I've done almost nothing but play MWO for a week, so I'm a novice but I have played hundreds of games. I am really having trouble understanding how the hit detection in the game works. I've read that it is not totally simple and has undergone some changes recently.
So my gripe is, anytime I'm fighting a fast opponent, it will look like my weapons are hitting but often the hits do not seem to register. Close range, far away, whatever. I'm using mostly lasers which do not have a travel time. I have noticed I need to lead the target some when firing ballastic weapons, like my AC/2.
This is very frustrating. My ping is usually around 45ms so I'm sure this cannot be a lag problem on my end, and is probably just me not understanding how hit detection works.


Hit Detection, How Does It Work?
Started by jeffsw6, Mar 16 2013 01:30 PM
7 replies to this topic
#1
Posted 16 March 2013 - 01:30 PM
#2
Posted 16 March 2013 - 01:37 PM
well ML have a 5dmg but ONLY if u are able to keep them on ur enemy for a 1 second time if not the dmg is lower thats why u think u doo no dmg. If u killing fast mechs try aim for legs bcoz is easiest to doo then after u get leg just kill him. Also thats why i like my AC20 bcoz if i hit its a solid 20dmg 
I have mine ping about 120 all time and after last patch i have no problems hit ANYTHING with my lasers

I have mine ping about 120 all time and after last patch i have no problems hit ANYTHING with my lasers

#3
Posted 16 March 2013 - 01:42 PM
as a light (fast) pilot let me tell u:
if u are not using PULSE lasers u need to hold the beam at the target to get the full dmg. if you are doing so, it could be that your fast target twists his torso/legs to spread your dmg to different zones.
if you have a large laser, doing 9 dmg: to do the whole 9 dmg, that means the COMPLETE beam-duration at ONE zone of the hitbox. that´s something the "elite" seems to forget too...^^
"but i´ve hit him TWICE with my lazors! and he´s still not dead!"
keep your lazors at the target. for ballistics it´s only a matter of practise.
I got legged that much...^^
if u are not using PULSE lasers u need to hold the beam at the target to get the full dmg. if you are doing so, it could be that your fast target twists his torso/legs to spread your dmg to different zones.
if you have a large laser, doing 9 dmg: to do the whole 9 dmg, that means the COMPLETE beam-duration at ONE zone of the hitbox. that´s something the "elite" seems to forget too...^^
"but i´ve hit him TWICE with my lazors! and he´s still not dead!"
keep your lazors at the target. for ballistics it´s only a matter of practise.
I got legged that much...^^
Edited by Zwick, 16 March 2013 - 01:49 PM.
#4
Posted 16 March 2013 - 01:47 PM
I see what you mean about the duration of lasers. I tried pulse lasers instead of regular ones for a while, thinking that might help me, but it didn't feel like a big difference. Those smaller, quick mechs are just so hard to kill!
I guess watching on spectator mode, they often do a ton of damage to even the biggest mechs, sometimes beating them. Maybe I am not doing anything wrong and just need to improve my skill. The mech I have been playing most lately is a Flame with 2 large lasers, 2 medium lasers, AC/2, and LRM5. I try to make every laser hit count and just spam the AC/2 constantly so at least the enemy won't feel like he can stand in one place between my laser cool-downs.
Would I have more success against small mechs if I had SRMs? I like having LRMs but LRM5 is not exactly a huge asset; I could swap it for something else. I am on the fence about changing my load-out to get LRM10 so I can do a little more ranged damage, or go to SRM.
I guess watching on spectator mode, they often do a ton of damage to even the biggest mechs, sometimes beating them. Maybe I am not doing anything wrong and just need to improve my skill. The mech I have been playing most lately is a Flame with 2 large lasers, 2 medium lasers, AC/2, and LRM5. I try to make every laser hit count and just spam the AC/2 constantly so at least the enemy won't feel like he can stand in one place between my laser cool-downs.
Would I have more success against small mechs if I had SRMs? I like having LRMs but LRM5 is not exactly a huge asset; I could swap it for something else. I am on the fence about changing my load-out to get LRM10 so I can do a little more ranged damage, or go to SRM.
#5
Posted 16 March 2013 - 02:47 PM
jup, you need to choose: lrms for long-range-support or srms to hit the nearest targets. lrms have min. range of 180, firing to a target less than 180 they wont do any dmg. srms are short-range missiles u can fire when ever u want but u need to learn WHEN to fire! not straight to your target! IN FRONT of your target! same with pulse-lasers or ballistics. as said a matter of practice.
and there are streak-srms. short-range-missiles seeking the locked target. the so called "fire and forget"-missiles. BUT they can and will be completly shut down by ecm-lights... oh... and there are ppc... worth another topic
p.s: take out the lrm5. a single ams (anti-missile-system) could destroy them. try to fit a srm 4/6 instead for more short-range-punch
and there are streak-srms. short-range-missiles seeking the locked target. the so called "fire and forget"-missiles. BUT they can and will be completly shut down by ecm-lights... oh... and there are ppc... worth another topic

p.s: take out the lrm5. a single ams (anti-missile-system) could destroy them. try to fit a srm 4/6 instead for more short-range-punch
Edited by Zwick, 16 March 2013 - 02:54 PM.
#6
Posted 16 March 2013 - 03:52 PM
With regards to the Flame - as a reasonably accomplished Flame pilot, the build I've had the most success with is quite similar.
I run a xl350 engine (104kph with Speed Tweak), 2 large and 2 mediums lasers, and an LRM10.
Im running the 10 for a couple reasons: ams will generally destroy 5 missiles, so it's essentially complete protection vs an lrm5 and I'd like to do some damage if they don't duck into cover.
The real strength of the lrm rack on the flame though is in pushing people into cover. They get the incoming missile warning but don't know how many missiles are coming (unless they are staring at you). Even if they do know, very few people are willing to eat lrms. So, you pick someone to core with your lasers, and target someone else and use the lrms to keep them cowering under cover.
You ditch the ac2 because while it's a decent long ranged weapon with passable dps, it generates a LOT of heat, and you can't have that with your 4 lasers firing.
(particularly as the ac2 is quite difficult to reliably hit with while dancing about at high speed, and it requires basically 100% "time on target" to do its magic.)
I run a xl350 engine (104kph with Speed Tweak), 2 large and 2 mediums lasers, and an LRM10.
Im running the 10 for a couple reasons: ams will generally destroy 5 missiles, so it's essentially complete protection vs an lrm5 and I'd like to do some damage if they don't duck into cover.
The real strength of the lrm rack on the flame though is in pushing people into cover. They get the incoming missile warning but don't know how many missiles are coming (unless they are staring at you). Even if they do know, very few people are willing to eat lrms. So, you pick someone to core with your lasers, and target someone else and use the lrms to keep them cowering under cover.
You ditch the ac2 because while it's a decent long ranged weapon with passable dps, it generates a LOT of heat, and you can't have that with your 4 lasers firing.
(particularly as the ac2 is quite difficult to reliably hit with while dancing about at high speed, and it requires basically 100% "time on target" to do its magic.)
#8
Posted 16 March 2013 - 04:20 PM
Recently they impliemented a programming bit that tries to account for lag. It worls for lasers but not ballistics at the moment. So with guns and SRMs you have to lead the target to allow for the fact that what you see on your client (your computer) is not always what the server "sees" as everyone's current position.
When possible, shoot at lights running away from or towards you. Lag will change the fact they are on the line of fire, only make them a little father or closer.
Lasers seem to hit fairly well now (my Jenner gets popped often) but still I tend to aim for the lead edge of my small targets rather than for center mass to allow for a little "wiggle" romm between what I see and where the enemy wil be coded as being when I fire.
When possible, shoot at lights running away from or towards you. Lag will change the fact they are on the line of fire, only make them a little father or closer.
Lasers seem to hit fairly well now (my Jenner gets popped often) but still I tend to aim for the lead edge of my small targets rather than for center mass to allow for a little "wiggle" romm between what I see and where the enemy wil be coded as being when I fire.
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