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Damage Not Registering Right


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#21 Tice Daurus

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Posted 13 March 2013 - 10:14 AM

In order to make sure that this is identified correctly, record some games if you have the ability to do so, and mark the time of the games. Then when you experience this, mark it down, and then submit a ticket to support@mwomercs.com in order to have them look at the footage and see what the problem is along with your submitted info or proof. The sooner you can submit it to them, they can then look at it, see what happened, and investigate the problem further.

#22 Mackman

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Posted 13 March 2013 - 10:16 AM

View Postryoma, on 08 March 2013 - 11:51 AM, said:

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.


Thank goodness! I thought i was going crazy! I have a ping of 90, but It seems as though half my ac/20 rounds, while being clean hits from my perspective against non-laggy opponents, don't register at all! I'm not even talking about "edge" shots where it's possible the tiny amount of lag messed with the shot... I'm talking clean, CT hits where the damage just disappears.

#23 PHANTA5M

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Posted 13 March 2013 - 10:25 AM

You may all be getting used to HSR with lasers and no longer lag shooting with everything else. You still need to. As stated, overheated mechs are sometimes wonky to hit, that's for sure, but it's an old problem. Overall felt lag in the game is actually at an all time low.

Copied from another post about this I made:

It could also be a lag shooting issue with the PPCs. They travel fast but against a light you still need to lead them a little to compensate not only for "projectile" travel time, but also lag. What you see as a hit on your screen (the client) is not what the server sees, and the server determines hits. Host state rewind has made lasers hit where you aim but anything that travels is still subject to lag. The key is to look at you crosshair reticule, it will turn red when the server confirms you hit. You may have been thinking you hit, but the server didn't, the crosshair will give you feedback. With a little practice you will get a feel for how much you must lead to score hits. It may sound complicated but once you know this it will become second nature.

#24 Mackman

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Posted 13 March 2013 - 10:33 AM

View PostPHANTA5M, on 13 March 2013 - 10:25 AM, said:

You may all be getting used to HSR with lasers and no longer lag shooting with everything else. You still need to. As stated, overheated mechs are sometimes wonky to hit, that's for sure, but it's an old problem. Overall felt lag in the game is actually at an all time low.

Copied from another post about this I made:

It could also be a lag shooting issue with the PPCs. They travel fast but against a light you still need to lead them a little to compensate not only for "projectile" travel time, but also lag. What you see as a hit on your screen (the client) is not what the server sees, and the server determines hits. Host state rewind has made lasers hit where you aim but anything that travels is still subject to lag. The key is to look at you crosshair reticule, it will turn red when the server confirms you hit. You may have been thinking you hit, but the server didn't, the crosshair will give you feedback. With a little practice you will get a feel for how much you must lead to score hits. It may sound complicated but once you know this it will become second nature.


It's not just lights with me: It's everything, from a speedy jenner to an Atlas going 50 kph. And the issue is definitely more pronounced than it was before.

#25 PHANTA5M

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Posted 13 March 2013 - 10:40 AM

Again, are you seeing the reticule turn red? If you are hitting an Atlas with an AC/20 and getting a red reticule with no paper doll damage, then I suggest you follow Tice Daurus' suggestion, because I have not observed this.

#26 xRatas

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Posted 13 March 2013 - 10:45 AM

Just steady your aim for a while before you fire your shot, if you rotate and run, and enemy runs too, there are several directions being affected by the lag. Torso twisting is the worst, as it makes fast turns, and even 100ms means your shot on server easily points 10 or more degrees different way than on your client. So stop twist for bit longer than your ping is, before you pull trigger, it should help. Works on some other games too...!

Edited by xRatas, 13 March 2013 - 10:46 AM.


#27 Joe Mallad

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Posted 13 March 2013 - 10:46 AM

View PostFlashdance, on 08 March 2013 - 11:53 AM, said:

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.
and have some forgotten that there is still a rear armor bug that does not allow all damage to register or transfer right? That bug has yet to be fixed to my understanding.

#28 PropagandaWar

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Posted 13 March 2013 - 10:47 AM

Last night was the worst I had seen it. SRMs were not registering from my hunch. Many others were in the same boat. Sent in a support ticket.

#29 deathdealer02

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Posted 13 March 2013 - 12:03 PM

was playing treb. yesterday, 4 mid lasers, 2 streak, anyway, came upon a catpult missle boat from behind, started alpha striking him, followed this mech completely across the whole map alpha striking from behind the whole way... this mech did not die, counted 12 alpha strikes too his rear? also, had match same treb. raven 3L and i were on a commado, commado killed both of us and went on with vry little damage for the experience... think there is definetly a problem with weapon damage registering, especially lasers, also, hav over 4k kills so this is not a aiming problem, thanks

#30 Thorn Hallis

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Posted 13 March 2013 - 12:13 PM

I have seen AC20 shells going directly through standing 'Mechs lately, registering no damage at all. Those 'Mechs were not disconnected, not warping or anything.

#31 BlueWaffleBuffet

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Posted 15 March 2013 - 06:33 AM

View Postwwiiogre, on 13 March 2013 - 10:10 AM, said:

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


That's almost exactly what I said on my "I just uninstalled this" thread on my group's forums. I was doing 400 on an average game, 600-800 on a good game, and breaking 1100 on great games. Then, suddenly, I'm alpha striking cenuturians running at me which usually created robotic limb junk yards, and instead I see a big explosion and a mech run away giving me the middle finger, having taken partial damage if I was lucky.

I've played online shooters since having to configure IPX/SPX on doom and quake. I'm not bragging when I say I've gotten pretty good at this in the last oh.. 17 years of online gaming. It's not my aim, it's not my rediculously built gaming PC, and it's not my low latency 50Mbit internet connection.

Having to remember "oh, there's a back damage bug. Oh, these are PPCs, lead the target. Oh, he overheated, better aim 10 feet behind him. Oh, with lasers, I dont, nevermind." then it's a little silly. The only other activitiy I remember that many variables for is called a career, and I'm paid very well to do so. I dont play video games to extend my real life stress.

So, I'll lurk some and hope a patch fixes this, but after $80 and a lot of "what the HELL just happened there?" I'm out. Plenty of other games not being developed at a snail's pace out there.

#32 Elfman

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Posted 15 March 2013 - 06:58 AM

Thank god its not just me. Normal damage in game 400-500 post the 5th patch same mechs same load outs and damage dropped way down to most games under 100.

And it cant be me getting used to state rewind with lasers as I hardly ever use them . Shoot at target register reticule going red (used to me server registered hit) end of game 90 damage.

swapped several of my builds to laser boats (and I an rubbish with laser's never like the DOT effect) and my damage in game was back to 400-500

I should not be having problems hitting stationary LRM boats with an AC20 from under 100m when I sneak up behind them

#33 ryoma

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Posted 15 March 2013 - 03:00 PM

View PostThorn Hallis, on 13 March 2013 - 12:13 PM, said:

I have seen AC20 shells going directly through standing 'Mechs lately, registering no damage at all. Those 'Mechs were not disconnected, not warping or anything.


I wonder what it looks like on the shooters screen?

I've never seen my own AC20 shell go through something, but I see it hit and make sparks for no damage too many times.





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