Mister D, on 10 February 2016 - 06:32 AM, said:
I'm also finding that any of these lights with any structure quirks are ridiculously hard to kill.
Tiny targets typically are. The Locust has structure quirks and it still dies easily, so perhaps this has something to do with the player.
Quote
Spiders surviving Dual AC-20 CT hits, Commandos taking Dual Gauss to a torso and living..
Spiders have 40 CT Armor and 20 Internals without quirks; Even if it's not a front-loaded armor layout, 2 AC20 shots to the CT is barely enough damage to breach the armor and Gauss does even less damage than an AC20--Certainly not enough to kill a Commando even if both shots hit the same side torso... so this one's pretty self explanatory.
Quote
Seen some pretty crazy things happening and lights walking away from killshot after killshot.
Considering your definition of a killshot thus far has been dealing insufficient damage to clear even the un-quirked Armor+Internals, this is not surprising.
Quote
I think there is more going on here than just simple additional internal health from quirks at play.
You mean like having unrealistic expectations derived from a poor understanding of chassis stats combined with bad aim...?
Quote
The lagshield is real too.
Not in so far as many people simply not understanding how engagement speeds, distance and weapons convergence all play a large part in actually scoring hits with all, or most, of their weapons on small, fast moving targets. That isn't to say hit registration itself isn't sometimes borked, but little of it can actually be attributed to lag.