - 04:50 AM, said:
1. Hitreg
Works pretty well now. Heck I shot a FS 3X2 LPL from my Raven 4X square on the center torso and it exploded. I was "WTF?!" Usually he was yellow...
Therefore good job on the hitreg. Actually I am a bit speechless how much damage seemed to have vanished in the void before.
2. Lights & Damage
I reserve judgement until I have played some more. However, currently I have the feeling that the alphas are simply much too high (and thus the TTK too low) with a working hitreg.
Once more...please introduce the BT heat scale

Its really a combination of things. Hit Reg needed Fix even my Oxide will agree to taht. The problem is every fix or buff usually is an indirect nerf to lights. Case in point the new Clan AC adjustments in this patch. It hurt lights in directly and did nothing to really help them. Granted a select few of the clan lights it might have helped, but it hurt the IS lights.
One of if not the biggest issues with lights is simply Heavy and assault Twist speed and Twist Arc. They are simply to quick and to great respectively. Currently Skill on Skill a light will get 1 shot at the rear of an assault before the assault has him in his sights.
As you climbg the ELO ladder, if there is such a thing in ths game, you will see that hitting a light becomes less of a problem. Another issue is the radar signature of a 20 ton mech is the same as a 100 ton mech, this should not be the case. High alphas is another problem. Simply put 1 good alpha and the light is all but taken out of the game. The alphas have gotten higher and higher with power creep and nothing has been done to curb it.
A third yet minor issue is rewards. I should get credit for drawing two to three mechs off to fire me. I shouid get a higher reward for dropping a UAV right in the middle of the deathblob as they are firing on others.
So many more issues.
#99
Posted 08 July 2015 - 05:05 AM
Bush Hopper, on 08 July 2015 - 04:50 AM, said:
1. Hitreg
Works pretty well now. Heck I shot a FS 3X2 LPL from my Raven 4X square on the center torso and it exploded. I was "WTF?!" Usually he was yellow...
Therefore good job on the hitreg. Actually I am a bit speechless how much damage seemed to have vanished in the void before.
2. Lights & Damage
I reserve judgement until I have played some more. However, currently I have the feeling that the alphas are simply much too high (and thus the TTK too low) with a working hitreg.
Once more...please introduce the BT heat scale

All well and good, but most of the 'Meta' Is laser or ppc vomit + Gauss (which has ammo that doesn't explode) So most will only be mildly inconvenienced.
Gyrok, on 08 July 2015 - 05:00 AM, said:
Have you heard of seismic?
https://youtu.be/VzSdPxlGGZc
Edited by Lugh, 08 July 2015 - 05:06 AM.
#100
Posted 08 July 2015 - 05:05 AM
jss78, on 08 July 2015 - 04:58 AM, said:
Interesting, so you net that much from spotting assists and kill assists? I'm not disputing your experience, but I find my c-bill earnings do tend to be lower in my Panthers (compared to my "heavy hitters"), even though I get lots and lots of assists zooming within the group and lending a hand.
As for the latter point, yeah, I can see that some people would never play in such support roles, even if well rewarded.
It probably comes from the fact that assists and kills generate the majority of your earnings. After that, with the algorithm for damage to rewards being so weighted down in heavies, it doesn't take many spotting assists to account for the component destruction and kill-most-damage-dealt awards you get in assaults. My KFX also usually gets me about 5-10 "flanking" bonuses a match from pop tarting and flanking (and sports 4 MGs for the money shots).
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