Jump to content

Marauder Taking Way Too Much Damage For It's Size


126 replies to this topic

#121 Jeffrey Wilder

    Member

  • PipPipPipPipPipPipPip
  • 506 posts

Posted 10 April 2016 - 06:57 AM

View PostJSmith7784, on 04 December 2015 - 05:50 AM, said:

Been noticed the Marauder seems to take more damage than my assault mechs. I recently brought out my HBK-4SP for a few matches. I went head to head with a Marauder and we both had 100% undamaged mechs. I fired 4 SRM6x2 and 5 MLx5 salvos into his CT from under 200m. All hit and registered red. I went down and he only had a yellow open side torso and an orange armor CT. It was the only mech I fought and the end screen showed a litte over 200 damage. I'm only mentioning this one cause it just happened and is fresh in my mind.

Is this just a new mech and the hit boxes are messed up? Is this another hit detection problem with SRM's? been seeing a few posts about that as well.


See a MAD, go for the legs; that's what I always do and they go down fast.

#122 Moomtazz

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 577 posts

Posted 10 April 2016 - 07:11 AM

View PostThe Atlas Overlord, on 10 April 2016 - 04:32 AM, said:


So that explains why the CT went from orange to deep red after that volley hit the "left torso".

Which is exactly my point.

The hitboxes are screwed up beyond belief.

P.S. You could always watch the entire video where even guys spectating the marauder agreed it should have died.....or just go ahead and keep living in denial. Whatever works for you.


The spectators were correct. If the Atlas had a different pilot the Marauder would have died.

#123 MechWarrior9376871

    Member

  • PipPipPipPipPip
  • 112 posts

Posted 10 April 2016 - 07:21 AM

They always wait till it is available for C-Bills before nerfing....

#124 Kaveli

    Member

  • PipPipPip
  • Shredder
  • Shredder
  • 69 posts

Posted 10 April 2016 - 07:47 AM

The maurader has a really easy to hit ct from the rear. most mechs do but the maurader is especially easy to take down with a rear shot. The 3r has increased torso twist though so a good pilot will be shielding with its sides and twisting a lot. Most of their firepower is in the ballistic side torso. Aim for the cannon and you'll take out 70-90% of their firepower.

#125 meteorol

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,848 posts

Posted 10 April 2016 - 08:02 AM

View PostThe Atlas Overlord, on 10 April 2016 - 04:32 AM, said:


So that explains why the CT went from orange to deep red after that volley hit the "left torso".

Which is exactly my point.

The hitboxes are screwed up beyond belief.

P.S. You could always watch the entire video where even guys spectating the marauder agreed it should have died.....or just go ahead and keep living in denial. Whatever works for you.


Pause the Video around 0.32. You can easily see that the srms hit the left arm and torso. The CT switch from orange to red actually came from the LL that hit the CT (well, it was waived across the whole torso section, but it was enough to turn the CT red).

The main reason the marauder didn't die in this video are misplaced shots. I'm sorry it doesn't support your theory.

There is no way anyone could deny the fact that the Marauder is tanky. That doesn't mean it's OP. Go check some of the high level competitve matches and count how many Marauders you see used over Grasshoppers and Black Knights. My first guess is the number will be around 0.

Edited by meteorol, 10 April 2016 - 08:02 AM.


#126 theta123

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,006 posts

Posted 10 April 2016 - 08:26 AM

The Marauder is tanky and the side torsos take alot of damage, wich is good

But also bad, when you are using XL engines. my 3 marauders have STD engines and they have great survivability, but yeah, clan heavies have way more firepower.
My MAD-5D, 3 LL, 2 MPL and 2 SRM 6 art deals great damage but oh boy it dies twice as fast as any of my marauders.

#127 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 10 April 2016 - 09:40 AM

View PostThe Atlas Overlord, on 10 April 2016 - 04:32 AM, said:


So that explains why the CT went from orange to deep red after that volley hit the "left torso".

Which is exactly my point.

The hitboxes are screwed up beyond belief.

P.S. You could always watch the entire video where even guys spectating the marauder agreed it should have died.....or just go ahead and keep living in denial. Whatever works for you.


The only perspective that matters is yours; nobody else sees exactly what happened due to network. You know how many times I watch lasers that completely missed the target still take the leg? Can't trust spectator view.

Having said that, you still missed the target. Your first shot was right on and removed the left torso and put the center into deep orange. Your second two volleys mostly went to legs (and the MAD probably twisted left to take some of it to the RT, but we can't see that). Your last volley went entirely to the still-armored right torso. The only one in denial here is you. You can be salty about losing to a busted up Marauder as much as you want, but the problem exists between keyboard and chair. It's okay. Everybody has slip-ups.

View PostThe Atlas Overlord, on 10 April 2016 - 01:49 AM, said:

Yeah, it's equally ******** that a quarter of the atlas CT on either side counts as ST.

Maybe they should stop "taking liberties" with hit box tweaking and just add more armor to the parts they want to make tougher already.

Oh wait, that's the simple / easy to tweak / smart way to balance....and this is PGI. N/m.


I don't necessarily disagree there. Extra structure never solved the primary problem with any 'Mech that needed the durability, which is guns going poof after a stern glance. That's why the Hunch got extra armor, not just structure.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users