

#1281
Posted 13 November 2012 - 07:09 PM
This light mech armor that has been around for AGES now is just getting utterly ridiculous. When a light can confidently take down 4-8x his weight because of lag, stutter, netcode and (currently) the inability to knock him down, I just can't see how something this game altering has yet to be addressed.
We're all allowed to lose faith in the project, knowing all too well that it's a beta, and is 'being addressed', so this may just be my turn to chomp at the bit, but good God Almighty is it infuriating to see these guys, for all practical purposes, be invincible to DEAD-ON hits. I've actually been giving up when a tenacious light comes after me cause it's just futile to even attempt to defeat the things.
*sighs*.
Anyways I'm just irked.... the game's still on the right track for being the best MW game ever.... I just hope that this issue gets less time on the back burner than it currently is getting.
#1282
Posted 13 November 2012 - 07:17 PM
The further we get from the core rules, the less well balanced and fun to play this game becomes.
#1283
Posted 13 November 2012 - 07:17 PM
#1284
Posted 13 November 2012 - 07:23 PM
I just quit the match. I will be back for phase 3... maybe.
#1285
Posted 13 November 2012 - 07:25 PM
The thing is, if shots don't register on you (through no fault of the player), then you just end up with an unfair handicap over other players. In the end, lights will have to be very hypervigilant and aware of their surroundings so they don't run at high speeds into other objects and be more mindful about getting into the front arc and attention of Mechs that carry devastating firepower.
It's just that it hasn't been this way (due to us being in Beta), but I've just seen no progress towards it for so long, that it's finally gotten under my skin.
Arcadian Xero, on 13 November 2012 - 07:23 PM, said:
I just quit the match. I will be back for phase 3... maybe.
I laughed when I read that, but after a moment of thought, I don't think I could blame you. (nor was it REALLY that funny; it's kind of a sad testament to how unbalanced the situation is) I'm much more afraid of a single Jenner (as a Hunch/Catap) than I am coming up against 2 Assaults.
#1286
Posted 14 November 2012 - 12:28 AM
#1287
Posted 14 November 2012 - 01:40 AM
#1288
Posted 14 November 2012 - 02:28 AM
#1289
Posted 14 November 2012 - 03:17 AM
At times it's gotten to the point of "OH ****, it's a Jenner!!! RUN!!!" and "OH! it's just an Atlas, carry on..."
#1290
Posted 14 November 2012 - 03:33 AM
Time your shots right and you get your lightkill, eg. when they are running away from you. Or left circling light, aim at right arm to hit ct. Noone ever played MW3?
Maybe this can help as workaround, until they can fix it.
#1291
Posted 14 November 2012 - 03:51 AM
The netcode must be fixed, the collisions must be fixed and put back and so on and things should sort out themselves. There is an obvious imbalance between the light mechs themselves Jenner>every other light in the game, but that is for another discussion. Let's hope it gets fixed sooner than later, so we can finally stop using SSRMs in every build we can just to survive.
#1292
Posted 14 November 2012 - 03:57 AM
riot, on 14 November 2012 - 03:33 AM, said:
Time your shots right and you get your lightkill, eg. when they are running away from you. Or left circling light, aim at right arm to hit ct. Noone ever played MW3?
Maybe this can help as workaround, until they can fix it.
No actually, a lot of players aren't fps dopes. Don't assume we played Mw3. And coming from a light mech player this is typically a biased response. We time our shots, I've never had problems with light mechs at all, up until now. So no, it's not player skill affecting the difficulty of killing a light mech, it's the sloppy game mechanics.
Double heatsinks 1.4, they're more effective for light mechs who use like 10-12 of them but they're MUCH less effective for heavy/assault mechs if you compare them to pre patch 2.0 dhs.
This allows light/medium mechs fire their weapons faster and heavy/assault mechs slower.
Ferro fibrus armour and endo steel. Easily applied to a light/medium mech, almost a complete loss for a heavy/assault mech. An atlas trying to fit on double heat sinks and FF will end up with less firepower than a medium ,because he doesn't have the enough critical space for weapons. However to mediums and lights who only carry a few lasers or a big gun, this is no sweat.
Again, FF and endo steel gives a much greater benefit to lighter mechs than to heavies. Where as according to the devs when they released these upgrades, it was with the intention that they would give heavy/assault mechs a greater advantage, which they definitely do not.
Netcode, aside from just firing delays and ping orientated problems to lead your shots onto a target, The amount you have to lead is now also increased by the speed of the enemy mech! The hit boxes of any mech moving faster than 80kph becomes distorted. This is why players who struggle already with leading their shots on their targets find it almost impossible to kill a light mech.
Unit collision,
Mechs don't fall over, my god if I've ever seen a direct buff to any clas mech then this is it. I've seen ravens that use this as a strategy! They would run head on towards an atlas, standing between his legs and just alpha striking with their SRMs, while the atlas, for all the lasers and weapons he has can't even hit the raven, nevermind get away from it. Even worse our team ends up hitting the atlas more than the raven and eventually had to shoot both just to kill the raven.
I understand that this is beta. I understand that we will have issues and unbalanced gameplay changes. What I do not understand is every time a major issue occurs, PGI is not all that interested into pulling their thumbs out of their ***** AND GET TO FIXING IT AS.SOON.AS.POSSIBLE.
This is not the first game I've beta tested, however it's the first time that I've seen a company screw around so badly with it's game, ******* off the playerbase with every subsequent patch.
PGI, you're supposed to improve the game with every patch, not break something and end up breaking something else in an attempt to fix what you just broke.
tl;dr
One step forward and 2 steps back doesn't work.
#1293
Posted 14 November 2012 - 03:58 AM
anyway, can also be solved by slowing all the mechs down with some kind of multiplier. assaults will be epicly slow then though.
#1294
Posted 14 November 2012 - 04:02 AM
#1295
Posted 14 November 2012 - 04:13 AM
#1296
Posted 14 November 2012 - 04:18 AM
Bring back collision and collision damage (mech/mech, mech/terrain) as quickly as possible. Nothing else is anywhere near this priority for restoring immersion and balance. Implement your glitchy code from beta if necessary, anything is better than what we have at the moment.
#1297
Posted 14 November 2012 - 04:24 AM
#1298
Posted 14 November 2012 - 05:51 AM
And then 2 seconds later he died. Not only did I miss.... But the death registered 2 seconds slow..
Methinks the netcode needs work most of all lol.
#1299
Posted 14 November 2012 - 06:00 AM
Try playing on 150 ping verses other 150 ping players (just use a local software bandwidth limiter or something) and you might experience the game as a large part of community does. And perhaps then you will change your priorities ...

I love the game though, even in it's current state. Just keep making it better!
#1300
Posted 14 November 2012 - 06:17 AM
I personally think some of you are just bad shots.. I will be the first to admit I am that's why I like missile loadouts. I'm not overly good with a AC, and I suck at lasers. Especially against small mechs in a large mech. Why they are small and fast and I am large and slow.. When I had SSRMs that worked I could take out a Jenner or at least hurt it enough it would quit biting my ankles.
Its the nature of the beast..
AS for Jenner Wolf Packs.. maybe.. but doubt it.. If missiles go back to the way they were prepatch, Awesome missile boats comupled with Commando Streak scouts will have a thing or two to say about who comes out on top.
As long as they get back to a rock/paper/scissors balance no one mech can be over balanced against another if a TEAM works as a TEAM.
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