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Unstoppable Lights Mechs - Story Of Them All


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#1 Abrahms

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Posted 15 December 2012 - 03:43 AM

I actually tried a couple games after a few weeks of nada... and bring on the lulz.

Pugging, we all went backdoor on frozen city (canyon). Got a few stragglers, killed 5 players, and all sat on their base cap.

5 - 0, all 8 of us on cap.

Then an enemy light mech proceeds to literally run at 130kph in circles around their spawn node. Hes running through dead mechs, allies, into buildings, everything, you name it.

Next to no damage is registering on him. He would come around and walk right into an AC20 shell and a bunch of SRMs. His stripped center torso went from yellow to yellow-ish orange. But that wasnt the worst of it.

Hes warping, skipping, lagging, and proceeds to literally clip through our ally mechs for the entire time. All 8 of us - just runs right on through, repeatedly. Not only is there the issue of friendly fire because he is literally passing inside ally mechs (heavies, mediums, assaults) but even when you get a shot, the horribad servers just add the icing to this pathetic cake.

They then won because of their other last alive player capping our base.
Not only have PPCs been molten lava pits for 6 months, but this lack of knockdown is simply the straw that breaks this camel's backs. Lights are already overpowerd due to the lagshield and superior effects of endo/DHS. Lag shield + no knockdown really ensures that any ol' scrubby can lag around with impunity. But this just takes the cake, 8 players on cap, clipping through them all.

#2 Abrahms

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Posted 15 December 2012 - 03:48 AM

.

#3 Buck Cake

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Posted 15 December 2012 - 04:13 AM

Lights are only OP because of the netcode and the amount of stupid and naive players in pug games. It all balances out when you have a dedicated duck hunter on the team.

#4 Tickdoff Tank

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Posted 15 December 2012 - 05:12 AM

I see plenty of lights try what you describe. They can be a little tough to hit, but they die just fine.

#5 multiplesanta34

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Posted 15 December 2012 - 05:22 AM

Don't forget to add that ECM equipped lights, which is about all there are these days, can fire streaks at you and you can't fire streaks back. Added onto their warping behavior, lack of knockdowns, poor hit boxes, and DHS advantages, you have a pretty unbalanced class.

#6 Abrahms

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Posted 15 December 2012 - 10:28 AM

Netcode + lag + ECM (ECM is fine, on a light mech its just more overkill right now) is bad enough.

The fact they can literally run into anything with impunity at 138 kph is just the final handicap to place the class 10 miles ahead of the second best.

#7 Broceratops

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Posted 15 December 2012 - 10:30 AM

it makes me feel special that i can hit them ;)

#8 Alcatraz968

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Posted 15 December 2012 - 10:32 AM

As a light with a ping of 30. Had a atlas that had 15 ping one shot me with a alpha. It was a wake up surprise!

#9 Wispsy

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Posted 15 December 2012 - 10:33 AM

Did you consider backing off and lining up a good shot? I mean unlucky your team had no streaks but if you cannot hit him due to overcrowding perhaps just leave 3/4 people on base and everybody else line up to shoot him at awkward angles he has to take....you had a whole 3 minutes of shooting right? You really just huddled up and shot each other in pure eagerness?

#10 KarrRadane

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Posted 15 December 2012 - 10:36 AM

Well you upset my streakcats, so know I EcmRaven @ 135mph...woosh.

However, I still die at times!!

#11 Abrahms

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Posted 15 December 2012 - 10:36 AM

View PostAlcatraz968, on 15 December 2012 - 10:32 AM, said:

As a light with a ping of 30. Had a atlas that had 15 ping one shot me with a alpha. It was a wake up surprise!


Having a 15 ping in this game would easily put you at 100 kdr right now... its just a pile up of issues right now. One isnt bad, but netcode fail + lag + ECM + no knockdown just is too much for MOST palyers.

In the open I will generally gun down a light pretty easily, of course, about 80% of direct hits dont register and 50% of lead shots dont register (server always changing) but with the armor difference I am on top. I reminisce the nights when the server actually works right - I usually 2 shot most lights with 0 misses. I think if the servers ever actually get fixed, lights will return to a fast scout mech that doesnt engage assaults head on.

#12 Kristov Kerensky

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Posted 15 December 2012 - 10:43 AM

As Wispsy said, none of you thought to step back and line up a shot that didn't involve hitting a teammate?

I will admit that I've pulled similiar stunts in my Com 1B, minus the running through the enemy Mechs and bouncing off the walls, I tend to try and avoid hitting anything because I know collisions will be put back in eventually and I really hate building up deathly stupid habits like that. I've had 6 of the enemy return to their base when I was trying to solo cap it and gotten 5 kills off them. Nothing as much fun as watching your enemy PURPOSELY put themselves into a total CharlieFrank situation. Would have gotten 6 kills but they actually TKed one of them own and ripped each other apart in a rather stupid effort to kill a single Com 1B by getting in a tight knot and firing through each other. I only wish I could call in an aerofighter strike or some Arty for these situations...CharlieFranks are such wonderful things to see your opponent put themselves into, especially if you have some method of really hammering it in that they are idiots like arty or airstrikes ;)

#13 Kaziganthi

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Posted 15 December 2012 - 11:30 AM

I'm sorry but OP is also right as well.

I've circle straffed in base 2 Phracts and an atlas in my Com-D and killed all 3. No way a 25 tonne mech should be able to take out 250 tonnes and still walk away.

In one match it was myself and a Cat left. Cat had 100 rounds LRM ammo left.

I'd already killed a hunchie heading to base and went back to help him against a raven. I killed it and had my leg taken off by an Atlas. So onelegged, I started to circle straffe the atlas and killed him, then his last mate came down a phract, he went down just as fast. belive me and my lancemate were laughing our heads off as the match went from us 2 versus them 4, to us winning.

So, YES, lights with ECM are way overpowered with the combination of speed and netcode issues. They should have not added ECM in until they had worked out the lag issues.

#14 Lefty Lucy

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Posted 15 December 2012 - 11:35 AM

When I PUG in my 3L I definitely feel as though I've switched on the "god mode" code, and I'm not even a good light pilot.

#15 Abrahms

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Posted 15 December 2012 - 12:05 PM

Devs are just playing a different game than all of us.

#16 Kaziganthi

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Posted 15 December 2012 - 12:06 PM

View PostAbrahms, on 15 December 2012 - 12:05 PM, said:

Devs are just playing a different game than all of us.


Playing in a different dimension more like it

#17 Abrahms

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Posted 15 December 2012 - 12:28 PM

D:

#18 Lord Soth

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Posted 15 December 2012 - 12:53 PM

Dont forget that one day (maybe within the year :-\) PGI will decide to reintroduce the collisions as well which will seriously stop lights doing this sort of thing. So until then and the net fix we just have to put up with it.

#19 BlakeAteIt

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Posted 15 December 2012 - 12:57 PM

I've seen similar situations, and not had that level of trouble hitting lights. Maybe there was something else going on?

#20 Biglead

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Posted 15 December 2012 - 12:59 PM

It's hard to coordinate this in Pug's, but when this happens to my lance all four of us get back-to-back. It doesn't stop the warping or hit detection, but it sure helps with timing and FF issues.





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