

Fix Light Hit Registration Or Implement A Lower Speed Cap
#21
Posted 05 March 2016 - 04:25 PM
#22
Posted 05 March 2016 - 04:45 PM
Kaisha, on 05 March 2016 - 04:25 PM, said:
I have the same thing happen with all mechs. Computer isn't as good but its a 4core i7 at 4.4ghz, 7870, ~40 ping and all but 2 settings are set to low.
The other day I Put 15 lpl into a ct yellow structure atlas and it didn't die. They weren't all perfect hits but it was only about 100m away and he barely moved so I would say 12lpl would be fair but even if only half of the shots went ct he should of been dead. And not to long ago had a match where I put 20 plus csl shots into a blood red ct Mauler before he died.
Its not a light mech issue, its random hsr/hitreg issues.
Edited by dario03, 05 March 2016 - 04:49 PM.
#23
Posted 05 March 2016 - 04:47 PM
Kaisha, on 05 March 2016 - 04:25 PM, said:
Lag has absolutely nothing to deal with your hardware. A person with a Pentium 4 will get the exact same ping as a person with an octa-core Zeon if they are both connected to the same network.
Edit:
More on topic, I'd be fine if they removed speed tweak, provided that it meant we could get the firemoth.
Edited by AEgg, 05 March 2016 - 04:49 PM.
#24
Posted 05 March 2016 - 04:51 PM
Anakha, on 05 March 2016 - 09:02 AM, said:
more nerfs to lights?

#26
Posted 05 March 2016 - 05:01 PM
#27
Posted 05 March 2016 - 05:17 PM
Guess who's fault that is?
There should be a tea-bag animation if a light ever kills an assault 1v1 and there's no mech within 300m just to reinforce the humiliation.

#28
Posted 05 March 2016 - 07:17 PM
Kaisha, on 05 March 2016 - 04:25 PM, said:
There are many times where I have shot an assault dead-center with a full alpha and not have it register. Fix the hit reg on assaults as well.
#29
Posted 05 March 2016 - 07:37 PM
SQW, on 05 March 2016 - 05:17 PM, said:
Guess who's fault that is?
There should be a tea-bag animation if a light ever kills an assault 1v1 and there's no mech within 300m just to reinforce the humiliation.

Since using a trial ACH recently posts like this make me laugh. Killing an Awesome while bouncing around his lance, who were all shooting at me, was stupidly easy.
Lights have always had high survivability, even if light players do whine about this mythical "1-hit kills" bs.
#31
Posted 05 March 2016 - 07:47 PM
You are supposed to lead your target (depending on ping, etc)
Get fluid FPS, minimum of your display rate refresh rate
Dont use Vsync
Dont use mouse acceleration
Otherwise its hard, yeah

Lights are also relatively the hardest to play, one mistake and poof, dead.
Logically they move the fastest, so its pretty hard to control and at the same time to be accurate.
Also, Jenner IIC arms fall of all the time
Artic cheetah gets legged fairly easy.
Jenners in general are huge center torso magnets
Spiders, firestarters are both pretty tanky.
Locusts literally instapop with a gauss (or two) on them, often.
There's a huge unfairness when it comes to light fragility.
Edited by x MT x, 05 March 2016 - 07:51 PM.
#33
Posted 05 March 2016 - 07:57 PM
Wolfways, on 05 March 2016 - 07:37 PM, said:
Lights have always had high survivability, even if light players do whine about this mythical "1-hit kills" bs.
I was knocking off DWFs left and right when i got that Cicada from that even a few months back. Even in my 3ML Raven, I salivate when I see a trial KGC with 10 pt back armor on its own. You get some really really bad assault pilots who only know how to unload alphas at point blank and so focused on 4x zoom they don't even see their own armor flashing. Then there are the good ones that will dare a light to run in and trade SLs for a face full of AC10s and LPLs.
The survivability of Lights are largely dependent on how good the other team is (and pin) in my opinion.
#34
Posted 05 March 2016 - 08:00 PM
Put two pc's side by side and spectate the same mech on both of them.
One pc will show that the mech being spectated has a red ct and orange st's and 80AC rounds left, and is firing lasers on target at a mech with yellow ct and four working weapons.
The other pc will show that the mech being spectated has an orange ct and red st's and 50AC rounds left, and is firing to the right of the target which has an orange ct and only 2 working weapons left.
How confident are you that what you see on your screen in your own mech is what is really there?
Note: A couple of weeks ago I ran after a disarmed (i.e, all weapons red and no arms on the paperdoll) Direwolf in my Raven. I ran up behind him and started firing. He slowly turned, and just as I noticed that he did still have his right arm he fired. Gauss and LPL straight through my ct killing me.
Believe your HUD at your own risk.
#35
Posted 05 March 2016 - 08:02 PM
Wolfways, on 05 March 2016 - 07:49 PM, said:
Well, they probably have some of the worst hitboxes out of any light in the game (Humongous CT), and they are the easiest lights to one shot due to its horribly large side profile.

#36
Posted 05 March 2016 - 08:04 PM

Right now we're trying to RAISE the speed cap so we can bring in certain mechs, not lower it. If you're having trouble hitting lights, it's someone's internet or it's a damn ACH.
Disclaimer: Arctic Cheetahs probably have proper hitboxes at this point, but I'll stay jaded about them for the rest of my days.
#37
Posted 05 March 2016 - 08:07 PM
SQW, on 05 March 2016 - 07:57 PM, said:
Well you could say that about any mech really.
Imo lights can take less hits to the same location, but spread damage a hell of a lot more than slower mechs, and I honestly believe that hits are not always registering on the fastest lights (around 140kph).
Not all lights obviously. The Raven is big and slow so it's easier to kill (probably why I never see any) but the small, fast mechs are a PITA to kill unless you have a big Alpha, which you probably won't have for long if pgi's new anti-alpha system works. I foresee light getting seriously OP in the future.
#38
Posted 05 March 2016 - 08:07 PM
Ordin Hall, on 05 March 2016 - 01:57 PM, said:
Light mech hit-reg is still an issue. Your eyes lack pupils, it seems.
#40
Posted 05 March 2016 - 08:13 PM
Matt2496, on 05 March 2016 - 08:02 PM, said:

They've always had a large ct, and I never had a problem with that seeing as most players go for the legs when shooting at lights anyway.
I haven't played a Jenner in over a year though. I might try them again to see if it's still possible to stay in combat the whole match (no hiding or using tactics other than "keep running") and still be the last mech to die.
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