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Hit Detection


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#1 M0rpHeu5

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Posted 30 August 2014 - 04:11 AM

Hit detection became worse after the patch, from a laser perspective at least. I cannot understan how it gets worse when they know how to make it better.

#2 Clit Beastwood

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Posted 02 September 2014 - 07:37 AM

Here too - lasers don't work anymore, missiles are iffy. Ballistics "ok" - dual gauss seems to be the only thing I have that actually works now. Damage is down a fairly consistent 30% across the board. I used to do pretty consistent 800ish damage games in many of my lights (energy centric/hitscan centric mechs) and I'm lucky to break 450 since the rejoin patch. I've replaced my router, contact my ISP, tried using VPN to various points around the country. One out of every 15 or so drops registers hits perfectly, the rest are all over the map.

#3 skorpionet

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Posted 02 September 2014 - 07:40 AM

same here, lasers are gone....

#4 beartraps

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Posted 03 September 2014 - 06:53 AM

Same here .Was horrible in last Test Server but it happens alot since migration to 'new' data servers! bear

#5 Ryvucz

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Posted 03 September 2014 - 04:52 PM

I'll take a wild swing at it that HSR tries to count accurate fire of lasers for up to 2 mother [REDACTED] seconds.

#6 Better Call Saul

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Posted 04 September 2014 - 03:13 AM

Hit detection has taken a step back it would seem, played some 1VS1 and normal matches both having hit detection "misses" even though they should be hits.

Perhaps the HSR algorithm needs tuning due to the amount of different weapons module levels now.

#7 Clit Beastwood

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Posted 04 September 2014 - 06:30 AM

Can you guys report on:
1. Is your hit detection good or bad
2. Is your OS windows 7 or 8
3. What is your average ping
4. What's your packet loss on pingtest.net

#8 Túatha Dé Danann

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Posted 05 September 2014 - 04:18 AM

Backbone-data:
1. Is your hit detection good or bad
normally okay, but with lasers rather bad

2. Is your OS windows 7 or 8
Win 7

3. What is your average ping
~110 ms

4. What's your packet loss on pingtest.net
I took another p-loss test and it was about 2%

Observation:
I've noticed an odd behavior when firing Clan Laser - both the pulse and the normal variants:
- They do not register instantly when being fired (the crosshair goes red after I hit the target and not in the instant I hit it - in contrary to all other weapon systems)
- They move beyond my crosshair - meaning that they slightly differ in their hit detection from the point I hit visually and where I hit in the paper-doll - it feels like a small lag issue. Holding the lasers a little into the movement of the enemy solves the problem, thus my impression gets stronger
- The crosshair stays red even after the shot ran out - indicating the issue in the first point of having a lag in the laser-behavior

In general, it seems that the laser fired got a slight offset from the graphics to the actual beam fired of about 200 ms, which is higher than my ping, that is about 110 ms.

Edited by Thuata Dé Danann, 05 September 2014 - 04:18 AM.


#9 B0oN

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Posted 05 September 2014 - 07:03 AM

1: Mediocre to Abysmal (from LRM/SRM over AC down to Lasers)
2: Win7 Pro 64
3: 110-125 since latest patch
4: 128ms/ 0% packetloss / 1ms Jitter ( measured from Austria to Sudbury, ON )

All other MP games work FINE, THIS does NOT .
STILL NOT ...

#10 Voivode

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Posted 05 September 2014 - 07:31 AM

Used to have bad hit detection problems, but in the past year or so haven't had as many. Hit detection with PPCs was iffy for a couple weeks for me, but seems leveled out now.

Hit detection problems suck, sorry guys. :unsure:





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