Jump to content

If Speed Is A Problem, Why Dont We Slow Everthing Down 10%?


46 replies to this topic

#41 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 26 November 2012 - 04:36 AM

View PostJustAStick, on 25 November 2012 - 02:49 PM, said:

Please tell me you are being sarcastic. You probably are but I just want to make sure.

If there was a turn-based shooter, I would try it!

But don't worry, I am not serious about MW:O. It's "slow" enough - if it wasn't for the lag-code netcode - that it works for me. I manage to drive even Jenners here, thanks to my superior lag shields and lack of knockdowns skills.

#42 LynxFury

    Member

  • PipPipPipPipPipPip
  • 235 posts
  • LocationWA state

Posted 26 November 2012 - 04:58 AM

Slowing down the mechs just makes things boring.

We had an entire league try to go this route in a custom version of MW4, which seems to have quite similar netcode problems as this one, and it made driving the lights and mediums so dull there was wide spread call to bring back the speed and accelerations.

I think a lot of things are going to make up for much of the current problems even if the netcode remains as is:
add in collision damage and knockdowns will get us most of the way there. The great pilots will still exploit, but the average ones will crash enough or do themselves harm and opportunities to be destroyed. Probably too late to consider, but getting the chassis sizes back to the right proportions would help as well--the lights would be bigger targets. .

#43 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 26 November 2012 - 10:05 AM

View PostSen, on 23 November 2012 - 04:41 AM, said:

It would be VERY sufficient to deal with these issues. You would effectively turn the game into the "race to the atlas".

I'm sorry, but I require speed to fill my role on the battlefield. 50MS ping or less, so don't complain at ME about hiding behind lag shield. Netcode. . well. . . Fix convergence and put collisions back in , you'll get lucky enough to consider the problem MOSTLY fixed ; )

But don't QQ when your assault mech can't hit me. it wasn't meant to. You want me off your rear armor, get your team to STEP UP AND DO THEIR JOB: Where's YOUR light pilot? Off somewhere chasing moonbeams? he should be peeling me off you. . and, YES, that is part of my job. . and I take my role VERY seriously.

ok, only because it's so much FUN . . . but I digress.

In other news, NERF ASSAULT ARMOR!!!! i can't kill them with 3 alphas to front CT!!! They shouldn't be able to TAKE that kind of punishment! a 10% reduction should do it. . . . .





(ya catchin' my point yet?)

Um, if everything was slowed down you would still have your speed nothing would seem different. Your not realizing that why your not getting hit isn't becuase of speed or your skills, its because of bad programing. Yes, if you can keep behind a mech fine, but if your just circling and he can't hit you, its not your skill or lack of theirs just a problem with the game.

Also, a problem would be weapon velocity and falling, wouldn't want slow bullets and floating mechs. I know 10% isn't a lot but it may look dumb and you'd have to adjust those slower or it wouldn't be fair.

Edited by Bobzilla, 26 November 2012 - 10:15 AM.


#44 SpookShow

    Member

  • PipPipPipPipPip
  • 162 posts
  • LocationNC

Posted 26 November 2012 - 07:06 PM

Eh I dont think all this is necessary. The only two things that are needed:

1. knockdown collisions-ever since they removed it light mechs have become easy mode. Put it back in and I gaurantee it will cut in half the amount of light mechs you see now.

2. Im not any kind of computer or software engineer and the only thing I know is how to turn on my computer but 2 patches before they went open beta you generally didnt have to lag shoot except for ballistic weapons. Just roll the netcode fixes back is my suggestion or hire someone to fix it (which I think they are doing)

#45 cmopatrick

    Member

  • PipPipPipPipPipPipPipPip
  • 1,026 posts
  • Locationa 45 tonner on patrol...

Posted 26 November 2012 - 07:19 PM

View PostSpookShow, on 26 November 2012 - 07:06 PM, said:

1. knockdown collisions-ever since they removed it light mechs have become easy mode. Put it back in and I gaurantee it will cut in half the amount of light mechs you see now.

while i agree that it is important to add knockdown and collision mechanics back in, i would suggest holding off on your guarantee for a few more weeks (or maybe a month), because a high proportion of the lights right now are relatively new pilots doing the grind on their way to something bigger...

#46 Sulf

    Member

  • PipPipPipPipPipPip
  • 256 posts

Posted 26 November 2012 - 08:22 PM

Once net code is fixed this will be a non-issue. As it is light mechs are currently buffed by the 'lag shield' but once that is fixed and knockdown is re-added, they will be the same as before. We don't need an already easy target to move that much slower. Speed is their only armor.

Also, kph is not as arbitrary as you think. If you've ever worked in modeling for games or other cgi you'd know that everything is set to the same scale. initially you have the power, but the effect will always be the same. Making a display that lies is possible but it'd be noticed and it's frankly a really silly way of dealing with an issue.

#47 ExAstris

    Member

  • PipPipPipPipPipPip
  • 427 posts

Posted 26 November 2012 - 08:35 PM

The lag shield problem isn't directly a result of speed, its a result of collisions. The collisions that cause them are with buildings and mechs. This is why mech collisions are currently out, there was trouble resyncing the mech to a uniform location after standing up from its fallen location (or something like that). The reason we notice it the most with faster mechs is because the distance a mech can become desynced is directly proportional to how far it travelled in that 'whoops lost track of him' time that the collisions are messing things up. The mech I saw lagshielding the hardest was, by far, a Yen-Lo moving at a mere 64kph. Its just stacking small discrepencies, not something you can get rid of by lowering speed.

Reducing speed isn't the solution. Properly resyncing the mechs after descrepencies creep in is. It just takes time and experience, especially with complex multiplayer games. I've had alot less problem with lag-shielded mechs since Open Beta (and alot more problems with un-trippable light mechs!), so its getting better as the actual problems get identified.


Changing the speed is just modifying a symptom, it doesn't adress the cause.

The actual cause is way, way, way out of the community's power to fix (unless you're one of the dozen best netcode programmers for CryEngine3 in the world). The best we can do is watch for specific causes to the lagshields, notice recurrences, and report them (most helpfully with video) to help the people with the actual skills narrow down the list and refine the code.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users