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So Sick Of No Hit Registration


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#1 GldnSabre

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Posted 28 May 2013 - 06:02 PM

Fighting is now even more da suck.

Explaining:

8 AC20 Shots showing on my screen as hitting, but no damage to mech on receiving end.

8 AC20 shots to spider and it walk away from me laughing because it has taken no damage. The roll back crap system is not working. I hit my xhairs show hit, mech display shows hit, and mech shows damage on model but take no damage.

The hit reg still sucks in this game please fix it.

#2 Asmosis

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Posted 28 May 2013 - 09:33 PM

make a youtube of it.

last person who made this complaint, then submitted a vid turned out most of the shots were misses anyway.

challenge set.

#3 John MatriX82

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Posted 29 May 2013 - 01:53 AM

There's no challenge. It's a matter of your position being de-synchronized from the server. In few words you think to aim at a proper spot or to be out of cover and you graphically hit, but when HSR kicks in, it rolls back you to an earlier position. So if you were in cover or if you were aiming somewhere else a few instants before you started shooting, that position and that aiming spot counts for the hits. Therefore you miss.

Try to hold the crosshair for a while in a precise spot and then shoot, all the hits will magically enter. The same happens when popping out of cover. If you are a fast guy, you pop out of cover, aim and as soon as you aimed you shot, you see the shots getting the target but no hit is awarded. Because the server rolls back your shooting position to an earlier position from what you saw in your client, so the server thinks you've hit the cover.

Just stay out of the cover and aim your target for a while longer, roughly your ping + 1/2ms more and your shots will register. It's absurd, but Chavette had a good post regarding this in the feedback forum of the previous patch. The behavior above it's shared in anything the HSR works on, not only ballistics and PPCs but also lasers suffer this issue.

#4 DracoArgenti

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Posted 29 May 2013 - 02:12 AM

It is the problem with having unstable ping rate. I have this problem too. My ping fluctuate from 270 to 450ms. I get mostly 3 out of 5 shots registering even though all 5 shots were direct CT hits on my end. This issue began with that canyon patch. Before that, my ping stayed at 285 to 290, and I don't have this problem.

#5 VVhiteVVolf

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Posted 29 May 2013 - 07:08 AM

This issue is indeed very annoying and definitly increased aprox. two patches ago.
Before a patch note stated that "pings are more stable now" everything was fine. Since than, i do face this roughly 75% out my shots.

Honestly that does .... most if you are either yourself on a fast mech or fighting a fast mech.
The faster the mech, the harder you do recognize this issue.

"Hit and run" while beeing a brawler got quite....interessting now, because you almost never know where you will hit when you aim somewhere. Best thing to do at the moment is camp sniping or LRM boating, because there you actually HAVE the time to wait a blink or two more. Try shooting 250ms (or something like that) later once you are infight... That´s more russian roulette than brawling currently.

#6 Edson Drake

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Posted 29 May 2013 - 07:19 AM

I have this frequently. My PPCs and the AC20 for some reason seem to have this far more(non-hitscan). Many matches where I fired all 4 PPCs at Jenners(example) and no damage, and a full hit at a damaged torso. I definitely didn't get this much past patches, something is definitely wrong.

I also received 4+ PPC and no damage as well. My pings aren't great but stable, from 180~220.

#7 kuangmk11

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Posted 29 May 2013 - 09:15 AM

View PostAsmosis, on 28 May 2013 - 09:33 PM, said:

make a youtube of it.

last person who made this complaint, then submitted a vid turned out most of the shots were misses anyway.

challenge set.

I can tell you for sure that this is not the case. I have been trying to catch a vid of it but its very unpredictable as to when it will occur and harder to get one where it clearly shows without a doubt what is happening. If my rig was better I would just record every match.

I have had a few matches the last couple of days that would have shown it very well. The best was on canyon, I was in a 3D with 2 gauss (arms locked on this build). I was firing at a hunch from cover about 500m away. He was facing me, in the open, and still the entire time. I would step from cover, fire, and step back, nailing him square in the CT every time just above the belt line. More than 8 solid hits and still only yellow armor.

I have also seen it with LRMs, which seem like it shouldn't happen unless the tracking is client side. Maybe a different issue.

Most of the time it is not as noticeable and I only realize at the end of match screen where the damage readout shows impossibly low. I have been trying to count my hits and ballpark my damage but its a lot to juggle in game.

My ping is pretty stable at 90-110ms so I imagine some people are seeing this much more often.

Its really frustrating and the biggest problem I see in game right now. I'm not sure how they are trying to balance weapons with bugs like this, it certainly skews the numbers. I will continue trying to fraps it. I wish we could start up a custom match to test these thing out.

#8 h0wl

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Posted 29 May 2013 - 05:03 PM

I know what you're talking about, I generally have a ping < 125 ms, before the patch it used to average about 40 ms but now it jumps around a LOT. I've seen my shots go right through at usually close range. These are AC20's btw, on my Jeagers. The first couple of times it happened I thought that maybe the weapons hand't aligned themselves to the target's range but I've seen it happen enough now that I think its a bug.

#9 ShinVector

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Posted 29 May 2013 - 05:04 PM

View PostJohn MatriX82, on 29 May 2013 - 01:53 AM, said:

There's no challenge. It's a matter of your position being de-synchronized from the server. In few words you think to aim at a proper spot or to be out of cover and you graphically hit, but when HSR kicks in, it rolls back you to an earlier position. So if you were in cover or if you were aiming somewhere else a few instants before you started shooting, that position and that aiming spot counts for the hits. Therefore you miss.

Try to hold the crosshair for a while in a precise spot and then shoot, all the hits will magically enter. The same happens when popping out of cover. If you are a fast guy, you pop out of cover, aim and as soon as you aimed you shot, you see the shots getting the target but no hit is awarded. Because the server rolls back your shooting position to an earlier position from what you saw in your client, so the server thinks you've hit the cover.

Just stay out of the cover and aim your target for a while longer, roughly your ping + 1/2ms more and your shots will register. It's absurd, but Chavette had a good post regarding this in the feedback forum of the previous patch. The behavior above it's shared in anything the HSR works on, not only ballistics and PPCs but also lasers suffer this issue.


Alternatively instead peeking in and out at full speed.
You do so, from 1/2 speed or 1/4 speed.

You will naturally give your self more aim stablisation time.


There is some people complaining about having high network jitter to the mwo server.
You are screwed, you need to work with your ISP to figure what the the problem.
Often enough it is due to bandwidth congestion, etc...

#10 Skribs

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Posted 29 May 2013 - 05:55 PM

It has nothing to do with movement, I've shot at static mechs and saw sparks but no hit. I've shot volley after volley of LRMs at things that aren't under AMS protection and done virtually no damage. I'll hit a spider with a full salvo (okay, maybe a few missiles go by it, but I watch the full salvo impact it) and 2 sections of its rear armor blink from a light yellow-orange to a slightly darker yellow-orange. I've noticed lights (a lot of them standing still) take full alphas from laser boats, full blasts from SRM boats, and direct hits from PPCs/AC20s and just shrug them off. I'm talking about volleys that would make an Atlas orange on a couple components making a Jenner bright yellow on a few.

I've noticed this on LRMs, SRMs (maybe SSRMs, those don't do much to begin with), lasers, PPCs, and ballistics. It's really frustrating when I should be doing several hundred damage based on my hits and I end the round with like 150.

#11 VXJaeger

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Posted 29 May 2013 - 10:03 PM

This got worse in mid-april patch. Ever since actually hitting something has been more guessing than skill.

#12 Fragger56

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Posted 29 May 2013 - 10:24 PM

IMO it feels more like the hitboxes are offset slightly and lag behind what you see onscreen slightly, with a 50ms ping like i usually have, i'd estimate at most ranges the offset is about 1/3 of a mech's width as i'm having to lead by that amount to get shots with ERPPCs to hit when the target is moving laterally relative to me.

This offset is even more noticable in faster moving mechs, at close range when I run my ERPPC spider against jenners, i have to aim to hit the right rear torso (visually my round detonates here and leaves the red hit texture at this location) in order to hit the rear CT of said jenner if i am moving from the left rear side of the jenner to the right rear side.

Also, on occasion light mechs seem to take what I'd call "glancing" damage, where I'll nail say a commando's leg, which has a max of 18 internal HP that is already red with an ERPPC from my spider, at 200m and the commando takes damage, but
the leg miracously survives 10 damage and gets a deeper red. Unless the paperdoll isn't working worth a crap, red internal damage on a component with 16 HP should mean it has less than 50% health left, meaning 10 damage should take it clean off.

I really hope PGI brings back the good HSR we had a few weeks ago in the near future...

#13 LaserAngel

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Posted 29 May 2013 - 11:10 PM

Something happend in this recent patch. People tested out the waters with LRM boats on the first day but it's gone now. I'm getting shots from all kinds of weapons that disappear into the ether. 900 rounds of LRMs can barely pull 300 damage and I get laser shots on mechs flying around that do nothing.

My ping has more doubled from ~30 ms to now 60-90 ms.

#14 Solis Obscuri

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Posted 29 May 2013 - 11:18 PM

Hits are working ok on armor, but I've had a lot that seem to bounce of internals. Ultimate lulz was the D-DC that took about 400 CT damage from my Jager a few nights back, and lived - wish I had fraps for that!

#15 ghos t in the shel l

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Posted 30 May 2013 - 03:50 AM

The PPCs or ERPPCs are clearly hitting, because the weapon is immediately stopped upon hitting the enemy mech. If it didn't hit, then the weapon would keep going. This does happen on mechs at point blank, even ones that are standing still or even shut down. It does seem that with higher latency it occurs more often. Although, I experience this on an average ping of 90.

I have not noticed any significant difference to this problem in the latest patches. This has started happening since the state rewind was implemented on to PPC.

Edited by RENZOKUKEN, 30 May 2013 - 03:52 AM.


#16 Unrelenting Farce

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Posted 30 May 2013 - 08:59 AM

Another reason brawling is dying!

#17 Fragger56

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Posted 30 May 2013 - 10:12 AM

For all the disbelievers out there,

The shooting starts around 2 minutes in and the reg issues are pretty visible, I annotated most of the really obvious ones.

I'll be putting more of these up till PGI decides to fix this, I'm probably going to try and do an ERPPC/PPC/jumpsniper tut at some point, since it seems no one else can reliably hit the torsos of a jumping jumpsniper. Airlegging ftl

#18 LaserAngel

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Posted 30 May 2013 - 10:49 AM

Keep those videos coming. That's what I'm experiencing.

#19 mrbright

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Posted 30 May 2013 - 03:28 PM

Ive seen this problem as well

#20 Spitz

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Posted 30 May 2013 - 04:20 PM

Some light pilots seem to know its happening too. Have had ravens stop and trade shots but no real damage at a close non moving target (and weapons are not ranged). It definitely comes and goes. A lot of normal rounds and then another has a light that realizes he doesn't need to dodge.





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