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


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#61 Kaijin

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Posted 23 December 2012 - 07:19 PM

PGI has taken some things from TT - They should take half movement speed on turns. Thus a 140kph mech circle-strafes at 70kph. By that same token, a 70kph mech circles at 35kph. So it might not be so much easier for a slower mech being circled to retaliate if they are circling too, but certainly easier for it's teammates to deal with the little menaces.

Edited by Kaijin, 23 December 2012 - 07:22 PM.


#62 xRaeder

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Posted 23 December 2012 - 07:24 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. It doesn't matter if I'm shooting at lights or assaults. It doesn't matter if I'm driving lights or assaults. It's all the same. Get a better connection or move to the same country the servers are located in.

Edit: And dragons were never good against lights.

Edit 2: And if lights bother you so much get a streak cat. Those are god mode against lights and lag is irrelevant to them.


Wrong. The reason why people warp around is because of the server tics. The server doesn't keep track of where you are in real time every second or millisecond as that would take a world class supercomputer and a ton of bandwidth. No... the game keeps track of where you are every other tic or so... this can be measured in milliseconds for many games... but when you have an object moving at 140+ UNITs per hour then even the most finely tuned server tic system can't keep track of where the unit is and then send the information all the way back to other clients and have it be reliable.

#63 Rackminster

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Posted 23 December 2012 - 07:48 PM

I've started loading out SSRM2's on everything that's going to get anywhere near an enemy, mostly because it's the only surefire thing to hit a Light with.

I don't do pitifully, and find that it's nice to have reliable damage out to 270m as opposed to needing to get within 100m for SRM6's to get a good hit.

I have a 40ms ping most of the time and I was warping tonight in an Atlas, of all things. I jumped and skipped and suddenly had red back armor and a hostile Atlas up my arse. It didn't end well for me.

Edited by Rackminster, 23 December 2012 - 07:49 PM.


#64 Rifter

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Posted 23 December 2012 - 10:57 PM

Welcome to 6 months ago, little late to the party on this one OP.

Edited by Rifter, 23 December 2012 - 10:57 PM.


#65 Sarevos

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Posted 23 December 2012 - 11:08 PM

Guys the servers are in canada arent they? in florida to california we see 80-100 ms ping dont assume all US players are <50 ms we get lag issues as well you just learn to lag shoot til they fix it

Edited by Sarevos, 23 December 2012 - 11:11 PM.


#66 4er3BaPa

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Posted 25 December 2012 - 08:19 AM

WTF I learn all english curs out with this f***d lagshielded bug users...
Its REALLY BUG-USERS !!!! Hate this...

#67 Rocket2Uranus

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Posted 28 December 2012 - 09:06 AM

lol. I agree with this.
BUT... if you argue with any light mech pilots, they are all pro.
But I honestly think its not just lag that causes hit boxes to warp off place.
I honestly think its just bad game mechanics. I think bad hit box + lag hitbox warp = immortal.
I've seen ravens being attacked by 5-6 mechs that last a longer than a ATLAS being hit by 5-6 mechs.

#68 Aldon

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Posted 28 December 2012 - 09:10 AM

View PostDigital Ninja, on 02 November 2012 - 03:24 AM, said:

Post a screen of your ping. We all play on the same servers and most people don't have this problem. There are only 2 explanations; bad connection or bad players looking for scapegoats.


This is not correct. The problem is that some mechs appear to be getting hit with weapons and they are not taking all of the damage they should be. It is usually a mech going very fast.

#69 RabbidFerret

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Posted 28 December 2012 - 09:56 AM

View PostSarevos, on 23 December 2012 - 11:08 PM, said:

Guys the servers are in canada arent they? in florida to california we see 80-100 ms ping dont assume all US players are <50 ms we get lag issues as well you just learn to lag shoot til they fix it


The servers are with IGP in Montreal. I live there, my ISP is based there and I get a ping of ~20ms. Absolute bare minimum for any player not sitting in the IGP building.

I still notice the lag shield with lights. I have to aim about 1 mech in front of them to compensate. Whether its the servers or their connection, I don't know, but it's definitely not mine.

#70 Flying Fish

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Posted 19 January 2013 - 09:55 AM

Bumping this thread because i am absolutely furious about this right now.

So i'm on forest colony snow, in the middle of the water, moving around 85kph in my hunchback 4p. a jenner is running the same direction as me at probably 25 kph faster. easy shot. i line up, keep him in my sights, and unload an alpha of pulse lasers- i can hear the sound of armor shedding (def not a miss because the only thing anywhere near us is water) yet my crosshair doesn't turn red and nothing registers on his armor!

This bug is ridiculous! how can the devs be working on anything else right now when this is such a problem?! can't we just move hit registering client side? i understand there will be an aimbot problem but at this point id honestly rather have an aimbot once in a while then a quasi invincible enemy every single drop!

Edited by Flying Fish, 19 January 2013 - 09:55 AM.


#71 Flying Fish

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Posted 19 January 2013 - 10:00 AM

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

There is no lag shield for fast mechs.

You have to lead them.



and i'm sorry but i wasn't aware lights could move at the SPEED OF LIGHT!!! any energy weapon (besides PPCs or flamers) shouldn't ever need to be led.

View PostIronEagle, on 19 January 2013 - 09:58 AM, said:

It is ECM Light weekend ..don't complain ... join the bandwagon

yeah at this point i might as well just save up for a raven 3L

#72 Ngamok

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Posted 19 January 2013 - 10:11 AM

Big Ballistics hit them fine especially when all you have to do is clip them a little. It's not like lasers where you have to keep the beam on them the entire time to get the full damage. Also, if you do boat lasers, make sure you have a clear shot at them coming or going frm you, not crossing in front.

#73 ZivyTerc

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Posted 19 January 2013 - 10:23 AM

Euro players are fckd by the high ping. How can I ever hit fast light with ping 40, when mine is 150+? Only solution is to create euro server ASAP.

#74 Warenwolf

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Posted 19 January 2013 - 10:58 AM

View PostIronEagle, on 19 January 2013 - 09:58 AM, said:

It is ECM Light weekend ..don't complain ... join the bandwagon



Yep....

PGI can have their 2 xp weekend for themselves... Will check up on this "game" again in four to five months...

#75 Chief 117

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Posted 19 January 2013 - 11:05 AM

...sort of ruin the game ? More like TOTALLY ruin the game

#76 ArmandTulsen

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Posted 19 January 2013 - 12:57 PM

^Yeah, it's definitely ruining, not sort of ruining.

#77 QuantumButler

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Posted 19 January 2013 - 12:58 PM

only "sort of"?

#78 PoLaR

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Posted 19 January 2013 - 01:06 PM

I'm sure they will fix it eventually but It's taking forever.

I generally use Heavies and Assaults.. and I feel like vomiting when I see two Ravens coming right for me.

Sometimes I'll use my light 'mechs just for spite.

#79 Skyfaller

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Posted 19 January 2013 - 04:02 PM

View Posthashinshin, on 02 November 2012 - 03:16 AM, said:

It's becoming increasingly common as people catch on to how HORRIBLE the net code is to see teams fielded of 4 or more lights. At first 4 was a lot, but now if their team DOESN'T have 4 jenners circle strafing us it's a rarity.

Even mechs like MPL-Dragons that used to do a good job of destroying lights just can't even find their hitbox to hurt them and get wrecked.

Collisions are a whole other issue. Being unable to find their hitbox to even HURT them is what is wrecking this game.


Ah netcode exploiting.. welcome to closed beta circa 3 months ago when the devs already knew of this gdamn glitch.

But rather than fix it or take steps to prevent the abuse (netcode glitches when objects move faster than 90kph) they ignore it and make it worse by adding even more netcode exploiting capable mechs.

and to top the idiocy off, they give them ECMs....the one tool that makes them invulnerable to the only weapon that is not affected by the netcode failure: SSRM's.

#80 ZloySergant

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Posted 19 January 2013 - 05:00 PM

View PostSkyfaller, on 19 January 2013 - 04:02 PM, said:

Ah netcode exploiting.. welcome to closed beta circa 3 months ago when the devs already knew of this gdamn glitch. ...


It took 'bout a year for WoT devs to fix so-called "teleporting tanks". So, don't be so nervous, just relax for a couple of weeks (or months). We will get the patch for netcode eventually. And we'll see those shitt* b*stards whining around forum: "Our fast mechs became so fragile!!! FIX IT! Place our Lagshield back!!!" :)



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