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Another Gripe About Scouts


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#81 Sean von Steinike

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Posted 10 November 2012 - 01:19 PM

Lights are easily accessable so it's only natural that more people have them as their first real mech. And since one needs to run three variants, that's a lot of lights that need playing. Or would you rather it be Atlas online?

Edited by Sean von Steinike, 10 November 2012 - 01:20 PM.


#82 rythex

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Posted 10 November 2012 - 01:25 PM

Noone cares if there are lights, people care that you're unable to shoot them due to issues with the net code.
Hard to connect shots when everything is moving normally except the light mechs.

#83 Wolven

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Posted 10 November 2012 - 02:11 PM

Haven't yet run into the problem of 'unkillable' lights since Closed Beta. Guess I'm just lucky in my Awesome in that no light really wants to tango with me, or maybe my teammates in mediums and lights do their jobs and chase them off me so I can focus on the fatlas or gausscat trying to kick my ***.

For some reason, there is lots of negativity and lack of objectivity about these issues, lots of hyperbole being thrown around, lots of extreme points of view... Why, it's like watching US elections!

#84 Wispsy

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Posted 10 November 2012 - 02:33 PM

View Postrythex, on 10 November 2012 - 01:25 PM, said:

Noone cares if there are lights, people care that you're unable to shoot them due to issues with the net code.
Hard to connect shots when everything is moving normally except the light mechs.


Your issues seem far more extreme then most people I have spoken to about this game. Also Cicadas are a problem as well as light mechs yes? I have seen warping people maybe once in a hundred or two games? and it has improved a lot already with the hit detection so it shows they are working on it.....

In the mean time, as I said earlier, try equipping a tag as that should only show an icon where the mech is actually going to register. This can give you a feel for how to aim and where you can hit them. These things do happen, it is an ongoing project and with experience these little bumps will be ironed out quicker and quicker. Until then all you can do is adapt so they no longer hamper your killing ability by such a significant amount :)

#85 rythex

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Posted 10 November 2012 - 02:46 PM

Trust me, I'm not the only one with these problems, PGI says they'll have a fix in a few months. <shrug>
I don't need anymore kills, I'm at 1-3 kills/match 4/5 assists typically during a good game, I'm just wanting a level playing field for all players

Edited by rythex, 10 November 2012 - 02:48 PM.


#86 Jooky SeaCpt

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Posted 10 November 2012 - 03:46 PM

Not only do collisions cause damage, but that damage can be quite serious. It seems to often be applied to the legs, and if a scout loses his legs he is dead. On a fun side note I have literally crushed a Commando to death in an Atlas. A buddy of mine was hiding in a little alcove on River City while the opposing team showered us with LRMS.
"Move aside, I need your hidey hole!" I said.
"No! There isn't room for both of us!" he shouted.
"I know..."
"OH GOD! YOU'RE CRUSHING ME!"
The 15k c-bill penalty for friendly fire was completely worth it.

#87 Rokuzachi

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Posted 10 November 2012 - 04:13 PM

View PostDe La Fresniere, on 10 November 2012 - 01:15 PM, said:


Well then, you see how that could be interpreted as poor game balance. If Lights were significantly inferior and could be easily destroyed by any Mech over 50 tons, no one would play them.


This is another "problem" all together.

Light armored, fast movers will always be easy to kill for people who are very good at shooting. Currently, it's impossible to actually balance Light mechs because of the netcode. We don't actually know just how survivable their speed really makes them due to the lag shield.

#88 Random Numbers

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Posted 10 November 2012 - 04:33 PM

Thinking about this the only "fix" I could come up with at the current time with the netcode issues is to cap the engines lights can use so they aren't abusing the system. Unfortunately from the response of the PGI guys in the interview was they aren't going to be dealing with the netcode until next year.

My suggestion then is to lower the light mechs speed for now to something manageable. Of course I'll get flamed for suggesting that a jenner can only go 120 instead of its netcode abusing 140. :/

#89 Wolfways

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Posted 10 November 2012 - 04:40 PM

View PostRandom Numbers, on 10 November 2012 - 04:33 PM, said:

Thinking about this the only "fix" I could come up with at the current time with the netcode issues is to cap the engines lights can use so they aren't abusing the system. Unfortunately from the response of the PGI guys in the interview was they aren't going to be dealing with the netcode until next year.

My suggestion then is to lower the light mechs speed for now to something manageable. Of course I'll get flamed for suggesting that a jenner can only go 120 instead of its netcode abusing 140. :/

I'm sure i remember PGI saying the netcode is being affected by any mech doing over 80kph :ph34r:
But i'd be happy if they halved all mech speeds :)

#90 John Norad

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Posted 10 November 2012 - 04:49 PM

View PostZakius, on 10 November 2012 - 07:35 AM, said:

People dont want light s to be easy kills, what they do want however is Lights to fill the battlefield role they are supposed to have. Lights = scouting and recon mechs not Little assault mechs which is where they currently sit.

This.

#91 Applecrow

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Posted 10 November 2012 - 05:20 PM

Most of the time the lag shield isn't too hard to judge, but I had a match today where a jenner circle strafed me to death. My poor 4p never had a chance because hardly any of my hits would register. I did manage to kill one of his buddies, but died the death of a thousand small lasers in the back.

If I could at least have bowled him over I might have hits register.

#92 AlexEss

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Posted 10 November 2012 - 05:21 PM

I wonder what people will blame once the net-code is back under controll...after all it is getting kind of slim.'

They have debunked the (lights have magic supersheilds against all but lights) *check the recent chat*
They have said that collisions are coming back.


Ofc people with cruddy internet and/or cruddy internet providers will always have problem. Nothing PGI can do about that. (and i say this as someone who play this game from sweden.. and still see none of the issues of lag and warping.. so yeah until you prove me otherwise i will hold that to your ISP being a bit soft in the noggin)

#93 Dagrum Darkforge

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Posted 10 November 2012 - 05:28 PM

lights can die its a ***** right now but still it happens i can hit them most of the time some times though no matter what i do i cant hit em and more than half the time you hit one they notice you can and call three more little buddys to help **** you you know what its like getting ***** by the lollipop guild its ******* creepy

all joking asside being ***** by the lollipop guild is a serious matter not to be taken lightly.......

oh wait this is about not hitting light mechs uhh ya umm...its a true ***** right now laser can do dmg but still hard to get a kill unless the pilot is stupid or you have a guided weapon like streak but all in all killing a light is hard not imposible but it is much harder than it should be

and thats my two cents

#94 NovaFury

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Posted 10 November 2012 - 05:35 PM

The Jenner-F carries 6 medium lasers, which is the same firepower a Hunchback-P, a premier brawling mech, carries in it's main lance array. Arguments that light mechs don't have 'enough firepower' and should be relegated to 'scouting' is simply hogwash. There are IS designs that mount large pulse lasers and PPCs, and clan designs that go as far as packing 2 ER-PPCs on a 35 ton chassis.

The concept of the striker star in melee combat is to outmaneuver, confound and elude the enemy, forcing less disciplined units, particularly pilots with tunnel vision, into disarray. There's the real kicker, PUG groups don't have 'discipline' to speak of, and are significantly vulnerable to the discord-inducing effects of skirmisher mechs with credible firepower.

Close up, cover your lancemates, learn to lead. I kill more Jenners with lasers than any other weapon.

Edit: It works both ways, my jenner (when I use it) runs so fast I take leg damage constantly just from running on uneven terrain.

Edited by NovaFury, 10 November 2012 - 05:38 PM.


#95 FerretGR

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Posted 10 November 2012 - 06:30 PM

Not trying to wade into this argument or anything, but my anecdotal evidence is similar to Wispsy's: I have seen the effect you describe, this "teleporting/warping light", so exceedingly rarely, that I don't understand the fuss. Maybe 2 or 3 mechs in the last 100 games. If that. And I bet it sucked for them too: the couple of times I've had really bad ping/lag, the game was unplayable, I was running into walls and getting hung up; I was useless.

From the perspective of a fast mech pilot, people seem to manage to leg me or core me. It's being careful that makes me long-lived, not teleportation, imho.

#96 Magovai

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Posted 10 November 2012 - 06:35 PM

This is like someone complaining that the Hunchback's AC/20 is too vulnerable! ;)

#97 Tempered

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Posted 10 November 2012 - 06:58 PM

View PostNovaFury, on 10 November 2012 - 05:35 PM, said:

The Jenner-F carries 6 medium lasers, which is the same firepower a Hunchback-P, a premier brawling mech, carries in it's main lance array.


I can't say that I've ever seen a jenner F that carries 6 medium lasers. Is that the toaster oven variant?

#98 Araxes

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Posted 10 November 2012 - 07:02 PM

I've seen the lag-warping (UK ping, please GOD give us EU servers). It's annoying, but I still leg a fair few lights.

Netcode needs improving, and collisions need (really really NEED) to come back in. As things stand now, Lights are much more of a concern than they should be, given their tonnage/loadout/armour.

#99 All iN

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Posted 10 November 2012 - 07:04 PM

If a jenner can take 8 barrages from my 5xLL AWS-8Q - that all register as hit (I'm not counting first volley to find leading distance), with crosshair red indicating a hit, and a blink on the paperdoll indicating a hit...

...and still have YELLOW leg armor, something is just really, really wrong.

Even if i would miss some of that volley - this is a WALL of large laser beams. No cigar...

Edited by All iN, 10 November 2012 - 07:06 PM.


#100 Aegis Kleais

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Posted 10 November 2012 - 07:20 PM

View PostBigJim, on 10 November 2012 - 11:30 AM, said:


I dunno, I find Commandos harder to hit than any of the other fast movers, and I've always considered the Commando chassis to be more laggy than any other, since I started in June.

Just seems to prove that the lag armor seems to be different for every user. Kind of makes the issue even bigger than before, but still, I sadly hold out no hope for it ever being fixed. Would love to be proven wrong, though.





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