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The Epic Locust Hate Thread. Tears And Salt Inside

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#101 VanguardMk1

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Posted 27 June 2016 - 10:40 PM

View PostNarcissistic Martyr, on 27 June 2016 - 12:52 PM, said:


See this hostility right here? This is why good light jocks learn the head hit boxes of every assault. Go ahead line that killing shot up. Hope you didn't strip any armor off your head or take more than a few laser grazes.

Not really hostility, I respect the good light pilots because I'm no good in them. Just got a little annoyed because they seemed to hit me from every possible angle. I always have full head armor on heavies and assaults so he wouldn't have headshotted me.

#102 Weeny Machine

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Posted 28 June 2016 - 02:13 AM

View PostKaeb Odellas, on 27 June 2016 - 05:36 PM, said:

My issue with the Locust is not that it got a huge survivability buff, which is fine in itself, but EVERY OTHER LIGHT (save the Commando, Cheetah, Mist Lynx, and Kit Fox) got nerfed! They got easier to hit, but with no corresponding buff to compensate. Even mechs that were known to be complete garbage even before the rescales were nerfed. Did Spiders need a nerf? The Panther? The Adder? The goddamn Urbanmech? What the hell was PGI thinking?


You forgot the worse movement archtype the Wolfie, Jenners etc got... Agility helps to survive, too

#103 DarthHias

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Posted 28 June 2016 - 02:39 AM

View PostEd Steele, on 27 June 2016 - 05:17 PM, said:

My main complaint was that multiple times since the locust was resized, I have fired at completely stationary, shut down (overheated) locusts with more than enough damage to destroy whatever component I was aiming at and not having the shots register. My ping is relatively stable and 100ms or lower at most times, although, I guess the target could have been lagging (which is definitely a hit reg issue).

BTW - I regularly drop with BabyCakes666


That is a problem with Hit reg not working on stationary targets (which is wellknown) and has nothing to do with Locusts.

#104 BabyCakes666

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Posted 28 June 2016 - 03:27 AM

that locust vid i made if you slow it down frame buy frame the missiles hit then he explodes 5-6 frames later

when good hit reg it is like 1-2 frames :/

#105 Darian DelFord

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Posted 28 June 2016 - 04:40 AM

View PostBabyCakes666, on 28 June 2016 - 03:27 AM, said:

that locust vid i made if you slow it down frame buy frame the missiles hit then he explodes 5-6 frames later

when good hit reg it is like 1-2 frames :/


As much as I hate to say it,.... that is common with SRM's and HSR....... Even in my Oxide I would shoot a mech and about 2 seconds later would be killed by me. I don't know the technical reasons for that, but it is a well known bug :o(

#106 SteelBruiser

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Posted 28 June 2016 - 06:15 AM

View PostDarian DelFord, on 28 June 2016 - 04:40 AM, said:


As much as I hate to say it,.... that is common with SRM's and HSR....... Even in my Oxide I would shoot a mech and about 2 seconds later would be killed by me. I don't know the technical reasons for that, but it is a well known bug Posted Image(


That also happens to me when I using ERLL's. I'll hit the target, cool down ensues and just as I fire again I receive the target destroyed notice. On several occasions it has caused me to do team damage to whomever happened to be standing behind the target that is no longer there. To minimize this I just keep a better watch past the target to ensure the lane is clear of friendlies now. My pings hover around 62 ms.

#107 Samedi Wretch

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Posted 28 June 2016 - 06:28 AM

IDK if someone has already said this, but the reason we can't have contact damage is because rearview mirrors are Lostech... So much QQing if damage was implemented without it.

#108 Wintersdark

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Posted 28 June 2016 - 08:02 AM

View PostsamadhiVOID, on 28 June 2016 - 06:28 AM, said:

IDK if someone has already said this, but the reason we can't have contact damage is because rearview mirrors are Lostech... So much QQing if damage was implemented without it.
There's a reason I (and others) said hostile co tact damage.

Note that we have friendly and hostile contact damage right now. It's minor, so only really noticeable for light pilots, but it exists.

And I'd argue if someone is standing right behind you, they deserve to get stepped on. Seriously. Those guys who ride up close behind teammates are the worst kind of teammates, the kind who deserve an alpha in the face for being jackasses.

But really, the request here is only hostile collision damage being a significant amount. Make it an equal amount to both parties - that way, you don't need to worry about "attacker/defender" confusion.

It's worse for a light at an assaults feet, but... Of course it is. Get close all you want, but beware of 100t of stomping steel.



#109 NocturnalBeast

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Posted 28 June 2016 - 10:36 AM

View PostWintersdark, on 28 June 2016 - 08:02 AM, said:

There's a reason I (and others) said hostile co tact damage.

Note that we have friendly and hostile contact damage right now. It's minor, so only really noticeable for light pilots, but it exists.

And I'd argue if someone is standing right behind you, they deserve to get stepped on. Seriously. Those guys who ride up close behind teammates are the worst kind of teammates, the kind who deserve an alpha in the face for being jackasses.

But really, the request here is only hostile collision damage being a significant amount. Make it an equal amount to both parties - that way, you don't need to worry about "attacker/defender" confusion.

It's worse for a light at an assaults feet, but... Of course it is. Get close all you want, but beware of 100t of stomping steel.



Agreed, as I have said before, collision damage should be based on physics (mass * velocity). I have wavered on my stance regarding knockdowns and I agree that being knocked down is about as fun as being stun-locked by flamers, so I am ok with leaving knockdowns out. However, even without knockdowns, Mechs should never "teleport" through solid objects when colliding with them and this problem has come back since the last patch.

#110 Autologus

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Posted 28 June 2016 - 11:27 AM

There is solutions to your complaints, some are as follows.

Leg humpers - Don't go off alone, just because you have lots of armor and firepower doesn't mean you don't have weaknesses.

Back stabbers - Put some armor on your back, running with little to no armor on your back because you want everyone to face you has weaknesses, spread it around don't expect the little guy to be nerfed because you didn't prepare for him.

Agile speed demon - You are a Heavy or an Assault, you have an enormous Alpha Strike, aim well and one shot him he has less than 135 total armor.

Use your skill and resources to protect yourself from the lights and stop calling for nerfs because you want to be a face rolling mech stomper.

#111 Nooblet McNooberson

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Posted 28 June 2016 - 11:39 AM

I guess the fearsome 100 ton Kodiak could always mount a streak 6 or two, or some small pulse lasers, that will take the locust out quickly, but I guess that would take away some of their ability to face roll their meta builds.

#112 Jables McBarty

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Posted 28 June 2016 - 11:47 AM

View PostWintersdark, on 28 June 2016 - 08:02 AM, said:

And I'd argue if someone is standing right behind you, they deserve to get stepped on. Seriously. Those guys who ride up close behind teammates are the worst kind of teammates, the kind who deserve an alpha in the face for being jackasses.


I don't know man, I'm always really self-conscious about not blocking people, but there's always those situations where the guy ahead of me has much faster decel quirks. When he stops, I stop, but my momentum carries me further. It's a problem when you play lots of different chassis and classes and stopping in a SDR is completely different from stopping in a HGN.

In short, mistake happen.

View PostEd Steele, on 28 June 2016 - 10:36 AM, said:

Agreed, as I have said before, collision damage should be based on physics (mass * velocity). I have wavered on my stance regarding knockdowns and I agree that being knocked down is about as fun as being stun-locked by flamers, so I am ok with leaving knockdowns out. However, even without knockdowns, Mechs should never "teleport" through solid objects when colliding with them and this problem has come back since the last patch.


Teleporting is a result of server-side and client-side communication overlap. Client says one thing, server says another, server wins and you end up on the other side of them.

As for force/inertia-based collision damage: Sounds great in theory but just another hard nerf to lights.

#113 BigBenn

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Posted 28 June 2016 - 12:14 PM

There is nothing wrong with the Locust mech. It is only 20 tons and a few hits from lasers and/or an LBX and its lights out for the gayful little elf piloting that Locust.

I do think PGI is a bit too gleeful with the acceleration/deceleration quirks on too many mechs, especially the light mechs.

#114 Nooblet McNooberson

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Posted 28 June 2016 - 12:21 PM

View PostBigBenn, on 28 June 2016 - 12:14 PM, said:

There is nothing wrong with the Locust mech. It is only 20 tons and a few hits from lasers and/or an LBX and its lights out for the gayful little elf piloting that Locust.

I do think PGI is a bit too gleeful with the acceleration/deceleration quirks on too many mechs, especially the light mechs.

If the light was not fast and agile what would it have for defensive abilities? It's cuteness? Its laughable firepower?

#115 Weeny Machine

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Posted 28 June 2016 - 12:41 PM

View PostBigBenn, on 28 June 2016 - 12:14 PM, said:

There is nothing wrong with the Locust mech. It is only 20 tons and a few hits from lasers and/or an LBX and its lights out for the gayful little elf piloting that Locust.

I do think PGI is a bit too gleeful with the acceleration/deceleration quirks on too many mechs, especially the light mechs.


Compare the movement quirks of the commonly used lights and heavies. It is shocking. Lights have mostly none up to 15%. Heavies have often 25-45%...and structural quirks on top of that.

Talking about bloated quirks... and heavy pilots whine about lights. How about downgrading these quirks so that heavies play like heavies?

#116 Darian DelFord

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Posted 28 June 2016 - 01:00 PM

View PostBush Hopper, on 28 June 2016 - 12:41 PM, said:


Compare the movement quirks of the commonly used lights and heavies. It is shocking. Lights have mostly none up to 15%. Heavies have often 25-45%...and structural quirks on top of that.

Talking about bloated quirks... and heavy pilots whine about lights. How about downgrading these quirks so that heavies play like heavies?



But but but but...... Heavies would then requir.... whats that word...... tip of my tongue.......damn can't remember..... something the young'ins always throw around.......for the love of that is holy what is that word........oh yeah......SKILL

Like I said in another thread.... all the heavy and assault jocks throwing round its about time for lights all the while sitting behind all their agility and structure quuirks

Edited by Darian DelFord, 28 June 2016 - 01:12 PM.


#117 Mystere

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Posted 28 June 2016 - 01:22 PM

View PostWintersdark, on 28 June 2016 - 08:02 AM, said:

But really, the request here is only hostile collision damage being a significant amount.


As I said earlier in response to someone else, I disagree. Damage should either be equal or no damage at all to friend or foe alike.

#118 Coolant

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Posted 28 June 2016 - 01:29 PM

As the number of pilots using a Locust has increased since the patch, so more evidence piles up that people gravitate toward easy-mode mechs to make up for a deficiency in skill.

#119 Maugged

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Posted 28 June 2016 - 01:39 PM

Come back when there will be 40%+ light mechs queues. People play locusts because today it is a bit competitive and not nearly useless.

Edited by Maugged, 28 June 2016 - 01:39 PM.


#120 NocturnalBeast

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Posted 28 June 2016 - 01:40 PM

View PostJables McBarty, on 28 June 2016 - 11:47 AM, said:

As for force/inertia-based collision damage: Sounds great in theory but just another hard nerf to lights.


How is taking away a crutch / exploit a "hard nerf"? Light pilots in this thread keep telling everyone to "learn how to aim", but how about light pilots maybe learning how to pilot their Mech's without running into things?

Edited by Ed Steele, 28 June 2016 - 01:40 PM.






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