Another Gripe About Scouts
#101
Posted 10 November 2012 - 07:36 PM
#102
Posted 10 November 2012 - 07:42 PM
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
Posted 10 November 2012 - 07:53 PM
PanzerMagier, on 10 November 2012 - 08:19 AM, 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).
#104
Posted 10 November 2012 - 08:19 PM
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
Posted 10 November 2012 - 08:53 PM
Tuoweit, 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
Posted 10 November 2012 - 08:57 PM
DrxAbstract, on 10 November 2012 - 07:38 AM, said:
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
Posted 10 November 2012 - 09:01 PM
Lo for the Space Vatican fears no lag shields.
#108
Posted 10 November 2012 - 09:14 PM
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
Posted 10 November 2012 - 09:35 PM
Abstrusity, on 10 November 2012 - 08:19 PM, said:
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
Posted 10 November 2012 - 09:39 PM
#111
Posted 10 November 2012 - 09:53 PM
#112
Posted 10 November 2012 - 10:15 PM
rythex, on 10 November 2012 - 08:05 AM, said:
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
Posted 10 November 2012 - 10:17 PM
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
Posted 10 November 2012 - 10:18 PM
#115
Posted 10 November 2012 - 10:36 PM
FU and your bad netcode advantage, jenners et al.
Edited by ArmandTulsen, 10 November 2012 - 10:43 PM.
#116
Posted 10 November 2012 - 10:39 PM
Tempered, 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
Posted 10 November 2012 - 10:48 PM
AlexEss, on 10 November 2012 - 07:24 AM, said:
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.
DrxAbstract, on 10 November 2012 - 07:38 AM, said:
"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
Posted 10 November 2012 - 10:54 PM
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
Posted 10 November 2012 - 11:05 PM
Praetor Shepard, on 10 November 2012 - 10:54 PM, said:
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
Posted 10 November 2012 - 11:28 PM
Flit 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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