If i'm on the ground and a Titan steps on me fair enough. But if i'm running at a Titan and I jump so i'm level with it's head to rodeo it, I shouldn't die. It's a very frustrating thing.
I agree with, but it's a video game and the Laws of Physics don't apply to video games. They do whatever the fuck they want.
The laws of LAG take over in video games... When that happens, you or your enemy is most likely lagging...
You can fall 500 feet from the air and land perfectly fine. You die when a titans kneecap hits you in the legs...
The "stepped on" death activates when you are below a Titan's waist and it moves over you in any direction. If you're above a Titan's waist and it moves toward you, you basically auto-rodeo it.
So getting blasted into the air and landing 500 ft onto your two feet does nothing but a unaware titan calmly walking kills you if you hit the waist?
Video games will be video games. Just watch your map and be sure you aren't walking into a Titan. You shouldn't be jumping directly at it's face anyhow, that's how you get punch and thrown 40 yards away.
OP, are you saying your feeling a little (•_•) ( •_•)>¬¦-¦ ... Flat Today? (¬¦_¦) YEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAH!
They need to fix this to where you can only get crushed if the titan dashes toward you. Getting inadvertently crushed by people who have no clue you are there is very annoying.
I think having the risk from all directions is fine. In retrospect, Titans are moving at a much faster pace than Pilots. The end result is that if you get hit by one at waist height, it should kill you. Now obviously there are some tweaks/latency issues that come into play where you think you're high enough, but that's a different story. Quite frankly, you shouldn't be trying to rodeo from the front anyway. You put yourself at risk to getting stepped on, rammed, and if above waist height, Titan Punched.
@Superdude10 Maybe the titan thought the pilot was,........ (•_•) ( •_•)>¬¦-¦ ... beneath him? (¬¦_¦) YEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAH
I am sometimes shell shocked too when I chase down a titan, it turns I go to hop up on it and get crushed. It's so unrewarding that I've found myself rodeo'ing maybe only a quarter of the amount I use too (I use to use a lot more Stim TBF and LMG Slammer). The amount of people using Electric Smoke has really risen to (and for good reason, I've loved it since day 1). Any game now I get run over too much often means I'm playing loose or my mind has drifted. But also could be lag, hadn't ever considered that but explains a few odd miscues when I got smushed.
Anyone else gotten 'bounced' off a titan your trying to rodeo? I mean you jump towards it, no other pilots on it and you bounce off? Also when you rodeo a titan don't forget to flip to your sidearm for extra damage before you reload.
I don't mind. If he's dashing at you, he's moving at like at least 50MPH and should logically splatter you in midair. As for landing, its fairly logical to assume that pilots who are expected to use their jump kits to fly around have some sort of shock absorbtion technology; Very different from being whacked wholesale by essentially a giant semi on the freeway.
Ordinary physics apply in Titanfall UNTIL you meet a Lag Event, that's when Quantum Physics apply and all conventional laws fly out the window. So, reality splits into multiple dimensions on the possibilities that you would rodeo the titan, run ahead without stopping, or die simultaneously. Because of the Lag Event, you will always have to bargain with the chance that you have a 33.333% chance to die.
Making a vidoe game follow the laws of physics would be an utter disaster. We have magical bullets that always fly straight and true, the way two pilots on a zip wire and it doesn't even sag at all. Oh, don't forget the nuclear explosion that is devastating in a 50 foot radius but have no effect whatever beyond that. You have to give the designers a bit of leeway. How crap would bombjack have been with accurate physics? Eric
What you may be facing is Source Engine's signature "lag compensation". The server always stores the last few frames (or tics) of action. When a lagging player sends it's tics in a data packet, the server will "rewind" to that moment and see if it matches it's data. If so - it will react accordingly and send the updates. In your case, the lagging player stepped on you when you were below waist level on his end and the server agreed. This will also cause strange instances where it will show you getting cover but dying anyway.