

My Mech Gets Damaged But No Indication Of Being Hit
#1
Posted 17 July 2013 - 03:57 PM
A clan member i was playing with tonight also had this issue, he also had the problem of mechs teleporting to random places, which i myself witnessed on one occasion on the canyon map. One sec they were brawling, the next the enemy mech jumped approx 15m to his left.
Soooo, what changed to cause this?
#2
Posted 17 July 2013 - 05:35 PM
Belphegore, on 17 July 2013 - 03:57 PM, said:
A clan member i was playing with tonight also had this issue, he also had the problem of mechs teleporting to random places, which i myself witnessed on one occasion on the canyon map. One sec they were brawling, the next the enemy mech jumped approx 15m to his left.
Soooo, what changed to cause this?
First, you have stolen the name I use in virtually all fantasy MMO and RPGs hehe.
Second, Yeah I am having the same exact issues. I see no visual indication I am getting shot at, no incoming PPCs, Lasers, missiles what have you. I also do not get the HUD direction indicator that I am being hit either, yet my arms and legs are comming off and often my mech just goes BOOM!.
Happens about every 10-15 matches or so and only started happening in the last patch or two.
#3
Posted 17 July 2013 - 07:06 PM
A few times I'd check the paper doll only to see I'd mysteriously lost all armour from various components.
The most obvious time was when I was clicking to fire my AC20 and nothing was happening. Glanced over and the arm had been torn off, no cockpit shake, no noise, no Betty or anything lol
Edit: I'll review my battlerom to confirm but pretty sure no warnings were heard

Edited by Arcturious, 17 July 2013 - 07:08 PM.
#4
Posted 17 July 2013 - 07:37 PM
#5
Posted 18 July 2013 - 03:26 AM
And yes this has been around for quite a while.
#6
Posted 18 July 2013 - 04:00 AM
#7
Posted 18 July 2013 - 02:51 PM
madMAx666, on 18 July 2013 - 03:26 AM, said:
And yes this has been around for quite a while.
I must have never been out of sync until the last patch then hehe.
#8
Posted 18 July 2013 - 06:46 PM
Bromineberry, on 17 July 2013 - 07:37 PM, said:
SO many times this. Where is the shake? Where is the indicator? Just toss it onto the problem pile

#9
Posted 19 July 2013 - 05:25 PM
Viktor Drake, on 17 July 2013 - 05:35 PM, said:
First, you have stolen the name I use in virtually all fantasy MMO and RPGs hehe.
Heh sorry about that, i usually use Malvictus, but guess what... same issue lol
#10
Posted 21 July 2013 - 03:48 AM
Today a team member behind me fired a PPC-alpha at an enemy in front of me, which shook my mech. I was livid until I realised it didn't actually cause me any harm.
Edited by James Warren, 21 July 2013 - 03:49 AM.
#11
Posted 21 July 2013 - 06:26 AM
#12
Posted 21 July 2013 - 06:43 AM
I've been rear-cored and legged like this a few times, and I've intentionally taken advantage of it against other players, hoping they are too focused on what's in front of them to realize I'm carving their rear armor out.
#13
Posted 21 July 2013 - 07:01 AM
#14
Posted 02 August 2013 - 05:37 PM
#15
Posted 02 August 2013 - 09:55 PM

#16
Posted 04 August 2013 - 03:31 AM
My understanding is that these issues are caused by lag and the server descyncronization that results. It may not have anything to do with your lag but your targets though it can go both ways.
client1 <--> server <--> client2
Server is authoritative so it decides where both client1 and client2 are at any point in time. Host state rewind means that the server takes client2 fire information when it comes in and rewinds the time step in game to see where clien1 was when client2 fired. This helps compensate for small amounts of lag.
However, if you get a lag spike > 1/2 second then the server doesn't have any updates on the position of the lagging client. When the other client fires and the state is rewound then the server uses the information available when that client fired.
Unfortunately, both clients may end up graphically drawing the weapons fire in an incorrect location from what the server has decided is the case. It also draws the mechs in the wrong location until it gets an update. In cases with significant lag spikes you end up with rubber-banding (mechs bouncing around), weapons fire that looks like it hits but doesn't and damage received that doesn't appear to result from a hit.
This lag could be either server side (perhaps a side effect of their new hardware upgrade or some unexpected slow down in their code) or it can be due to a network bottleneck somewhere along the path from all of the client to the game servers, or on your client if you are running other tasks in the background or using up a significant amount of local bandwidth with downloads or other tasks. (Or something else I haven't thought of ...)
Anyway, that sort of effect can cause mech dislocations and apparently unattributed damage. If this is a new or on-going problem or worse recently then you should post in the patch feedback section.
Edited by Mawai, 04 August 2013 - 03:32 AM.
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