Jump to content

Damage Not Registering Right


32 replies to this topic

#1 Flashdance

    Member

  • PipPipPip
  • The Nocturnal
  • The Nocturnal
  • 63 posts

Posted 08 March 2013 - 10:44 AM

Anyone else noticing that weapons seem to be doing less damage or that the damage doesn't seem to be registering? I've been running the same four mechs for a month and notice now that I finish in the bottom 4 of overall damage. Prior to the patch I was doing in the top 4 with the same mechs. My ping is usually under 50 and I was wondering if it was my low ping and if the roll back was somehow miscalculating damage values. Anyone else having issues?

Edited by Flashdance, 08 March 2013 - 11:05 AM.


#2 ryoma

    Member

  • PipPipPipPipPipPip
  • 423 posts
  • LocationCA

Posted 08 March 2013 - 11:51 AM

My most commonly used mech is my AC20 YLW. Because most of my damage comes from careful application of the wang, I too have noticed something fishy. I see my AC20 rounds hit a target and make the shower of sparks, but no damage is done. There have also been some very fishy convergence issues with it since last patch.

#3 Z0MBIE Y0SHI

    Member

  • PipPipPipPipPipPipPipPip
  • 1,152 posts
  • LocationStrana Mechty

Posted 08 March 2013 - 11:53 AM

We did just get the state-reset or whatever it's called, very likely implementing this caused issues elsewhere (has happened before)

#4 Flashdance

    Member

  • PipPipPip
  • The Nocturnal
  • The Nocturnal
  • 63 posts

Posted 08 March 2013 - 11:53 AM

Exactly!! Was in the rear of a catapult with dual gauss cataphract.....both rounds went into the back....no damage. As an experiment try using srms...alpha strike them and check your damage at the end of the match. Then try cycling them or chain firing them. You do more damage in chain fire......the hits not registering right.

#5 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 08 March 2013 - 12:01 PM

State rewind has no effect on ballistics at the moment. In other words, ballistics act exactly as they did before. So all the lazors are now producing the correct (or close to it) amount of damage, so you aren't getting in as much damage as you used to because everyone else is doing more of their fair share.

Edited by Bilbo, 08 March 2013 - 12:02 PM.


#6 ryoma

    Member

  • PipPipPipPipPipPip
  • 423 posts
  • LocationCA

Posted 08 March 2013 - 12:11 PM

bilbo, what does that have to do with the issue of AC20 shots, gauss shots, and PPC shots not registering damage when they hit?

#7 Cataphract

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 278 posts
  • LocationRedding, CA

Posted 08 March 2013 - 12:14 PM

Ive had this happen multiple times on pretty much every mech I drive and its gotten worse since state rewind hit. My lasers perform perfectly because of state rewind which is a big help, but now its back to my SRMs and ballistics not registering constantly and it happens mainly against fast targets. I don't think this is coincidence.

#8 Caviel

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 637 posts

Posted 08 March 2013 - 12:15 PM

View Postryoma, on 08 March 2013 - 12:11 PM, said:

bilbo, what does that have to do with the issue of AC20 shots, gauss shots, and PPC shots not registering damage when they hit?


Your client thinks you hit with ballistics, the server thinks otherwise due to the lack of state rewind. Rendering graphical sparks is a client side function, registering the location and amount of damage is a server job.

#9 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 08 March 2013 - 12:18 PM

View Postryoma, on 08 March 2013 - 12:11 PM, said:

bilbo, what does that have to do with the issue of AC20 shots, gauss shots, and PPC shots not registering damage when they hit?

When state rewind is fully implemented, you won't see this anymore. Right now, the same thing was occuring with lasers. Before it wasn't as noticable because of the abaility to sweep them and their instant hit ability.

Edited by Bilbo, 08 March 2013 - 12:19 PM.


#10 Caviel

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 637 posts

Posted 08 March 2013 - 12:19 PM

View PostCataphract, on 08 March 2013 - 12:14 PM, said:

Ive had this happen multiple times on pretty much every mech I drive and its gotten worse since state rewind hit. My lasers perform perfectly because of state rewind which is a big help, but now its back to my SRMs and ballistics not registering constantly and it happens mainly against fast targets. I don't think this is coincidence.


Right, anything with a projectile speed (AutoCannons, Gauss Rifles, PPCs, and Missiles) are not doing state rewind yet so you still need to compensate for latency just like before. It just seems worse because lasers are spot on now with what you expect from the client side view.

#11 Norris J Packard

    Member

  • PipPipPipPipPipPipPipPip
  • 1,972 posts

Posted 08 March 2013 - 12:19 PM

Damage has never registered correctly. Ever.

#12 WassonG

    Member

  • PipPip
  • Elite Founder
  • 47 posts

Posted 08 March 2013 - 12:27 PM

the only mech that you can count on taking proper damage almost every time is the Awesome because it's hitboxes are simple and huge and the mech is usually moving very slow.

especially from missiles..

Edited by WassonG, 08 March 2013 - 12:34 PM.


#13 Burning Chrome

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 248 posts

Posted 08 March 2013 - 12:28 PM

View PostNorris J Packard, on 08 March 2013 - 12:19 PM, said:

Damage has never registered correctly. Ever.


This is fact, truth, correct and undeniable.

I have also noticed an increase in damage register/transfer issues.

Tested on proven on the testing grounds. "Funny" how there isn't a Raven availble to blow away...not that I've seen anyways.

Wonder why? :P

#14 Flashdance

    Member

  • PipPipPip
  • The Nocturnal
  • The Nocturnal
  • 63 posts

Posted 08 March 2013 - 12:30 PM

But how is that affecting alpha striking missles and chain firing missles. Try it. Chain fire your srms and see how much damage and then alpha your srms and see the difference. Rewind should be affecting this unless something is not properly registering the damage.

#15 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 08 March 2013 - 12:32 PM

View PostFlashdance, on 08 March 2013 - 12:30 PM, said:

But how is that affecting alpha striking missles and chain firing missles. Try it. Chain fire your srms and see how much damage and then alpha your srms and see the difference. Rewind should be affecting this unless something is not properly registering the damage.

Rewind has no effect on missiles or ballistics right now. They are behaving in the same manner as they were before the patch.

#16 kalami

    Member

  • PipPipPip
  • 84 posts

Posted 08 March 2013 - 12:35 PM

View PostCaviel, on 08 March 2013 - 12:19 PM, said:


Right, anything with a projectile speed (AutoCannons, Gauss Rifles, PPCs, and Missiles) are not doing state rewind yet so you still need to compensate for latency just like before. It just seems worse because lasers are spot on now with what you expect from the client side view.


Wow that means I'm going to need to lag shoot my Gauss and not my lasers....at least I know!! Thanks for the info.

#17 BlueWaffleBuffet

    Member

  • PipPip
  • Ace Of Spades
  • 21 posts

Posted 13 March 2013 - 08:51 AM

I was just googling to see if others had noticed this. And it's not just rewind, unless the netcode is severely braindead. I just had an atlas in front of me, back to me, cored out, dark orange/flashed to red just as he overheated. I thought "easy!" and alpha struck him with 3 ERPPC's at some 50m out. All 3 splash, his body shows heat, and he wakes up without anything seemingly registered.

If that was the first time, I wouldnt be searching out posts like this. Lights and mediums (zombie centaurian, anybody?) are especially bad. I've full facialed several lights, seen their texture light up with heat, but they keep running around happily. Other times (maybe 1 in 3?) the alpha does what I expect: they fall over dead.

Something is broken, and it's making the game no longer fun. I'm not saying I wouldnt put more money into this game in the future, but currently, I wish they'd refund me the $~80 I have in it.

#18 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 13 March 2013 - 08:55 AM

View PostBlueWaffleBuffet, on 13 March 2013 - 08:51 AM, said:

I was just googling to see if others had noticed this. And it's not just rewind, unless the netcode is severely braindead. I just had an atlas in front of me, back to me, cored out, dark orange/flashed to red just as he overheated. I thought "easy!" and alpha struck him with 3 ERPPC's at some 50m out. All 3 splash, his body shows heat, and he wakes up without anything seemingly registered.

If that was the first time, I wouldnt be searching out posts like this. Lights and mediums (zombie centaurian, anybody?) are especially bad. I've full facialed several lights, seen their texture light up with heat, but they keep running around happily. Other times (maybe 1 in 3?) the alpha does what I expect: they fall over dead.

Something is broken, and it's making the game no longer fun. I'm not saying I wouldnt put more money into this game in the future, but currently, I wish they'd refund me the $~80 I have in it.

It is the lack of state rewind. When someone overheats while moving they can desync(They aren't where you think they are). If you had hit him with lasers, rewind would have helped you. PPC's.......not so much.

#19 ryoma

    Member

  • PipPipPipPipPipPip
  • 423 posts
  • LocationCA

Posted 13 March 2013 - 10:04 AM

I've actually had some problems with damage registering with laser hits too. The state rewind patch does make it easier to "hit" things, but the damage seems to not register in many cases.

#20 wwiiogre

    Member

  • PipPipPipPipPipPipPipPip
  • 1,281 posts
  • LocationNorth Idaho

Posted 13 March 2013 - 10:10 AM

I am also having the same issue. Seeing rounds impact as a light comes running straight at me or just stands there. 3 x srm4 artemis, ac20 and 2 ml and wham a whole lotta nothing hits the mech. It just ran straight thru the damage. And perhaps just the ML did damage cause the srm's and ac20 left not a scratch on the little mechs.

I also hit a Jenner in on the top of the mech looking down at it in the front section and apparently blew its leg off. So something is wrong with damage at the moment. At least for me. My 700-800 damage rounds are now 300-400 cause most of it is not registering. Same mech, same load out, same play style, and according to my stats over the last 20 matches my accuracy is higher yet my damage output is half.

Chris

Just looked at my AC 20 stats and by multiplying the number of hits, it does not equal the damage. Not even close. Its way off.

Same for my SRM's as well. ML is perfect, math adds up.

Chris





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users