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Hit Detection Still Wonky


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#1 Rigiroth

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Posted 23 February 2013 - 05:02 AM

Been playing my ciadas. One with 4x MPL, one with 2X ERPPC. I can hit light mechs and other cicadas dead on with all MPLs and they take no damage (they take some, but for 24 damage on a Rvn 3L with the cursor over hte mech the entire time, it should at least change color) and 6 ER PPC shots to a cicada with cherry red armor. His armor was still there after all of the shots. Btw, my ping is 57.

#2 Elizander

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Posted 23 February 2013 - 05:07 AM

Yes, there is still lag shield, though it seems it's not as bad as before.

#3 Redshift2k5

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Posted 23 February 2013 - 05:09 AM

They did some networking code recently that made lag/hit detection much better, but far from perfect.

The next big feature they've announced is State Rewinding, a form of lag compensation that will solve a lot of hitbox and hit detection issues. Lag compensation is a very important feature of all server-authoritative games, and MWO is still missing it.

It was announced a while ago so should be coming down the pipeline soon.

http://mwomercs.com/...ost__p__1740750

Edited by Redshift2k5, 23 February 2013 - 05:10 AM.


#4 Elizander

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Posted 23 February 2013 - 05:10 AM

View PostRedshift2k5, on 23 February 2013 - 05:09 AM, said:

The next big feature they've announced is State Rewinding, a form of lag compensation that will solve a lot of hitbox and hit detection issues. Lag compensation is a very important feature of all server-authoritative games, and MWO is still missing it.

It was announced a while ago so should be coming down the pipeline soon.

http://mwomercs.com/...ost__p__1740750


I think it's already in, isn't it?

#5 Rigiroth

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Posted 23 February 2013 - 05:17 AM

View PostElizander, on 23 February 2013 - 05:10 AM, said:


I think it's already in, isn't it?


That is how I read the post as well.

#6 Redshift2k5

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Posted 23 February 2013 - 05:26 AM

View PostElizander, on 23 February 2013 - 05:10 AM, said:


I think it's already in, isn't it?

View PostSteemship, on 23 February 2013 - 05:17 AM, said:


That is how I read the post as well.



The previous networking update that reduced lagshields went in already. That's the first part.


Quote

Another quick update on where we stand with the netcode roadmap. As outlined last time the first phase for the netcode was work to cleanup and solidify the basic movement code for Mechs. This work is complete and is already being phased into production, all initial work related to the movement code should be in by the end of January.


Then he introduced the state rewinding concept. At the time he wrote it it wasn't even in internal testing yet. This is separate from the previous netcode update that we are already seeing in-game.

Quote

We anticipate having this running in internal testing in a few weeks’ time


#7 Elizander

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Posted 23 February 2013 - 05:28 AM

Oh, ok. That might make things better then. :D

#8 Thirdstar

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Posted 23 February 2013 - 05:32 AM

View PostRedshift2k5, on 23 February 2013 - 05:09 AM, said:

They did some networking code recently that made lag/hit detection much better, but far from perfect.

The next big feature they've announced is State Rewinding, a form of lag compensation that will solve a lot of hitbox and hit detection issues. Lag compensation is a very important feature of all server-authoritative games, and MWO is still missing it.

It was announced a while ago so should be coming down the pipeline soon.

http://mwomercs.com/...ost__p__1740750


Netcode issues have have largely been resolved but I still rarely run into issues with hit detection. One Atlas that just would NOT die comes to mind. Another and I player must have unloaded several hundred points of damage into that guy but he just wouldn't go down. He wasn't even torso twisting because he didn't have arms anymore.

But besides that odd example, it's been pretty smooth.

#9 Elizander

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Posted 23 February 2013 - 05:46 AM

Both games I play have lag shield. In Path of Exile, the mobs there can also desync and be out of place. :D

#10 Redshift2k5

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Posted 23 February 2013 - 05:46 AM

View PostThirdstar, on 23 February 2013 - 05:32 AM, said:


Netcode issues have have largely been resolved but I still rarely run into issues with hit detection. One Atlas that just would NOT die comes to mind. Another and I player must have unloaded several hundred points of damage into that guy but he just wouldn't go down. He wasn't even torso twisting because he didn't have arms anymore.

But besides that odd example, it's been pretty smooth.


I mostly have trouble with Ravens that won't die and take four people a hundred shots to kill.

#11 Elizander

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Posted 23 February 2013 - 05:50 AM

View PostRedshift2k5, on 23 February 2013 - 05:46 AM, said:


I mostly have trouble with Ravens that won't die and take four people a hundred shots to kill.


Didn't people say before that ECM worsens the lag shield issue? Atlas -> Raven... ECM?

#12 Thirdstar

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Posted 23 February 2013 - 05:50 AM

View PostRedshift2k5, on 23 February 2013 - 05:46 AM, said:

I mostly have trouble with Ravens that won't die and take four people a hundred shots to kill.


Reinforcing my belief that there's just something wonky with the Raven hitbox. The real egregious examples of 'I shot my SRMs and they did nothing' have always been against Ravens.

WHY WON'T YOU DIE!





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