

Nerf Light Mechs With Ecm
#1
Posted 08 December 2012 - 02:05 AM
#2
Posted 08 December 2012 - 02:21 AM
Aye, aye perfect.
/rollseyes.
#3
Posted 08 December 2012 - 02:46 AM
#5
Posted 08 December 2012 - 02:54 AM
There are moments when I feel the OPs pain sharply.
GnuZ (~250ms Aussie high-ping peasant)
#6
Posted 08 December 2012 - 02:55 AM
#7
Posted 08 December 2012 - 03:10 AM
Azuanite, on 08 December 2012 - 02:48 AM, said:
Bro i hit them, at least visually it looks like i hit them but you know light mech exploits even if it did look like i hit them it still miss.
Lag lead - we did it in the 90's you can do it now. Aim slightly ahead of where they look like they are.
Edited by TruePoindexter, 08 December 2012 - 03:11 AM.
#8
Posted 08 December 2012 - 03:20 AM
TruePoindexter, on 08 December 2012 - 03:10 AM, said:
yeah no, it isn't as simple as "lag lead". This isn't a first person shooter game where predicting is simple. In a game where a mech can be 3x faster than you and you want to lag lead?.. good luck with that.
#9
Posted 08 December 2012 - 03:23 AM
Azuanite, on 08 December 2012 - 03:20 AM, said:
yeah no, it isn't as simple as "lag lead". This isn't a first person shooter game where predicting is simple. In a game where a mech can be 3x faster than you and you want to lag lead?.. good luck with that.
Thanks, i'll take my chances with it 'til the netcode is fixed.

#10
Posted 08 December 2012 - 03:26 AM
Azuanite, on 08 December 2012 - 03:20 AM, said:
yeah no, it isn't as simple as "lag lead". This isn't a first person shooter game where predicting is simple. In a game where a mech can be 3x faster than you and you want to lag lead?.. good luck with that.
Uh huh. I only do it all the time. Please try it before you knock it.
#11
Posted 08 December 2012 - 04:07 AM
Azuanite, on 08 December 2012 - 02:05 AM, said:
You do know collisions are coming back right?
That is the best way to deal with a light mech if you can't seem to hit it with weapons. Crash into it and shoot it while it's face down on the ground. That's what we did in closed beta to lagging lights.
#12
Posted 08 December 2012 - 05:06 AM
TruePoindexter, on 08 December 2012 - 03:10 AM, said:
Even though I've got used to lag leading and I do hit people really well I'm still amazed that we have all kind of good ping systems. We got client side hit detection, we have predictive ping system, we have server side ping system where your shots actually has delay depending on your latency but stuff hits where it seems to hit... And then we got MWO ping system wich is the same as we had in games 15 years ago.
In my opinion this kind of ping system is really bad even if it's to prevent cheating. I'd rather take the server side system where your shots have delay depending on your latency but you hit where you seem to hit. It just doesnt feel right to shoot the thin air infront of that light mech running by. I do understand leading with ballistic weapons but with hitscan weapon like laser it just looks silly to intentionally shoot the ground to hit the light mech. Also, when they are on the run I cant keep my crosshair on certain part of their mech but I have to hope that his arm/leg/whatever is at the spot in the thin air I'm shooting at.
TL;DR: Current ping system is horribad and no-one should defend it even if they've got used to it.
Edited by Asseri, 08 December 2012 - 05:09 AM.
#13
Posted 08 December 2012 - 05:09 AM
#16
Posted 08 December 2012 - 10:39 AM
Asseri, on 08 December 2012 - 05:06 AM, said:
In my opinion this kind of ping system is really bad even if it's to prevent cheating. I'd rather take the server side system where your shots have delay depending on your latency but you hit where you seem to hit. It just doesnt feel right to shoot the thin air infront of that light mech running by. I do understand leading with ballistic weapons but with hitscan weapon like laser it just looks silly to intentionally shoot the ground to hit the light mech. Also, when they are on the run I cant keep my crosshair on certain part of their mech but I have to hope that his arm/leg/whatever is at the spot in the thin air I'm shooting at.
TL;DR: Current ping system is horribad and no-one should defend it even if they've got used to it.
I noticed your location is marked as Finland so I'm assuming that's true and you're an EU player. That's really the issue - the game doesn't have localized servers. It has been discussed already and mentioned by the devs that they're looking into regional servers specifically for EU players.
#17
Posted 08 December 2012 - 10:53 AM
Its not just the ping though, I have a feeling that on the way back and forth many packets get dropped and the information on location of an enemy is completely off leading to mentioned effects.
Quakeworld used to have a "net_stats" console command that showed some details about the connection, maybe this could be included with the F9 status message as well.
Edited by Taizan, 08 December 2012 - 10:56 AM.
#18
Posted 08 December 2012 - 11:32 AM
TruePoindexter, on 08 December 2012 - 10:39 AM, said:
I noticed your location is marked as Finland so I'm assuming that's true and you're an EU player. That's really the issue - the game doesn't have localized servers. It has been discussed already and mentioned by the devs that they're looking into regional servers specifically for EU players.
No that is not the issue, before collisions were removed when a light got knocked down it would rubberband as it stood up, this was the server resynching it's location with it's hitbox (that was why you waited till it rubberbanded before alphaing the pock out of it). When collisions were removed lights would bounce off mechs and walls to desynch their hitbox, streaks were the only effective counter, now streaks are a non issue for lights so the problem1 that has been arround has now grown to be a glaring deficiency on PGI's part and is seriously effecting gameplay.
1Lights not registering total damage expected (dual ac20 only turning center torso yellow) and hit box loss/change.
#19
Posted 08 December 2012 - 02:03 PM
StainlessSR, on 08 December 2012 - 11:32 AM, said:
No that is not the issue, before collisions were removed when a light got knocked down it would rubberband as it stood up, this was the server resynching it's location with it's hitbox (that was why you waited till it rubberbanded before alphaing the pock out of it). When collisions were removed lights would bounce off mechs and walls to desynch their hitbox, streaks were the only effective counter, now streaks are a non issue for lights so the problem1 that has been arround has now grown to be a glaring deficiency on PGI's part and is seriously effecting gameplay.
1Lights not registering total damage expected (dual ac20 only turning center torso yellow) and hit box loss/change.
Expecting instant and perfect data transfer when the server is located in Western NA and the player in Finland is unreasonable.
#20
Posted 08 December 2012 - 02:44 PM
TruePoindexter, on 08 December 2012 - 02:03 PM, said:
I am in the us and generally have about 56ping, and still by bouncing off rocks and running through mechs I have been able to knock my hitbox off. Without the Maxbuild SSrm light hunter, lights are now over powered and hard to kill (when the hitbox has been knocked off kilter). And making a program that requires instant and perfect data transfer is unreasonable as instant and perfect data will not happen unless you are in the same city/building as the server.
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