Ecm
#1
Posted 23 December 2012 - 01:39 AM
1.5t, 2 crits. No hardpoints.
#2
Posted 23 December 2012 - 01:45 AM
#4
Posted 23 December 2012 - 01:52 AM
#8
Posted 23 December 2012 - 01:59 AM
Timelordwho, on 23 December 2012 - 01:56 AM, said:
Shooting enemies?
I just didn't get any of the first 4 kills.
So you're admitting that ECM couldn't prevent the death of your allies?
It sounds more like the enemies couldn't hit you due to the issues with netcode and the lack of knockdowns. I play a light and I see this many times with other lights fighting them 1 on 1. Sometimes they are easy to hit, other times they warp all over.
#9
Posted 23 December 2012 - 02:01 AM
King Arthur IV, on 23 December 2012 - 01:58 AM, said:
It helped against the LRM boat, and the guy with streaks+lasers. The cataphract was already gimped by having ballistics vs a light.
Zylo, on 23 December 2012 - 01:59 AM, said:
It sounds more like the enemies couldn't hit you due to the issues with netcode and the lack of knockdowns. I play a light and I see this many times with other lights fighting them 1 on 1. Sometimes they are easy to hit, other times they warp all over.
40 ms ping. I doubt it's the lagshield.
#10
Posted 23 December 2012 - 02:02 AM
Timelordwho, on 23 December 2012 - 02:01 AM, said:
It helped against the LRM boat, and the guy with streaks+lasers. The cataphract was already gimped by having ballistics vs a light.
40 ms ping. I doubt it's the lagshield.
It's not you though, many times it's the server.
#11
Posted 23 December 2012 - 02:18 AM
Zylo, on 23 December 2012 - 01:59 AM, said:
It sounds more like the enemies couldn't hit you due to the issues with netcode and the lack of knockdowns. I play a light and I see this many times with other lights fighting them 1 on 1. Sometimes they are easy to hit, other times they warp all over.
Yeah. They split apart like they were magnetically repelled by each other.
But if you blame that on ECM, it's like you're saying a handgun is a stronger gun than a assault rifle, because you can pistol whip the assault rifle user to death while he's sleeping.
#12
Posted 23 December 2012 - 02:27 AM
Timelordwho, on 23 December 2012 - 02:18 AM, said:
Yeah. They split apart like they were magnetically repelled by each other.
But if you blame that on ECM, it's like you're saying a handgun is a stronger gun than a assault rifle, because you can pistol whip the assault rifle user to death while he's sleeping.
Well, it sounds more like your team strayed outside the protection of ECM and died as a result.
You'll see eventually when you end up against players who don't have missiles that they are still unable to hit you. ECM does nothing to help you survive killing 4 enemies if those 4 enemies aren't using locking weapons.
Sure you could argue pilot skill and I've never seen you in game so I'm not sure what your skills are like but the reality is that the issues with the server netcode can often make light mechs very hard to hit. ECM does nothing to cause this, it's why the Streak A1 cat was so popular before ECM since it was the only way many players could hit light mechs. With the lack of knockdowns we can't just crash into a difficult-to-hit light mech and kill it while it's face down on the ground as we did in closed beta.
#13
Posted 23 December 2012 - 02:33 AM
For example, each 10 tons of difference would be a base 1/2 seconds' stun with the speed of collision adding to that time.
Edited by Vassa, 23 December 2012 - 02:35 AM.
#14
Posted 23 December 2012 - 02:39 AM
Vassa, on 23 December 2012 - 02:33 AM, said:
Each 10 tons of difference would be a base 1/2 seconds' stun with the speed of collision adding to that time.
The old collision system actually wasn't as bad as some players seem to think it was.
Mechs collided and fell down but the weight of the mech as well as speed were considered. If a Jenner smashed into the leg of my Atlas while I wasn't moving the jenner would be knocked down. If both the Jenner and Atlas were moving fast the Atlas could sometimes trip over the Jenner causing both to fall.
The problem with the collision knockdowns seemed to be some warping when the mechs were on the ground. I think it was 1 warp right after knockdown, another right before the mechs finished standing.
Even with the warping it at least allowed a reasonable counter to the lagged out light mechs that can sometimes be nearly impossible to hit.
Edited by Zylo, 23 December 2012 - 02:40 AM.
#15
Posted 23 December 2012 - 03:24 AM
Zylo, on 23 December 2012 - 02:39 AM, said:
Mechs collided and fell down but the weight of the mech as well as speed were considered. If a Jenner smashed into the leg of my Atlas while I wasn't moving the jenner would be knocked down. If both the Jenner and Atlas were moving fast the Atlas could sometimes trip over the Jenner causing both to fall.
The problem with the collision knockdowns seemed to be some warping when the mechs were on the ground. I think it was 1 warp right after knockdown, another right before the mechs finished standing.
Even with the warping it at least allowed a reasonable counter to the lagged out light mechs that can sometimes be nearly impossible to hit.
I've not seen knockdowns in the game. Started playing near the end of November. I have seen a few videos that showed how collisions could be used to keep a 'mech on the ground.
#16
Posted 23 December 2012 - 03:29 AM
Vassa, on 23 December 2012 - 03:24 AM, said:
I've not seen knockdowns in the game. Started playing near the end of November. I have seen a few videos that showed how collisions could be used to keep a 'mech on the ground.
Lets just say playing an Atlas and tripping that annoying light mech and then blasting it before it could stand up was a really good feeling.
#17
Posted 23 December 2012 - 03:51 AM
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