Edited by Sean von Steinike, 10 November 2012 - 01:20 PM.
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Another Gripe About Scouts
#81
Posted 10 November 2012 - 01:19 PM
#82
Posted 10 November 2012 - 01:25 PM
Hard to connect shots when everything is moving normally except the light mechs.
#83
Posted 10 November 2012 - 02:11 PM
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
Posted 10 November 2012 - 02:33 PM
rythex, on 10 November 2012 - 01:25 PM, said:
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
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#85
Posted 10 November 2012 - 02:46 PM
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
Posted 10 November 2012 - 03:46 PM
"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
Posted 10 November 2012 - 04:13 PM
De 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
Posted 10 November 2012 - 04:33 PM
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
Posted 10 November 2012 - 04:40 PM
Random Numbers, on 10 November 2012 - 04:33 PM, said:
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:](https://static.mwomercs.com/forums/public/style_emoticons/default/huh.png)
But i'd be happy if they halved all mech speeds
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#90
Posted 10 November 2012 - 04:49 PM
Zakius, on 10 November 2012 - 07:35 AM, said:
This.
#91
Posted 10 November 2012 - 05:20 PM
If I could at least have bowled him over I might have hits register.
#92
Posted 10 November 2012 - 05:21 PM
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
Posted 10 November 2012 - 05:28 PM
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
Posted 10 November 2012 - 05:35 PM
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
Posted 10 November 2012 - 06:30 PM
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
Posted 10 November 2012 - 06:35 PM
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#97
Posted 10 November 2012 - 06:58 PM
NovaFury, on 10 November 2012 - 05:35 PM, said:
I can't say that I've ever seen a jenner F that carries 6 medium lasers. Is that the toaster oven variant?
#98
Posted 10 November 2012 - 07:02 PM
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
Posted 10 November 2012 - 07:04 PM
...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
Posted 10 November 2012 - 07:20 PM
BigJim, 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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