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Hit Detection Is Now 1995 Status Instead Of 1989


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#1 Abrahms

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Posted 01 March 2013 - 10:12 PM

I will admit, frames and hit detection have improved.

However, its still pretty bad. With lasers, I can detect that a raven going barely 97kph still required a 30 meter lead to get damage (laser is hitscan you it gives you a good idea as to where units are visibly lagging).

However, its inconsistent, so a 30 meter lead the next moment is entirely different.

Ballistics have built in lag, so you would think that what you see is what you get.

WRONG

Still last game I, if a raven was walking to my right I would make sure to hit his left torso, assuming that I would at least get shots to land there, or somewhere behind it, being the CT, RT, or RA.

NOPE - 9 of 10 direct hits simply will NOT register. You have to wildly guess and aim in front of it to maybe get something to connect.

My latency is around 90, and Im on a solid, high speed cable connection in the west coast. I have no issues with any other game, even fast paced ones. BF3 with 64 players run 100x better and I have almost 0 lag problems... Counter Strike... no problems. MWO? Feels like Im on dial up.

Of all the game's flaws, I think this still trumps horrible balance. It idealizes missiles and light mechs far beyond their usual quality per ton advantage.

Keep working on it....

#2 EmeraldSongbird

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Posted 01 March 2013 - 10:14 PM

I've noticed the lag intensely with close range ERPPC fighting, I could miss entirely and somehow land damage on particular shots, whereas if I hit a mech point blank, at times no damage registered at all, nor did my reticle light up.

#3 Kaspirikay

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Posted 01 March 2013 - 10:15 PM

I would be slaughtering lights far more in my K2 if they fixed the lag.

#4 Abrahms

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Posted 01 March 2013 - 10:18 PM

update: overheated atlas just took double gauss to the rear torso, shower of sparks = 0 dmg.

#5 Owlfeathers

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Posted 01 March 2013 - 10:18 PM

I think that part of it is still the hitbox issues with the Raven 3L ( I assume that's what you were fighting as they are by far the most common variant). Those are really in need of a fix. I just bought one to try it out, and it is most definitely bugged. I have recently been shot in the CT with multiple Gauss Rifles and ended up losing an arm. I haven't really had much in the way of latency issues (occasional teleportation, but rarely), but just the fact that you mentioned Ravens specifically would lead me to thinking that it's at least partially due to the wacky hitboxes.

#6 p00k

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Posted 01 March 2013 - 10:19 PM

ravens are a bad example cuz they have some pretty unusual hitbox issues that are chassis specific. i can, for example, hit a jenner, or even a spider, pretty easily now. raven though, i can shoot a stationary raven and sometimes miss, sometimes hit front armor when he's running and facing directly away from me, etc etc

#7 mekabuser

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Posted 01 March 2013 - 10:21 PM

i have good ping.. 30 or less.
that being said , the raven is another animal.
that .. being said.. i spent some time making vids and just loved playing portions frame by frame..
For me. hit detection was spot on.. Id watch frame by frame my weapons hit, and watch the corresponding section on the enemy "ragdoll"? light up.

i find a good philosophy is dont expect x amount of damage to be dealt to enemy.. Just keep shooting till enemy is dead.

#8 Renthrak

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Posted 01 March 2013 - 10:27 PM

The hit detection certainly has improved lately. Damage is actually applied where I think I'm aiming fairly often now. Unfortunately, as stated in the OP, it still isn't consistent.

Sometimes, holding the laser on a moving target works as it should. The damage is applied to the general area I'm shooting at. The problem is that 30 seconds later, a full alpha strike to a stationary target registers zero or near-zero damage. Other times, a hit dead-center to the rear of a light 'Mech will apply damage to the front armor instead of breaching the weakened rear armor. Or a shot to the center torso applies damage only to the right leg. Or a 'Mech with breached torso armor and red internals will take a barrage of lasers and SRMs aimed directly at the breached section, and somehow the armor is stripped from every other area, and the internals remain intact. Or putting the crosshair directly over the head of a shut-down Hunchback and hitting it with 50 damage, only to take the torso armor from yellow to red, and the head armor un-breached.

I just hope that State Rewind is implemented soon, and solves these issues.

#9 BrkDncr

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Posted 01 March 2013 - 10:34 PM

PGI has already stated that hit detection is currently sever-side, they plan to do client-side. Until this occurs, hit detection will never be consistent. No further discussion is needed on this issue.

#10 Moromillas

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Posted 01 March 2013 - 10:35 PM

Well said.

#11 Abrahms

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Posted 01 March 2013 - 10:38 PM

Yeah, whatever is causing shutdown mechs to not take dmg... big crazy. Even stationary operational mechs sometimes take 0 dmg. Back in the day they used to teleport when standing up, but that doesnt really happen anymore. It shuts down, takes 0 dmg, then starts up right in the same spot, and walks away.

Some games are pretty good. Had an Alpine match the other week and I could snipe ears off of a running splatcat non issue at 800 meters. I rarely play now, so I load up today, and I start dying to crahp light mechs because they simply walk into freaking 400 damge of gauss to the face before barely turning yellow. It isnt a mech thing, a skill thing, its simply invincible lag shield that is so inconsistent you cant even forecast it.

View PostBrkDncr, on 01 March 2013 - 10:34 PM, said:

PGI has already stated that hit detection is currently sever-side, they plan to do client-side. Until this occurs, hit detection will never be consistent. No further discussion is needed on this issue.


you dont need a client side game to not have this problem. Stationary mechs not taking damage means its certainty a coding problem.

#12 GalaxyBluestar

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Posted 01 March 2013 - 10:48 PM

have to disagree here i feel like i'm playing late december early janurary again, it's become really bad. the lag, the high pingers rubberbanding. before the treb and mech lab makeover patch there was dancing in the street about netcode fixing and us oceanic players were rejoycing for a patch full of win.

now we're going backwards again as far as performance is concenred...

#13 Renthrak

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Posted 01 March 2013 - 11:13 PM

View PostBrkDncr, on 01 March 2013 - 10:34 PM, said:

PGI has already stated that hit detection is currently sever-side, they plan to do client-side. Until this occurs, hit detection will never be consistent. No further discussion is needed on this issue.


Unless you are talking about the 'State Rewind' system, where your shots have a time-stamp and the server 'rewinds' your target to its position when you fired to check if you hit it, I have no idea what you mean by 'client side'.

The quickest way to kill a game is to have the client decide if you hit your target or not. I can't think of an easier way to cheat than to just tell the server 'yeah, I hit that guy' instead of 'I shot in that direction, did I hit anything?'.

#14 CrashieJ

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Posted 01 March 2013 - 11:24 PM

the Raven 3L's hitbox is out of whack, the thing can get hit by 10s of hundreds of ERPPC hits to the exposed internals and still keep trucking along.

doing the same thing to a jenner will kill it in the 2nd hit onto it's engine.

#15 Klaus

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Posted 02 March 2013 - 01:04 AM

View PostAbrahms, on 01 March 2013 - 10:12 PM, said:

I will admit, frames and hit detection have improved.

However, its still pretty bad. With lasers, I can detect that a raven going barely 97kph still required a 30 meter lead to get damage (laser is hitscan you it gives you a good idea as to where units are visibly lagging).

However, its inconsistent, so a 30 meter lead the next moment is entirely different.

Ballistics have built in lag, so you would think that what you see is what you get.

WRONG

Still last game I, if a raven was walking to my right I would make sure to hit his left torso, assuming that I would at least get shots to land there, or somewhere behind it, being the CT, RT, or RA.

NOPE - 9 of 10 direct hits simply will NOT register. You have to wildly guess and aim in front of it to maybe get something to connect.

My latency is around 90, and Im on a solid, high speed cable connection in the west coast. I have no issues with any other game, even fast paced ones. BF3 with 64 players run 100x better and I have almost 0 lag problems... Counter Strike... no problems. MWO? Feels like Im on dial up.

Of all the game's flaws, I think this still trumps horrible balance. It idealizes missiles and light mechs far beyond their usual quality per ton advantage.

Keep working on it....


Maybe you should think about buying a new computer. LOL

Sounds like you should think about

#16 Chrithu

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Posted 02 March 2013 - 01:09 AM

As far as hitboxes, hitdetection go something's odd on all mechs. Ever lost frontal armor to backshots lately???

Edited by Jason Parker, 02 March 2013 - 01:10 AM.


#17 MustrumRidcully

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Posted 02 March 2013 - 01:21 AM

Well, this state rewind thingy is in the works, so maybe we reach the early 21st century yet.

#18 Abrahms

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Posted 02 March 2013 - 01:31 AM

View PostKlaus, on 02 March 2013 - 01:04 AM, said:


Maybe you should think about buying a new computer. LOL

Sounds like you should think about


mmm, considering I run bf3 on high with 64 players at 70-90 FPS with no lag problems (save for a few lame servers I note and avoid) I doubt its my computer. Bf3 looks and materially images content substantially more numerous with no issues. Judging by looking, you would expect to need 1000x the processing power to consider 64 players in an environment with endless more detail and destruction.

Its just... MWO needs more work, a lot more work. Maybe one day it will be good, maybe one day theyll change engines, who knows, but in the meantimes its pretty mech eye candy and a terribly frustrating game experience. Poor balance, poor servers and lag, many bugs that continue endlessly. In time I guess...

#19 Bloody Moon

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Posted 02 March 2013 - 01:34 AM

BF3 has client side hit detection so the comparison with MWO is not valid as MWO has server side and will stay that way.

#20 Kassatsu

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Posted 02 March 2013 - 01:35 AM

View PostJason Parker, on 02 March 2013 - 01:09 AM, said:

As far as hitboxes, hitdetection go something's odd on all mechs. Ever lost frontal armor to backshots lately???


This happens a lot to Spiders in particular. I've hit squarely on their CTR only for the hit to register front right. They were facing exactly the same direction as me (as in their back was facing me) and the shot landed perfectly centered. Happened while I was piloting mine once as well, turned my back to an enemy and boom, my CTF goes out.

Edited by Kassatsu, 02 March 2013 - 01:35 AM.






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