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Large Lasers Not Doing Damage? Or Do Jenners Have Crazy Stupid Damage Resistance?


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#1 Lucky Moniker

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Posted 15 March 2013 - 10:25 PM

in my last game, i was driving a cat K2 with 4 Large Lasers. An enemy Jenner F overheated and shut down right in front of me, so i hit it with all 4 large lasers to the Center Torso Rear of the mech, which i would think could not have more than 10 points of armor, and at absolute max, 32, which would mean no front armor, which the pilot obviously wouldn't do.
but what happens? when it powers up it still has rear CT armor, and its orange.... somehow the 36 points of Dmg tht the 4 lasers combined do couldnt even get through this armor.
and to top it off, just a minute later my team mate hit it with 3 hits of 4 SRM6+Artemis to the face (front) soon afterwards, when he was shut down (again) and it didnt go down... thats a little more understandable as SRM's spread, but it was Artemis, and against a light mech.
seriously though, what the hell is going on here????

#2 Lucky Moniker

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Posted 15 March 2013 - 10:32 PM

to reiterate, he was shut down and stationary, about 100m away, no way i was deviating, i even stopped to make sure i hit him.

#3 Monky

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Posted 15 March 2013 - 10:53 PM

Having trouble with lasers tonight myself, switched to PPC and suddenly 3x my damage per round. Not doing anything different than normal with the lasers...

Edited by Monky, 15 March 2013 - 10:53 PM.


#4 FrupertApricot

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Posted 15 March 2013 - 11:17 PM

Its you or your connection. Im averaging 500 damage per round in a 4LL DRAGON

#5 Kaspirikay

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Posted 16 March 2013 - 12:01 AM

LLs seem fine to me

#6 Karr285

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Posted 16 March 2013 - 12:03 AM

could always be that pesky lasers arnt registering 100% of their damage, multiples of lasers hitting such quick pulses, the server might have been bogged down with damage "pings" at the time and only 1 laser got registered out of the 4 combined?

eg. 1 out of every 4 "ticks" for each laser counted
periods represent ticks where the | represents damage recorded.
laser 1 ...|...|...|...|
laser 2 ..|...|...|...|.
laser 3 .|...|...|...|..
laser 4 |...|...|...|...

Only a theory and no real way to tell although with so many hits and so much happening on the game one does wonder.

Edited by Karr285, 16 March 2013 - 12:04 AM.


#7 CheezPanther

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Posted 16 March 2013 - 12:10 AM

View PostKarr285, on 16 March 2013 - 12:03 AM, said:

could always be that pesky lasers arnt registering 100% of their damage, multiples of lasers hitting such quick pulses, the server might have been bogged down with damage "pings" at the time and only 1 laser got registered out of the 4 combined?

eg. 1 out of every 4 "ticks" for each laser counted
periods represent ticks where the | represents damage recorded.
laser 1 ...|...|...|...|
laser 2 ..|...|...|...|.
laser 3 .|...|...|...|..
laser 4 |...|...|...|...

Only a theory and no real way to tell although with so many hits and so much happening on the game one does wonder.


Well there has been discussion of a multiple lasers not registering bug in the patch forums.. mostly was with ML's tho..

on my last match i played i spent a fair amount of time chain firing 4 ML's and ended up doin a goood fair share more of damage than i normally see with that mech.. Like 300-400 more damage...

#8 AceTimberwolf

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Posted 16 March 2013 - 12:30 AM

Yea Known Bug had a bug report sent a bit ago. Even with shut down mechs laser not doing dmg or dmging other area not the one being targeted. Probably on the 19th bug fix

#9 Dragonkindred

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Posted 16 March 2013 - 12:42 AM

I've been wondering this myself.

I dev response to this would be appropriate I think. (now is good for me :P ).

#10 Teralitha

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Posted 16 March 2013 - 01:50 AM

Perhaps state rewind is functioning in reverse now..? Instead of hitting a mech where it used to be, when your lasers appear to actually hit, it rewinds back to when the mech wasnt really there and therefore misses....

#11 Moonsavage

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Posted 16 March 2013 - 02:04 AM

Hah, nice one Teralitha.

#12 Monky

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Posted 16 March 2013 - 02:20 AM

Whatever it was, it resolved itself later in the night. laser stalker is back on top of the boards.

#13 GalaxyBluestar

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Posted 16 March 2013 - 02:27 AM

my 5 lrg laser star stalker wants a word with the hit reg doubters, jenners are included in the tally...

Posted Image
Posted Image

state rewind working as intended.

Edited by GalaxyBluestar, 16 March 2013 - 02:29 AM.


#14 Hammerhai

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Posted 16 March 2013 - 03:11 AM

I do not think it is state rewind, which improved things for me. Somebody distinguished between state rewind and hit registration. And that is iffy, but AN explanation.
But if this is what I think it is, it goes way back to Closed Beta, where I saw a full laser alpha simply go through a mech with no damage more than once. I can vouch that I tried to pin back a (Noob) Splat Cats' left ear, and gave up after 2 or 3 6ML alpha's.
Anyways.
FWIW

#15 Ngamok

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Posted 16 March 2013 - 07:25 AM

I've spectated someone hitting a Raven with 6xLL and didn't take off any body part. Kinda of a wonky thing.

#16 Lucky Moniker

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Posted 16 March 2013 - 10:53 AM

thanks for the info guys, very helpful, looks like i might just haave to dismantle tht mech for a bit

#17 Gaan Cathal

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Posted 16 March 2013 - 10:59 AM

View PostNgamok, on 16 March 2013 - 07:25 AM, said:

I've spectated someone hitting a Raven with 6xLL and didn't take off any body part. Kinda of a wonky thing.


Spectating is known not not correlate exactly with what the pilot you are riding in sees/does. This is generally more noticable in the reverse situation, when people thing they're riding in a terrible shot when he is, infact, hitting. The 'appears to be hitting' direction does, infact, apply though.

#18 Jman5

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Posted 16 March 2013 - 11:21 AM

View PostGaan Cathal, on 16 March 2013 - 10:59 AM, said:


Spectating is known not not correlate exactly with what the pilot you are riding in sees/does. This is generally more noticable in the reverse situation, when people thing they're riding in a terrible shot when he is, infact, hitting. The 'appears to be hitting' direction does, infact, apply though.

I thought it was the reverse. The pilot will see himself hitting, but the observer is seeing what the server sees.

#19 XIRUSPHERE

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Posted 16 March 2013 - 01:48 PM

From my experience I believe the hit detection in the game is still terribly flawed especially when it comes to alphas. I have seen large alphas continue to just vanish into the ether even after state rewind on lasers. What I believe it boils down to is the state of the game and mechanics are just plain bad and we have a dev team by all accounts struggling with even making the basics of the game work. Struggling to the point they ignore 90% of the obvious garbage that has been delivered to date. Sometimes I wonder what we could get if a group of developers worth their salt got a hold of the 5 something million the founders raised for the game.

As of now I feel like we have a group of people in league with the guys behind WarZ.

#20 Primetimex

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Posted 16 March 2013 - 02:02 PM

I have a similar experience here - while on Alpine trying to pin down a Commando, was unable to TAG him for some reason - even though I'm sure I've hit him a few times with it and also my LL and MLs seem to be passing right through the CMD and doing little damage.

So then the CMD is legged, he's just sitting there - a burst of LL and ML should finish him off quick right?! Wrong, it took a few salvos from my Stalker's 2 LL, 4ML to bring him down, seriously WHAT IS WRONG WITH THIS GAME????

How can a Commando took few full bursts of LL and MLs and still standing and not much damage?





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