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Another Gripe About Scouts


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#101 Lucy Cameron

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Posted 10 November 2012 - 07:36 PM

Once knockdowns are back in, you'll see less lights. Assaults may still lose to lights, but everyone's piloting/gunnery skill is not equal.

#102 Desecrator

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Posted 10 November 2012 - 07:42 PM

sigh, game back to unplayable

first pugstomps
then artemis missle boats
now we have unkillable light mechs playing as assault mechs


can you not balance 1 ******* thing in this game

in 3 months (yes, you are slow) , when they finally fix the scouts, Im sure well have some other busted mechanic well exploit
until we make more people quit.

Time is not on your side. You released the game to the public, they will hold you accountable, and they will not wait

#103 Tuoweit

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Posted 10 November 2012 - 07:53 PM

View PostPanzerMagier, on 10 November 2012 - 08:19 AM, said:

Now double those numbers to incorporate sending information packets BACK to you.


This is false. "Ping" is already round-trip time (you can't accurately measure latency with one-way data transfers because you can't reliably synchronize the clocks on both machines with enough accuracy over a medium slow enough and variable enough to make it useful to measure it in the first place, like the internet).

#104 Abstrusity

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Posted 10 November 2012 - 08:19 PM

Hey, you know what also came with Endosteel and FerroFibrous armor?
Jacking up the tonnage of engines for no reason, so Jenners HAD to take both to use an XL with the same weaponry as before.

#105 PanzerMagier

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Posted 10 November 2012 - 08:53 PM

View PostTuoweit, on 10 November 2012 - 07:53 PM, said:



This is false. "Ping" is already round-trip time (you can't accurately measure latency with one-way data transfers because you can't reliably synchronize the clocks on both machines with enough accuracy over a medium slow enough and variable enough to make it useful to measure it in the first place, like the internet).


You obviously do not understand...
I hoped of getting away with this the short way but now I have to explain it to you, sigh.

Never does your computer send one fricken packet at a time to the server.And never are the packets that you sent synchronized. In the time frame of of you shooting an enemy mech, the shot connects and you get a confirmation back from server, you have sent loads of packets. on a ping of less than 100, this is negligible however, go to a ping of 100-200-400, and you'll really feel it. In the time frame of that 0.2 seconds, only 1 or a few packets have returned, some of them can still be a full 0.1 second away...

#106 SpiralRazor

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Posted 10 November 2012 - 08:57 PM

View PostDrxAbstract, on 10 November 2012 - 07:38 AM, said:

Oh you shouldnt, should you? Why is that, exactly? You were willing to do it in MW3 (And MW2 for some of us), but it's absolutely absurd now? Has the land of Broadband interwebs lead you to a trough of spoiled entitlement? If you you're going to stomp your foot and throw that 'I shouldnt have to" attitude around i'd rather you stepped out and let one of these other fine chaps who's willing to go the distance have your seat.



It was more then 10 years ago, thats why its absurd...people i played with in MW3 occasionally were connecting with dial up....


/thread.

#107 Impossible Wasabi

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Posted 10 November 2012 - 09:01 PM

The Space Pope is more concerned with the pilot of a mech, rather than what class it is.

Lo for the Space Vatican fears no lag shields.

#108 Asgeir

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Posted 10 November 2012 - 09:14 PM

I dunno about you, but when I am running around in my Wang, my AC20 has a pretty good chance of winging some poor fast light. And that takes into account the bad net code, the speed, AND the fire delay of my weapon. I for one really don't see the problem, but I also have good ping overall.

Lights are more aggressive than they ought to be, yes, but I would hardly put them in the same page as an Atlas. For every Jenner or Commando I see getting 5 kills in a match, I see 4 who get stomped badly with no kills at all.

#109 Kousagi

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Posted 10 November 2012 - 09:35 PM

View PostAbstrusity, on 10 November 2012 - 08:19 PM, said:

Hey, you know what also came with Endosteel and FerroFibrous armor? Jacking up the tonnage of engines for no reason, so Jenners HAD to take both to use an XL with the same weaponry as before.


They did not jack up the engines weight for no reason. The weight of the cockpit/gyro was added to engines and removed from mechs. Which is 3 tons for the cockpit and varying weights for the Gryo based on engine rating. You can even test this by removing everything off the mech, even armor and it will only weight as much as the structure.

Though i will have to say that FF is one of the more not so useful upgrades. Lights can't even really use it, unless they want to run super hot or not have any weapons. As a jenner only gets .7 tons from FF, and if ya use both endo/FF then you run out of crit slots before ya run out of tonnage.

#110 Ghost_19Hz

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Posted 10 November 2012 - 09:39 PM

My favorite part is how the light mech pilots think they are actually dodging things.

#111 Mechwarrior413183

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Posted 10 November 2012 - 09:53 PM

Came across a Cicada earlier in a Caustic game that was teleporting every other second or so around us, that was quite something, they definitely need to work on the netcode pronto. Also I'm assuming the people saying to use fast mediums have XL engines or are boating small lasers yeah?

#112 New Breed

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Posted 10 November 2012 - 10:15 PM

View Postrythex, on 10 November 2012 - 08:05 AM, said:

Scouts are terrible in this game, there is currently no incentive for them to drive well, just herpderping around, running into hills, other mechs, theyre next to impossible to hit with the current net-code if they're running 100km+/hour, they lag around.. it's even worse if they have a ****** ping, or if they hit a flat object, they warp around, like a box, building, other mech, warp warp warp, then it gets desynced even more and you have to guess where they are or if they accidently do a full stop then you can hit them.

No, you're not a good light pilot if you're spamming your small/med laser boat and lagging around, it means the game is terrible.

When there are 4 medium/heavy mechs shooting at one mech and noone is connecting.. there is a problem.. and it's not "oh those 4 guys suck" it's "oh look someone is exploiting the crap net-code and warping around like the SS Enterprise.

edit: yes I know its beta and yes I know theyre working on their netcode, doesn't mean I can't ***** about it though.



Trust me, even with a 42ms ping it's still hard as hell to hit lights as they just warp around.


I have a 15 ping in game, and constantly have ac20 rounds do nothing against lights (they hit and even do the heavy hit sound) to 0 damage.

#113 Eltyr

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Posted 10 November 2012 - 10:17 PM

There are definitely problems with the very fastest mechs (Jenners and Cicadas), but most of the complaining seems to revert back to the simple fact that lights are a viable choice for people wanting a role other than scouting. A light is not meant to be a chew toy; get used to it. Well, get used to it, or pick weapons good at killing lights; you certainly have enough slots to mount them. I have never seen an atlas carrying weaponry specializing in killing lights, which means they can't be too much of a hassle.

Warping is rare. The hitbox is rarely off by enough to really matter if you aim well. A good heavy can slaughter lights. I see it happen all the time.

#114 Tempered

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Posted 10 November 2012 - 10:18 PM

You know, large lasers have a pretty long duration. How long are you holding them on target on a fast moving mechs leg? Long enough to do 1pt or 2? Light mechs have the same problem with laser duration.

#115 ArmandTulsen

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Posted 10 November 2012 - 10:36 PM

LOL @ some of the people ITT defending fast mechs. I'm ******* TERRIFIED of jenners! And I hate their ******* guts. I should NOT have to be afraid of a 35 ton mech zipping across the field. The best feeling playing this game for me is killing jenners. Trust me, my aim is not the issue. When my AC/20 cored one sucker this one time who ran into a wall I yelled out, "YES! TAKE THAT YOU FILTHY POS!" My brother was like, "hey, are you OK? What just happened?"

FU and your bad netcode advantage, jenners et al.

Edited by ArmandTulsen, 10 November 2012 - 10:43 PM.


#116 NovaFury

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Posted 10 November 2012 - 10:39 PM

View PostTempered, on 10 November 2012 - 06:58 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?


Mine does. It has 12 true double heat sinks in it's 300XL engine, so... 24 heat dissipation, 2 external, endo, ferro, ect.

So yes, it's an extremely expensive fit, and overheats if spammed, but I use my 149kph running speed to run off to cool down after taking some judicious shots at CTR armor. Not any hotter than the hunchie-4P anyway.

Edited by NovaFury, 10 November 2012 - 10:41 PM.


#117 Flit Asuno

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Posted 10 November 2012 - 10:48 PM

View PostAlexEss, on 10 November 2012 - 07:24 AM, said:

And i take it Kon that you are a veteran game developer with a recent release under your belt to be so confident as to be able to call them that...?

If so do enlighten us to what that release is.


Regardless of the insult in his statement his point still stands solid. The game's netcode has been a huge and glaring issue for months now. It was only a slight problem back in early August. Now it's a huge problem. Even against opponents who have a less than 100 ms ping (and I have the same low ping) I'm having to aim where they're going to be in half a second or more in order to actually hit them.

The fact this really hasn't improved in the last several months is a huge problem. One that they apparently couldn't hire the staff in months of time to fix.

View PostDrxAbstract, on 10 November 2012 - 07:38 AM, said:

Oh you shouldnt, should you? Why is that, exactly? You were willing to do it in MW3 (And MW2 for some of us), but it's absolutely absurd now? Has the land of Broadband interwebs lead you to a trough of spoiled entitlement? If you you're going to stomp your foot and throw that 'I shouldnt have to" attitude around i'd rather you stepped out and let one of these other fine chaps who's willing to go the distance have your seat.


"My car won't start without spending a few minutes cranking the starter and pumping the gas. This is supposed to be a modern car. What the hell [insert brand here]." "Stop being a whiny entitled baby. Back in my day we had to crank the starter by hand regardless of the weather!". Is this really your argument?

You're really arguing that it's entitled to expect a game to have at least decent netcode after months of it being a problem?

#118 Nothing Whatsoever

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Posted 10 November 2012 - 10:54 PM

As a custom Com 1B & 2D user so far, running an XL 210 engine, with lag from 70ms to 1000ms, I've been legged and out right killed enough to know that when the enemy team works together I don't have much of a chance anyway, so I'm a tad confuzzed about this particular discussion.

What I have seen though is that Teamwork is key, or at least adapting to your fellow warriors' tactics and techiques, [if PuGging as I often do for now].

What I see if the early match disconnects enough on one side or another than there is a huge advantage to the team with more active mechs.

So if that can be handled (maybe related to the netcode comments I read in this forum) and with some improved handling of idling trialers can be managed (those that do absolutely nothing in a match) than the matches can be better than with the recent tweaks to the reduction in premades (groups of 4 right? sorry I'm still new here). Especially if only Trials go against Trials and Customs go against Customs.

I figure that it takes a while to learn what role you want to take in this game and having customs vs. trials slows the learning process for those noobs using trials (I started that way so I have 1st hand experience here).

And there seem to be enough players that haven't joined a clan yet (or still confused as to how, as I am) that might benefit from separating between trial mechs and customs in matchs to gain more experience than as it sits now, regardless of C-BIll gains which would seem to need tweaking anyway with improved matchmaking in the future.

And I hope I make some sense in what I'm trying to say. :)

#119 Flit Asuno

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Posted 10 November 2012 - 11:05 PM

View PostPraetor Shepard, on 10 November 2012 - 10:54 PM, said:

As a custom Com 1B & 2D user so far, running an XL 210 engine, with lag from 70ms to 1000ms, I've been legged and out right killed enough to know that when the enemy team works together I don't have much of a chance anyway, so I'm a tad confuzzed about this particular discussion.

What I have seen though is that Teamwork is key, or at least adapting to your fellow warriors' tactics and techiques, [if PuGging as I often do for now].

What I see if the early match disconnects enough on one side or another than there is a huge advantage to the team with more active mechs.

So if that can be handled (maybe related to the netcode comments I read in this forum) and with some improved handling of idling trialers can be managed (those that do absolutely nothing in a match) than the matches can be better than with the recent tweaks to the reduction in premades (groups of 4 right? sorry I'm still new here). Especially if only Trials go against Trials and Customs go against Customs.

I figure that it takes a while to learn what role you want to take in this game and having customs vs. trials slows the learning process for those noobs using trials (I started that way so I have 1st hand experience here).

And there seem to be enough players that haven't joined a clan yet (or still confused as to how, as I am) that might benefit from separating between trial mechs and customs in matchs to gain more experience than as it sits now, regardless of C-BIll gains which would seem to need tweaking anyway with improved matchmaking in the future.

And I hope I make some sense in what I'm trying to say. :)



It's not just a simple matter of working together or people being inaccurate. It's a matter of poor networking code making light mechs jump all over the place via rubber banding teleports. Then even when you do see a hit connect visually with something like a laser, it does no damage. I've had it happen a bunch of times where I had to aim ahead of the mech by 10-30 meters to actually deal damage. Even though according to my screen I'm hitting nothing but dirt/air.

This isn't because my internet sucks. I always test my internet the second I get out of the match to double check that the ping is accurate. It is, very little jitter and solid ping to my ISP's network. So it's the game. Not my machine.

#120 Nothing Whatsoever

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Posted 10 November 2012 - 11:28 PM

View PostFlit Asuno, on 10 November 2012 - 11:05 PM, said:



It's not just a simple matter of working together or people being inaccurate. It's a matter of poor networking code making light mechs jump all over the place via rubber banding teleports. Then even when you do see a hit connect visually with something like a laser, it does no damage. I've had it happen a bunch of times where I had to aim ahead of the mech by 10-30 meters to actually deal damage. Even though according to my screen I'm hitting nothing but dirt/air.

This isn't because my internet sucks. I always test my internet the second I get out of the match to double check that the ping is accurate. It is, very little jitter and solid ping to my ISP's network. So it's the game. Not my machine.


Yeah, it seems hit boxes to visuals need to improve, [I certainly need a better understanding of networking code at this point] but I have also often seen trials overheat [and not only on the Caustic map], and more experienced pilots making mince meat out of them, which is why I like the idea of having trials users limited to fighting other trials users.

At least if there are experienced pilots using trials, everyone is limited by default heat sinks & armor, and fewer players knowing how to use chain fire to mitigate heat or getting over matched against certain builds like tweaked out Jenners against players who have yet to learn roles and lead faster targets.





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