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Light mechs and their lag shields are sort of ruining this game.


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#41 Kaspirikay

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Posted 12 November 2012 - 07:52 PM

View PostStone Wall, on 02 November 2012 - 04:29 AM, said:

There is no lag shield for fast mechs. You have to lead them. Also, turn down your graphics. But some people with 300+ pings will be hard to hit. That isn't a lag shield from having a fast mech. That is someone having a bad connection/computer. If two people are trying to hit each other with both of these going on, good luck to them.


Or just playing from far away.

High ping doesn't mean bad computer.

The only sure way I can play this game is with streaks and LRM. I never bother with ballistics and lasers anymore. But it makes me a pretty deadly anti fast mover :3

Once they add ECM, expect more lights to run around. Unless they add collisions and tripping.

#42 hanitora

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Posted 12 November 2012 - 07:54 PM

High ping players aren't hard to hit, it's hard to hit players if you have a high ping.

#43 Gaeb

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Posted 12 November 2012 - 07:54 PM

View PostDigital Ninja, on 02 November 2012 - 03:20 AM, said:

People with 300+ ping are ruining the game for themselves. I get about 50 ping give or take and the hit detection is nearly perfect for me.


My ping is usually <30ms and lights still warp around on me occasionally. Warp. Around.

There are a number of mechanics tilted in the favor of lights (lag, 2x armor, little collision penalty, dynamic gear like endo/dhs catering to light mechs, SSRM/LRM tracking nerf) ... I wouldn't say lights themselves are overpowered, but the game is tilted in their favor in a LOT of ways.

#44 Ghost_19Hz

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Posted 12 November 2012 - 07:56 PM

There is always someone trying to claim its your ping but thats BS. Knockdowns will help, but the hitbox being in the appropriate place would help more. The best part about all of it is, the light mech pilots think they are outplaying everyone.

#45 One Medic Army

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Posted 12 November 2012 - 07:57 PM

View PostBalmung Boonhammer, on 02 November 2012 - 03:27 AM, said:

From what I can tell the servers are based in the US, so as european players, we naturally have a higher ping. You can look at the scoreboard and see who'd from US and who is from outside US. All those outside get 150+ ping, while all US players get < 50.

I'm in california. I get 110 on cable.
Just sayin'

Lights totally die when I lead them by several meters though.

#46 Inkarnus

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Posted 12 November 2012 - 07:58 PM

some pc tweaks and you can even overcome the so called Autocannon "delay"
same with fast mechs except lagging mechs wich tend to "warp" but thats mostly
because of the other player beeing a ***** in my POV

#47 SirLANsalot

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Posted 12 November 2012 - 08:01 PM

somehow I have no issues killing other lights....IN another light. Its like magic, if you go the same speed as them, you can kill them.

In other mechs that don't go as fast. Just shoot ahead of them until you see your cross hairs go red. Beams are great for that and once you know where there "lag shield" is, you can pop em with an AC/20.

Even better is to use a pair of LL and just rake a line of blue death ahead of them and leg em, then there toast.


I am on the west coast and my ping is 90-110 so the servers (based on ping) are on the east coast. So EU players shouldn't have too horrid of a ping, but AU/Asia players will tho :D

Edited by SirLANsalot, 12 November 2012 - 08:03 PM.


#48 Ghost_19Hz

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Posted 12 November 2012 - 08:01 PM

by pc tweaks do you mean the user.cfg file? b/c otherwise overclocking won't make you shoot faster...

#49 Neon Samurai

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Posted 12 November 2012 - 08:03 PM

I have yet to hear of a constantly lagging player whooping *** in round after round. When I meet them - and they exist - they are near to impossible to hit, but don't seem to be able to hit much, either. There are a couple, and I mean a couple, of times that we have said, "That guy is exploiting that." Most of the time, he's an almost-useless member of the other team that annoys you greatly. It sucks when they're on a cap point, and they irritate me to no end, and yes the netcode seems shaky to me at times. But it doesn't seem game-breaking.

#50 Dagger6T6

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Posted 12 November 2012 - 08:08 PM

i for one am sick of light mechs just running all over the map without regard to the terrain or other mechs... at least the light pilot had to have a certain amount of skill to avoid other mechs ot terrain obstacles otherwise they risk falling down, when the knockdown mechanic was in place

now just anyone can pop into a light mech, enjoy the lag shield and horrible netcode, then go on and exclaim to eveyone how l33t they are.

#51 Greyfyl

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Posted 12 November 2012 - 08:09 PM

View PostStone Wall, on 02 November 2012 - 04:29 AM, said:

There is no lag shield for fast mechs.

You have to lead them.


I had to read this twice because I couldn't actually believe what I read the first time. Leading a target is something you have to do with ballistic weapons - or any weapon that has a travel time.

Having to lead with lasers = lag shooting. Fast mechs most certainly have a lag shield similar to MW3. While the devs didn't use those exact terms (for very obvious reasons), they most certainly have admitted that the network code is forcing us to compensate for the fast mechs.

Edited by Greyfyl, 12 November 2012 - 08:11 PM.


#52 Tekerton

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Posted 12 November 2012 - 08:13 PM

I would agree with the OP...if it wasn't a Beta Client. Since it's not a game yet, I have to disagree that it is ruining anything. Also, since I've killed many light mechs, I don't agree with even the basic premise of the OP.

#53 Inkarnus

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Posted 12 November 2012 - 08:15 PM

View PostPythonCPT, on 12 November 2012 - 08:01 PM, said:

by pc tweaks do you mean the user.cfg file? b/c otherwise overclocking won't make you shoot faster...
no i mean direct windows and networkcard tweaks

#54 tbl

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Posted 12 November 2012 - 08:30 PM

There is no level of tweaks that I can do to solve a 250-300 ping in Australia. I often play a light and can still dominate, it's just a massive pain and I feel at disadvantage when I have to scan in front of enemy mechs with my lasers before I even know where they really are.

Fighting other lights is just pointless, unless they are bad and stand still long enough for me to leg them I have little chance against them.

The fact of the matter is until there are good pings there will always be "lag shields" in some form or another. This thread is derivative of the real problem.

Edited by tbl, 12 November 2012 - 08:32 PM.


#55 Alfred VonGunn

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Posted 12 November 2012 - 09:12 PM

View PostBalmung Boonhammer, on 02 November 2012 - 03:27 AM, said:

From what I can tell the servers are based in the US, so as european players, we naturally have a higher ping. You can look at the scoreboard and see who'd from US and who is from outside US. All those outside get 150+ ping, while all US players get < 50.


LOL..... that funny.... I am in the US and have never hjad less then 75 so not sure about you numbers./ But anything less then 150 is playable in a game like this

#56 Void Angel

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Posted 23 December 2012 - 06:29 PM

View PostGreyfyl, on 12 November 2012 - 08:09 PM, said:


I had to read this twice because I couldn't actually believe what I read the first time. Leading a target is something you have to do with ballistic weapons - or any weapon that has a travel time.

Having to lead with lasers = lag shooting. Fast mechs most certainly have a lag shield similar to MW3. While the devs didn't use those exact terms (for very obvious reasons), they most certainly have admitted that the network code is forcing us to compensate for the fast mechs.

Exactly. The existence of lag shields is not open to debate. They exist; the devs know about it; the devs are working on it. Read the patch notes. Anyone who claims there are no "lag shields" either doesn't know what they are, or has placed themselves in the same camp as Holocaust deniers and the Flat Earth Society.

View PostTekerton, on 12 November 2012 - 08:13 PM, said:

I would agree with the OP...if it wasn't a Beta Client. Since it's not a game yet, I have to disagree that it is ruining anything. Also, since I've killed many light mechs, I don't agree with even the basic premise of the OP.

Light 'mechs with lag shields do ruin the play experience to the extent that they impact it. There is nothing balanced or fair about an Atlas watching a Raven circle around him, over and over again, doing the Dance of Futility while the Atlas isn't able to fire back accurately, even with light-speed weapons. Currently the light 'mechs are not playing the same game as the rest of us - and the rules they play by are in their favor. I've killed many light 'mechs myself. They're not invulnerable, but they are far, far too hard to kill because of the problems currently with the netcode. Light 'mechs should be able to run circles around an Assault mech; they should not be able to pass across that mech's line of fire over and over and over, taking little or no damage - effectively going toe to toe with a 100-ton behemoth in a 20-35 ton 'mech.

That being said, it's very important to first realize that this is a beta, so by definition the game is not completed and balanced. Second in importance is reading the patch notes, which will tell you the devs already know about this issue and are expecting a solution to be ready by sometime in January.

Edited by Void Angel, 23 December 2012 - 06:30 PM.


#57 Alfred VonGunn

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Posted 23 December 2012 - 06:33 PM

I just want to say I want to know where this lag shield is? I have a Cicadia that goes 150 kph and I still die to GUN FIRE (not missles) while running full speed at angles and in circles around people.

I also kill lights with direct fire weapons while they are circling..

So I guess those lights like me don't know where to by the lag shield either

#58 HRR Insanity

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Posted 23 December 2012 - 06:45 PM

Learn to shoot through the lag.

Here's how: http://mwomercs.com/...annoying-light/

#59 N0MAD

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Posted 23 December 2012 - 07:12 PM

Ban players with 300+ping? LoL you have no understanding of how the internet works. Apart from having to lead a mech slightly if they have a high ping, its not the cause of the problem. Netcode/hit boxes are part of the problem, BUT one of the biggest problems in this game and many other FPS is simply packet loss. Ping has nothing to do with packet loss and to be honest a large percentage of people with 40 pings are the worst culprits, the horrible phone lines and poopy routers, ISPs in the US are just horrible compared to most of the so called civilised world. Some months ago the game had to put a bandaid on people being droped out of game constantly especially in the cave this was due to packet loss, alot of these people droped were 40 pingers.
To fix this they did something that kept these bad packet losers from being droped.
Alot of people are savy to the way Loss affects games and intentionally abuse it others just dont have control over it.
So pls dont go blaming things that dont cause the problem or that you simply dont know WTF youre talking about.
For those that say, Learn to lag shoot i say this, ALOT of us have been lag shooting since we played on 33,6 modems and slower we know how to lag shoot your coments are null to us because you obviously have no idea.

#60 HRR Insanity

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Posted 23 December 2012 - 07:18 PM

View PostN0MAD, on 23 December 2012 - 07:12 PM, said:

Ban players with 300+ping? LoL you have no understanding of how the internet works. Apart from having to lead a mech slightly if they have a high ping, its not the cause of the problem. Netcode/hit boxes are part of the problem, BUT one of the biggest problems in this game and many other FPS is simply packet loss. Ping has nothing to do with packet loss and to be honest a large percentage of people with 40 pings are the worst culprits, the horrible phone lines and poopy routers, ISPs in the US are just horrible compared to most of the so called civilised world. Some months ago the game had to put a bandaid on people being droped out of game constantly especially in the cave this was due to packet loss, alot of these people droped were 40 pingers.
To fix this they did something that kept these bad packet losers from being droped.
Alot of people are savy to the way Loss affects games and intentionally abuse it others just dont have control over it.
So pls dont go blaming things that dont cause the problem or that you simply dont know WTF youre talking about.
For those that say, Learn to lag shoot i say this, ALOT of us have been lag shooting since we played on 33,6 modems and slower we know how to lag shoot your coments are null to us because you obviously have no idea.


Packet loss has very little to do with lag shooting. Weapon fire is being authenticated on the server. If there were packet loss affecting this, you would never see your 'Mech fire because the 'fire weapon X' packet would never get there. There may be rare instances where your client is getting delayed updates on positions of other 'Mechs due to packet loss, but that would still not affect the process of weapon firing.

Please do not spread disinformation.

Edited by HRR Insanity, 23 December 2012 - 07:20 PM.




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