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I Hit It Over And Over It Doesn't Die.

Gameplay HUD Skills

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#41 MechWarrior5152251

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Posted 08 February 2016 - 04:51 AM

I noticed that my Firestarters take much more damage than they used to. Must have been some kind of stealth hit box or hit reg fix/nerf.

#42 ReemusX

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Posted 08 February 2016 - 07:15 AM

View PostBiclor Moban, on 07 December 2015 - 01:20 AM, said:

Okay,

Over the last few months (I have been playing sincee 2013) I have had occasion to question wether hit reg works.

I will give 2 examples of reg issues or some messed up thing.

1.
August.
I am at the Bog a disconnected Firestarter comes into view I am at a range of 500-600m. I am running ERPPCs on a Griffin. I fire both his left arm comes off. I adjust my aim and fire again CT lights up.
I fire 2 more simultanious shots. I am over heatin so I wait. I them begin to fire one right after the other 4 more shots I am to hot so I wait and on the 1st shot of that volley the Firestarter goes down. The second shot of that volley does nothing.
Lets count
2 shots to the left arm.
11 shots to the CT.
Then it went down.
I was so confused. I left and went to the training grounds. Shot every Mech there from that same range and angle. I killed a Jenner with 2 shots and an Atlas with 11. How is it that a Firestarter could take 11 shots to the CT.

2.
Tonight.
I am running a 4 ERLL Hunch 4P paired so they fire 2 then 2 with chain fire. I am at River City. I spot a Blackjack in the water near the Citadel he's firing at one of my guys. He remains between 480 and 550 meters range away. I have pressed R ad he is targeted. I use my advaced zoom and squeeze the trigger on my 4 ERLL. He takes all 4 to the CT it flashes. He doesn't move at all. I fire again 4 ERLL hit his center torso it flashes. He decides then to move about 100 meters to the left I reposition as well. He starts to fire upon My teammate again (also in the water). I fire all 4 ERLL again hitting the CT. then he takes aim at me what follows is 2 more clean shotsto his CT and some very random hits to the rest of him. He then retreats with a yellow CT seriously just yellow. He runs out on the pier by the fuel tanks and eventually he's at the end of the pier facing away from me. I get a lock on him for 1 4 shot volley to his back. He moves forward behind a rock for a moment. I think he is going to take off. I wait for him to come out the other side. He doesn't, he reappears now facing me. I don't have him targeted at first but let another 4 ERLL fly while I wait we are at about 600 range now. The shot was a bit sloppy but his it looks to drag from his CT to his LT to his LA. My target recticule comes up (one of my spiders is in sensor range) and I fire all 4 again and as I am doing that a Mad Cat backs from the base of the wall and kills me.cutting my volley about 1/2 way throught the second 2 firing.

How I count it thats 16 cleans shots to the CT and probably 6 in upper body area and he didn't go down. I made maybe 10 other shots but couldn't verify they hit or not so we aren't counting them.

I generally average about 450 Pts damage a game in this mech and it's not unheard of for me to do over 800 dmg.

How could a Blackjack survive that?
This does seem to be a reoccurant thing with Blackjacks.

3 times today I have gone Mono y mono with a Stormcrow or a Madcat at these ranges and cored them both......
Is it generally accepted that a SCR or TB is easier to core than a Blackjack?

Opinions or rational explanations encouraged.

If you exploit this issue let us all know. So we can know at least a part of your skill in MWO is exploiting bugs.


Try 10 AC20 shots to CT and 4 to RT (dual AC20s and Dual ERLL on KGC) on a Warhammer at 50 meters...and his CT and RT armor are just gone... I get dropped by his lasers and he walks off to fight again.... I watched my video countless times trying to see just how many hits he took and where... Did some math... 200dmg to CT and 80 to RT

Haven't had a chance to look up the armor ratings and perks of the Warhammer....but I can say that when it comes down to a fist fight trading punches that close in my fresh KGC with that build.... I usually come out on top there. Not many builds can stand in front of a KGC with that much firepower and armored the way I am and survive.... I don't think I have ever had to take that many shots with AC20s up close on anything unless it was an Atlas or Dire Wolf

#43 Soldier91

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Posted 10 February 2016 - 03:37 AM

It is probably your, or both of your internet latency. The ISP I usually use throttles bandwith sometimes and it has a really noticeable impact on any online game on PC and consoles. I've gone from matches where I'm doing well with MLG gamers change at like peak user population when most people start getting online at like 5 switch over to seeming like I can't even keep up with rookies that have never played before and don't know the controls or maps.

#44 Thorqemada

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Posted 10 February 2016 - 03:56 AM

Beam Laser are extremely inferior to Pulse Lasers - see it again and again that the target gets hit the full duration and takes almost no damage - i mean big slow Targets like Stalkers etc. doing 150 to 200 Damage to the CT and its still light orange armored.

Pulse Laser seem to do their full damage extremely well and be the choice atm.





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