Old dirty B, on 16 June 2017 - 01:51 AM, said:
Oddly, i never encounter those "godmode" ravens, usually they go down pretty quickly (taking out their legs) or they aren't effective and hiding most of the time. Of course, there are a few dedicated Raven pilots that do super specially good. But most of the time, those players that all turn around to shoot the "squirrel" (or raven in this case) are - (lets put this friendly) - not very skilled / dont have good aim / dont have good tracking and obviously don't play as a team but as 8 individuals.
Perhaps lag or better said latency is a factor of importance, but thats situational and occasional at best. If this is a structural problem other mechs (also the big ones) benefit from data loss and so on. In other words, with latency problems, any mech can be influenced and "shielded" like that...
Apart from a few situational and occasional occurances, most common cause of these complaints is a skill gap between the light and other pilot. You can check the data up in this thread...
Man, I still kill a fair share of lights even with lasers and ACs as my main weapons, and there are plenty of good light pilots who kick my *** because they play well, one example, shooting me in the back when I take fire from another direction, or pushing in with teammates, around my legs and getting behind me, there is good usages of light that should be and are rewarded in most cases.
The difference is how the game can play out, rewarding what should be bad play on a lights end. If I get a light jump in right behind my butt, by himself, while I am surrounded by teammates (which happens surprisingly frequently), unless my teammates refuse to respond to the call, or are TERRIBLE at aiming, that light dies. The issue is the fact that any kind of team tactics go out the window in QP, so you see lights getting rewarded for what are essentially terrible plays.
That notion is separate from the ping/hit registry problems though, there are multiple factors that can add up in these regards, and the smaller and faster a mech is, the more prone they seem to be at triggering such issues. That seems like simple fact, you can throw the bad aim argument around all you want, but the hit registry system is not perfect or the same for all mechs, and the cross global server communications too, aren't and probably never can be perfect.
Edited by Shifty McSwift, 16 June 2017 - 02:05 AM.