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Fix Light Hit Registration Or Implement A Lower Speed Cap


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#161 MrMadguy

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Posted 09 March 2016 - 12:23 AM

View Postmailin, on 08 March 2016 - 06:15 PM, said:

I have a question for those who claim to be in the know. If a light moving at whatever speed is too fast for the server to render the video properly, that's only a video issue right? The server still knows either exactly or at least more accurately where the light is than the video may show it does, correct? I have to believe this is the case.

Also, as has been previously stated, the light queue used to be slightly higher before PSR was introduced. After it's introduction the numbers never have consistently achieved their previous level. If lots of players were playing lights before and there are fewer now, what does that say? And very often the light queue is single digit percentages. Surely, if lights were as invincible as some claim the queue would be consistently higher.

I think we need to use term tickrate instead of framerate, cuz some players confuse rate, at which server processes data, received from clients, with video framerate.

Do you want to know, how server tickrate affects hitreg? I guess, every map is being run on separate server, cuz sometimes even ping is different on different maps. So test maps are run on some test server, I guess, that has lower performance, than live ones. See, what happens, when tickrate is way too low:

So hitreg issues exist! Isn't this proof enough for you?

Edited by MrMadguy, 09 March 2016 - 12:31 AM.


#162 PyckenZot

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Posted 09 March 2016 - 02:19 AM

Haven't had much issue killing lights over the last year nor have I heard a lot of complaints. Possibly the OP 's aim is off,...
Admittedly, SRMs sometimes still have issues but that might just as well be lag on my end.

Void topic,...

Edited by PyckenZot, 09 March 2016 - 02:19 AM.


#163 Wolfways

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Posted 09 March 2016 - 02:36 AM

There is nothing special about light mechs, but if you want to kill them you have to build specifically for that purpose Posted Image

#164 Widowmaker1981

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Posted 09 March 2016 - 05:11 AM

View PostWolfways, on 09 March 2016 - 02:36 AM, said:

There is nothing special about light mechs, but if you want to kill them you have to build specifically for that purpose Posted Image


LOL, no you dont.

Inner Sphere blue and green wub works perfectly on lights. And on every other class.

#165 HerrRed

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Posted 09 March 2016 - 05:52 AM

I must say I never noticed these problems hitting lights in the face. And most people's arguments complaining seem to have been completely debunked. That goes with my experience as well.
Also, who the hell calls lights easy mode? Have you actually played most lights? I have an AC that I take out from time to time and I love me some wolfhound and they are the most skill demanding mechs you can find. If you stop, you're dead. If you don't torso twist, you're dead. If you can't shoot and move at the same time, you will do little damage and finaly, if you end up in the wrong position, dead...

Light mechs are unforgiving and they have a lot of hard counters. Medium mechs with fast weapons (like the blackjack) or heavy mechs that know what they are doing can toast you really fast. In my warhammer I can easilly keep lights at bay with 2 MGs and 2 meds while moving myself. Mgs are great as a ranging weapon. Shoot your mgs, once you star hitting, fire everything else. I also have a brawler battlemaster with 2 lpl 2 ml and 4 srm4s and it works quite well altough, since it is slower, I need prefer to start engaging around the 350 meter mark if I have the choice. The longer the range, the smaller the corrections you need to apply.
And no hardcounter would be complete without mentioning streaks. I installed 2 on my marauder and it is quite a difference. 8 dmg that alwags hits together with my lpl can make sure a light mech has a bad day.
In my blackjack Arrow, with the 6MGs, lights literaly run away from me.

And when I play my arctic cheetah, wolfhound or kitfox, I already die if a mech looks at me funny so nerfing them would be really bad since they would be useless as opposed to now where they actually take skill.


#166 Wolfways

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Posted 09 March 2016 - 12:00 PM

View PostWidowmaker1981, on 09 March 2016 - 05:11 AM, said:


LOL, no you dont.

Inner Sphere blue and green wub works perfectly on lights. And on every other class.

So you don't have to build for taking out lights, but just need certain weapons.....

#167 Mawai

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Posted 09 March 2016 - 01:40 PM

View Postmogs01gt, on 07 March 2016 - 01:21 PM, said:

barely any damage missed, we'll say 50 dmg missed. That still leaves almost 100-150 damage that spread over the mech. That is more than enough damage to strip armor.


No. I watched the video frame by frame as well. He was actually hitting something maybe 30 to 50% of the time at the most. His shots were between legs, between arms, over shoulders, the focus and convergence switched all the time when his reticle went off target. If you watch it at normal speed it LOOKS like he is hitting all the time ... if you run it frame by frame and look at where the lasers are actually pointing ... the aim was terrible.On top of that the laser cut across the entire mech on a regular basis spreading all the damage that did connect all over the place.

Another aspect that made it worse was that one laser was torso mounted and the other two arm mounted so they were following different aim points.

Finally, as for the coordination between the damage and the paper doll ... there looked to be at least 250 to 500ms lag in updates so the damage didn't register for a while but it did (in most cases that I saw) eventually register. Damage to the paper doll comes some time after the reticle turns red as far as I know.

#168 Widowmaker1981

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Posted 09 March 2016 - 01:42 PM

View PostWolfways, on 09 March 2016 - 12:00 PM, said:

So you don't have to build for taking out lights, but just need certain weapons.....


Well, i also find that IS ACs, Gauss and PPCs (well, sometimes) work well. Just not long duration lasers or Clan ACs - which does make it hard for clans unless the equip streaks.. but they do have access to streaks, which IS dont (no, SSRM2s dont count)

Edited by Widowmaker1981, 09 March 2016 - 01:42 PM.


#169 Alardus

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Posted 21 March 2016 - 01:45 PM

View PostSigilum Sanctum, on 07 March 2016 - 07:08 PM, said:


The key point is that people should be aiming for the THIGH. The thigh on a bipedal light mech has the least dimension of movement compared to the shin or ankles that I see people shooting all the goddamn time.

From the axis where it connects to the hip down to the knee there is relatively little motion of movement compared to the ankle or shin that has the long arcs where the mech makes a step. This is easier to discern on the Cheetah because by default its running animation seems slower than that of the Firestarter.

Posted Image


oh don't even get me started on the running animations (which the hitboxes follow). Different mechs all get their own unique animation. A stock Raven-2X feels and looks so stupid, and then you have that champ AWS which runs around like its Jessie Owens with his pants around his ankles.

Edited by Alardus, 21 March 2016 - 01:45 PM.






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