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So, Locust "changes"..


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#61 Y E O N N E

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Posted 18 July 2016 - 04:08 PM

View PostSource Mystic, on 18 July 2016 - 12:01 PM, said:


Oh you mean the neutered locust mangina model it bleeds before it hits the battlefield. Just put a maxi pad on it you will be fine. It will double as internal armor.

next months hero mech

Locust Kamikaze SB ( suicide bomber)

NO structure bonuses
No hard points
-7 to all structure in all locations

Just run in and self-destruct because lights are suppose to be bad by default.

Pgi 100% stupidity 150% of the time. The extra 50 is for when they just DERP the **** out of it.


Could you please stop posting like that? It's extremely irritating to read and likely only serves to get people rolling their eyes at you. Even the ones who support your position, like me.

#62 PraetorGix

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Posted 18 July 2016 - 10:33 PM

View PostSource Mystic, on 18 July 2016 - 06:45 PM, said:


Well then leave seriously I am done with mwo. I will be back in 6 months to see how things progress but buy then I will have found another game. The only way anything will change if their numbers go down both in player base and in sales. OTHER WISE PGI DOES NOT CARE.


True, wallet closing and eventually player exodus are the only two things that will grab their attencion. I really hope we don't have to get to the exodus point tho, because it will be past the point of no return for the game.

#63 Seddrik

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Posted 21 July 2016 - 05:43 PM

I have locusts. Just bought the PB also. Feels like paper. Gets one shot constantly... even while moving. It is made of nerf foam.

#64 Tibbnak

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Posted 21 July 2016 - 06:00 PM

More nerfs to locusts is just going to make packet shaping hacks more prevalent.

It's pretty easy to confuse the old cryengine movement and hitbox prediction when you can have a tool in the background controlling your outbound packetloss rate while still receiving up to date information from the server.

It's probably why there's lots of complaints of hit regs, but testing shows that the hit regs on normal legitimate locust players are pretty decent and functional. Shoot where they're going to be in about 300 milliseconds, when the server manages to finally catch you up on their shenanigans.

Edit: assuming they haven't already anchor turned away from their original path by then on their end.

Edited by Tibbnak, 21 July 2016 - 06:04 PM.


#65 Tibbnak

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Posted 21 July 2016 - 06:18 PM

And for clarification, if the above makes you go "that just sounds like normal packetloss", then you get why it's so hard to catch. Review admins only see what was stored on the serverside demo, and they just see a bunch of doofs shooting at nothing while an erratic locust with almost perfect aim takes them down. Could be skill, could be luck. Admin legitimately can't tell for sure.
The key difference is that normal packetloss is two-way and all packet traffic, whereas artificial packetloss is only one way and precision timed.

#66 adamts01

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Posted 21 July 2016 - 06:30 PM

View PostTibbnak, on 21 July 2016 - 06:00 PM, said:

More nerfs to locusts is just going to make packet shaping hacks more prevalent.

It's pretty easy to confuse the old cryengine movement and hitbox prediction when you can have a tool in the background controlling your outbound packetloss rate while still receiving up to date information from the server.

It's probably why there's lots of complaints of hit regs, but testing shows that the hit regs on normal legitimate locust players are pretty decent and functional. Shoot where they're going to be in about 300 milliseconds, when the server manages to finally catch you up on their shenanigans.

Edit: assuming they haven't already anchor turned away from their original path by then on their end.

Did you make your own tin foil hat or were you able to find one that already fits pretty well? Seriously, most lights just want to play the game and have fun, if we were in it strictly to win we wouldn't be driving lights in the first place.

#67 Seddrik

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Posted 21 July 2016 - 06:38 PM

Eh. So easy to one shot or leg locusts, no idea why they get any kind of nerf.

#68 Dino Might

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Posted 21 July 2016 - 06:40 PM

View PostTibbnak, on 21 July 2016 - 06:00 PM, said:

More nerfs to locusts is just going to make packet shaping hacks more prevalent.

It's pretty easy to confuse the old cryengine movement and hitbox prediction when you can have a tool in the background controlling your outbound packetloss rate while still receiving up to date information from the server.

It's probably why there's lots of complaints of hit regs, but testing shows that the hit regs on normal legitimate locust players are pretty decent and functional. Shoot where they're going to be in about 300 milliseconds, when the server manages to finally catch you up on their shenanigans.

Edit: assuming they haven't already anchor turned away from their original path by then on their end.


I haven't seen the packet-dropper claims since Heavy Gear 2. Really, I doubt that any more than 0.00001% of players would even bother doing something like this.

Edited by Dino Might, 21 July 2016 - 06:40 PM.


#69 InspectorG

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Posted 21 July 2016 - 08:12 PM

View PostSeddrik, on 21 July 2016 - 06:38 PM, said:

Eh. So easy to one shot or leg locusts, no idea why they get any kind of nerf.


Because bads cant hold their mouse over a Locust for 1 second.

#70 Myndpyre Ryche

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Posted 22 July 2016 - 06:13 AM

I loved putting up 700+ damage matches with my 1V locust, and I can see where reducing the damage capabilities of a 20 ton mech would be in order for the health of the game.

What I cannot condone is the decision to drop the bonus to the duration and instead retain the cool down bonus. This decision is just hateful to 1V pilots. Removing either bonus will drastically reduce the damage output of the mech, and achieve the objective of the balancing.

To remove the duration bonus requires the 1V to stay in a firing position twice as long, giving the enemy twice the amount of time to target and kill the Locust. This specific Locust uses distance and time exposed for survivability. As it is suicide for the 1V to expose itself for the full duration of the Large Laser, the only choice will be for the 1V to jump back into cover before completing the attack. Therefore this nerf is effectively a 75 percent reduction in firepower.

A far better decision would have been to remove the cool down bonus, which would still give the 1V the ability to dodge in and out of cover and deliver its damage, but increase the time between the attacks. This would put this specific mech back into the category of a pest, instead of an immediate threat. Now it's simply a pest that gets swatted and killed on its second attack.

#71 adamts01

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Posted 22 July 2016 - 06:20 AM

I'm getting legged a lot in my 1E now, which is sad, but it still performs decently, against the typical solo que pilots anyway. I haven't seen a single impressive 1V since the duration nerf. That mech really is dead.

#72 InspectorG

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Posted 22 July 2016 - 07:00 AM

View PostMyndpyre Ryche, on 22 July 2016 - 06:13 AM, said:


A far better decision would have been to remove the cool down bonus, which would still give the 1V the ability to dodge in and out of cover and deliver its damage, but increase the time between the attacks. This would put this specific mech back into the category of a pest, instead of an immediate threat. Now it's simply a pest that gets swatted and killed on its second attack.


Not really, thet cooldown helps in a brawl(DPS), late match when you are out numbered and cant run.

Really, structure nerfs on all but legs.





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