Jump to content

Hit Detection


29 replies to this topic

#1 Havok1978

    Member

  • PipPipPipPipPipPip
  • Fury
  • Fury
  • 371 posts
  • LocationTexaz!!

Posted 18 July 2013 - 03:12 PM

so I see hit detection is still garbage....
can hit light mechs with gauss and it has ZERO dmg on them... lovely
my ping is 68 btw

#2 Nightfire

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 226 posts
  • LocationAustralia

Posted 18 July 2013 - 08:39 PM

I had a match last night where I fired 5 salvos in my AC40 Jager. That's 10 AC/20 rounds.
Every one of them hit their target, every one of them showed the shells exploding on them.
Every one of them failed to do ANY damage what so ever!

I was focused down by mechs that should have been dead! How is that supposed to be fun?

#3 FREDtheDEAD

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • 406 posts
  • LocationSouth Autstralia

Posted 19 July 2013 - 01:29 AM

Some light mechs can take down my assault effortlessly just by circle strafing me. I cannot damage these super-mechs back significantly with any combination of weapons. Damage from apparent direct ERPPC hits doesn't usually register and when it does it's spread out (does PPC weaponry do splash damage these days? I didn't think so.) Often to the legs for some reason. Sometimes the paperdoll will flash in a location but armour remains green. :) :D 310 ping

Edited by Xajorkith, 19 July 2013 - 01:30 AM.


#4 Grandmaster Ramrod

    Member

  • PipPipPip
  • 81 posts
  • LocationComfortable Leather Chair

Posted 19 July 2013 - 02:55 AM

Well, I'm glad it's not just me but that's really very little comfort.

Has there been any official word on this? Any mention of an incoming fix? It really does get annoying when you've worked your way into a good position to unleash hell on your enemies and nothing registers.


I have genuine worry for the future of this game when something as integral as this seems to be broken a mere two months from the stated launch date.

Fingers crossed there's a working fix on the way. Assuming of course that the people responsible are aware of the issues.

#5 Dexion

    Member

  • PipPipPipPipPipPip
  • 442 posts
  • LocationWestern Ma.

Posted 19 July 2013 - 03:45 AM

Im having issues as well... 65 fps, 45 Ping... Fire AC20 at Atlas.. Watch shell impact enemy mech... no red cross-hair or damage on display.. its like someone mixed Simunitions into my Live ammo.

SRM hit reg is SOOO bad too.. When SRM damage was 2.5 with splash, I never realized how bad the registration was (Because the missile were doing boat loads of damage if even a few hit)... Now, when they register, you're rewarded with some decent damage... but when only 1 in 3 register as a hit (even if you see the entire flight hit the target), its really noticeable.

#6 FREDtheDEAD

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • 406 posts
  • LocationSouth Autstralia

Posted 19 July 2013 - 03:48 AM

PGI are aware there is a hit detection issue though how seriously they're taking it remains unknown without further official comment. Two patches ago a staff member commented that the problem was known. There was a blog or twitter comment somewhere from a developer about a known problem with HSR and player ping/lag jitter compromising the way HSR worked.

As far as I know there has been no word about this ongoing issue since then, which was about a month ago. :D

#7 Scromboid

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 456 posts
  • LocationBlue Ridge Mountains

Posted 19 July 2013 - 04:10 AM

SRMs and Gauss into a Centurion and nothing comes off.

Pretty much the same as ever, though. :D

#8 Grandmaster Ramrod

    Member

  • PipPipPip
  • 81 posts
  • LocationComfortable Leather Chair

Posted 19 July 2013 - 04:36 AM

View PostXajorkith, on 19 July 2013 - 03:48 AM, said:

PGI are aware there is a hit detection issue though how seriously they're taking it remains unknown without further official comment. Two patches ago a staff member commented that the problem was known. There was a blog or twitter comment somewhere from a developer about a known problem with HSR and player ping/lag jitter compromising the way HSR worked.

As far as I know there has been no word about this ongoing issue since then, which was about a month ago. :D




Not the answer I was hoping for but, alas, the answer I was expecting.


Here's hoping they fix it soon, not sure how long I can put up with it. Cheers!

#9 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 19 July 2013 - 04:44 AM

Hit detection is atrocious at this point in time.

#10 AvatarofWhat

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 591 posts
  • LocationAntares

Posted 19 July 2013 - 05:52 AM

I seem to be able to hit light mechs with ppcs and gauss no problem, a great improvement from before... what bugs me is when im shooting a standing still atlas point blank and shots dont register... i mean really?

seems to me about 1 in 50 shots dont register, regardless to the enemy mechs speed and such. Thats bad but not horrible. Whats horrible is when I hop on the 12 man test server and 1 in 10 shots dont register. Between the drop in FPS and the horrible hit detection I'm really scared of 12 mans ruining this game especially when it seems PGI is not going to give you an option to play 8-man once 12-man is released.

#11 TELEFORCE

    Member

  • PipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 1,584 posts

Posted 19 July 2013 - 06:04 AM

I think they said that the hit detection issue is one of those things that's deep in CryEngine, kind of like the HUD bug that occurred and was squashed a couple months ago.

This is the only thing keeping me from buying the Overlord Phoenix Package right now. But I think I will get it anyway, it has basically a hero Battlemaster :ph34r:

#12 Revorn

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Patron
  • 3,557 posts

Posted 19 July 2013 - 06:09 AM

In an Shooting Game, at least the shooting should work. imho.

#13 Mongoose Trueborn

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 742 posts

Posted 19 July 2013 - 06:47 AM

View PostTELEFORCE, on 19 July 2013 - 06:04 AM, said:

I think they said that the hit detection issue is one of those things that's deep in CryEngine, kind of like the HUD bug that occurred and was squashed a couple months ago.

This is the only thing keeping me from buying the Overlord Phoenix Package right now. But I think I will get it anyway, it has basically a hero Battlemaster :ph34r:


Then why did it only start happening 4 months ago? Hit detection was great in closed beta.

#14 FREDtheDEAD

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • 406 posts
  • LocationSouth Autstralia

Posted 19 July 2013 - 07:16 AM

View PostMongoose Trueborn, on 19 July 2013 - 06:47 AM, said:


Then why did it only start happening 4 months ago? Hit detection was great in closed beta.
We had to lead shots depending on ping and it was a bit Zen. There were desynch issues where mechs were in a completely different place to where they appeared and bits of the Jenner had a life of their own. And lagshield for lights. Which has, variably, returned.

I just played a game where detection vs a Spider seemed fine. It's soooo variable.

#15 Jagsmar

    Member

  • PipPip
  • Knight Errant
  • Knight Errant
  • 37 posts
  • LocationBaltimore, MD

Posted 19 July 2013 - 08:49 AM

If hit detection was working at 100% we would all be asking for armor to be buffed by 400%. Most mechs would go down after 3 hits from an average weapons load. (Loosely speaking) Instead we have an averaging system that 50% of the time 50% of the damage makes it to the target. For all of you claiming high hit rates, you might be hitting but are you really doing damage?

Another supposition here, damage output/received seems to be team related which might explain why so many 8-0 matches. There have been times when I thought no way this team can win (5 players rushing into the open) yet only 1 or 2 died from intense fire and the rest of us were able to take out the other team all the while taking minimal damage.

My method for killing light mechs is to use lasers(non pulse) and draw a fast circle around them as a fire. I can usually get 2 of them down before they get me.

#16 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 19 July 2013 - 10:41 AM

View PostMongoose Trueborn, on 19 July 2013 - 06:47 AM, said:


Then why did it only start happening 4 months ago? Hit detection was great in closed beta.

1)Closed beta was over 8 months ago now.
2) Hit detection problems were occurring then which is part of the reason why lights had their speed artificially capped. And why collission was removed from the game.

#17 The Black Knight

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 160 posts

Posted 19 July 2013 - 03:03 PM

I'm having this problem too. Just died to a spider with 1 medium laser and 3 machine guns. I watched my erppc, lb10x and my own machine guns hit it and fail to do any damage more then half the time. Why is my light mech killer unable to even hit light mechs? I have seen my gauss rifles, erppcs, lasers and autocannons all hit and not register I just played a game where I saw my erppc hit an atlas dead center in the chest three times and not hurt it at all. this is very frustrating. It makes it really hard to disable a D-DC's ecm when my ppcs can't hit it.

#18 Chavette

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 2,864 posts

Posted 19 July 2013 - 03:09 PM

Still bad, still horrible.

130 ping, hitting a running jenner on caustic, close to 90' angle with ppc and gauss(chain firing), 4 times visual hit 0 times damage in a row. 500-600m away.

Unacceptable.

Edited by Chavette, 19 July 2013 - 03:09 PM.


#19 SmithMPBT

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 793 posts

Posted 19 July 2013 - 03:18 PM

Its atrocious, especially against spiders. Only protection is to have a teammate with you when encountering them. That will usually scare em off or damage em enough for a kill. Its really bad when your drawing your lasers across a light in a circle or X formation hoping to register maybe 1-2 points of damage while he's scoring full damage on you.

#20 Valore

    Member

  • PipPipPipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 1,255 posts

Posted 19 July 2013 - 05:16 PM

This is the one thing that will break the game on release.

Every weapon just refuses to register at random times now.

SRMs, AC20s, Gauss, PPCs, and its worse against some mechs like Spiders.

Fix the damn game PGI. Stop spending our money on hookers and blow.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users