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Hit Boxes Just As Broken As Ever


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#1 armony

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Posted 29 March 2013 - 05:14 AM

<QQ>

PGI, your hitboxes are horrible.

an over heated raven standing completely still at point blank range should not take 2X(2xsrm6 + 1 guass + 2 LPL) and go from orange armour to red armour.

Howcome i can shoot ravens legs without any problem, how come I can shoot a jenner at 150kp without any problem, how come i can kill a cicada with no problem.

When it comes to hitting a spider, commando or raven in the torso no damage is done, even if they are standing still. I have seen countless times a raven getting a confirmed hit by a dual guass in the CT but their armour will go from yellow to orange or even less damage.

No it cant be lag shield because howcome i can easily hit the ravens legs yet their torse remains invincible.

Hopefully PGI realise that being able to shoot each other in a shooting game is probably something they should get right before they try and sell me paint at 1000MC a pop.

I have tried to introduce 4 of my friends to this game and the reasons they lose interest is always the same, unreliable hit registration.

I don't care how many times this has been said before, until they fix it I will keep complaining. PGI should dread the day when people stop complaining about issues.

I don't normally make QQ thread, but when i do, it's because i can't shoot people in a shooting game

</QQ>

Edited by armony, 29 March 2013 - 05:17 AM.


#2 Lonestar1771

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Posted 29 March 2013 - 05:42 AM

Ravens are the chosen ones. They are infallible in all that they are. You must bow to the raven overlords, or you shall die by murder.

#3 WANTED

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Posted 29 March 2013 - 05:43 AM

The Spider is really bad. I dunno what's going on with that mech but wow. Just played a match and it was 7-1 against a spider. All of us firing on him and he never went down. Luckily the Alpine map felt sorry for us and swallowed him up whole ( he fell through the map near our base )...end of game. Such sweet justice..lol. And I've seen this now countless times and this with mostly everyone firing lasers cause of state rewind at him. Luckily though the Spiders really can't kill like a Raven so it's just an annoyance but I'm always shocked how long they last to alpha strikes of lasers, etc. I'm gonna get me one now! :P

#4 Voidcrafter

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Posted 29 March 2013 - 06:13 AM

I hear you.
People, who managed to land a shot at something moving with that insane speed should actually feel rewarded rather than get annoyed, that the light took next to none damage.
And this aint happening now - at least not with any ballistic weapon in the game(SRMs and PPCs included) - so you're left with one choice only - LAZORZ :P
Nope. I don't talk about bad aim or something - I'm talking about a commando taking 4 precise volleys of ARTEMIS 3xSRM6s(you can guess what that mech is fairly easy :P ) and armor going from yellow to orange.
Something, that would've killed any other medium mech and a bit damaged heavy one too.

#5 EmeraldSongbird

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Posted 29 March 2013 - 06:16 AM

I was dueling a commando yesterday, drilled 8 LL shots into its CT and it didn't even get the armor red (some misses, but still). I don't even know anymore...

#6 Syllogy

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Posted 29 March 2013 - 06:24 AM

It's not the Hitboxes, it's the Lag.

HSR doesn't fix everything, but it does make it better.

Also, the Regional servers that everyone is griping about will help fix the issue.

#7 armony

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Posted 29 March 2013 - 06:38 AM

View PostSyllogy, on 29 March 2013 - 06:24 AM, said:

It's not the Hitboxes, it's the Lag.

HSR doesn't fix everything, but it does make it better.

Also, the Regional servers that everyone is griping about will help fix the issue.


You are wrong the hit is registering, damage is being done, for some reason only a tiny fraction of the intended damage is being done. If the shot actually missed with AC20s and Guasses then no damaged would be done at all. This is even happening to overheated/ stationary mechs. If the hit box is so bad that even when stationary you can't hurt them properly then PGI have serious problems.

#8 Peekaboom

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Posted 29 March 2013 - 06:54 AM

I wonder sometimes if the damage transfer is screwed up somehow, in combination perhaps with bad hitboxes. Or when the behind the scenes "armor doubling" was implemented, that perhaps it affected different tonnage of mechs differently? I've alpha'd stationary ravens in the back and the reduction in armor didn't feel at all commensurate to the damage I dealt.

It's funny - I'm MUCH more threatened by light mechs than I am by heavy/assault mechs (I'm currently running various Treb builds) - and I seem to die to lights more than anything else.

Frankly - what I think needs to happen to balance lights is that the turning radius of the mech needs to be tied to it's current speed. The fact that a mech can run 130+ (or whatever) and turn just as tightly as when it's going slower is rediculous.

If light mech's going that fast couldn't turn circles around other mechs, they would be forced to either slow down (dangerous!) or adopt the hit-and-run style of attacks they are supposed to be doing.

In the tabletop game, it takes movement points to move AND it takes points to turn. If you want to make a bunch of tight turns, your overall movement distance is going to be much lower. That isn't reflected at all in MWO.

Likewise, trees and terrain types should your movement speed and the amount of damage dealt/taken, but that's another topic!

Edited by Peekaboom, 29 March 2013 - 06:55 AM.


#9 BeezleBug

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Posted 29 March 2013 - 07:00 AM

Jup i have problems to dmg Stalker :P The CT is deep Red and i shoot 5 Large Laser into it and nothing happens :P
U can see in the upper right corner that u hit the Mech, but no dmg is done.
Do something nice on Easter and fix that, what ever it is, this bug is way to long in this game.

#10 Duncan Aravain

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Posted 29 March 2013 - 07:12 AM

It appears that in certain light mechs, their armor is made up of the same stuff that makes up the filters that PGI uses for community input/opinion threads on these boards: only a small fraction of the input appears to get through and connects...........................

#11 EmeraldSongbird

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Posted 29 March 2013 - 07:27 AM

View PostPeekaboom, on 29 March 2013 - 06:54 AM, said:

Frankly - what I think needs to happen to balance lights is that the turning radius of the mech needs to be tied to it's current speed. The fact that a mech can run 130+ (or whatever) and turn just as tightly as when it's going slower is rediculous.

If light mech's going that fast couldn't turn circles around other mechs, they would be forced to either slow down (dangerous!) or adopt the hit-and-run style of attacks they are supposed to be doing.

In the tabletop game, it takes movement points to move AND it takes points to turn. If you want to make a bunch of tight turns, your overall movement distance is going to be much lower. That isn't reflected at all in MWO.


Personally I don't think they turn too much, but the possibility of overturning your mech should definitely exist. If I'm moving 120 kph+ and I try to hard turn a 25+ ton object, inertia is going to want to push my *** right over or the mech will lose footing, so I think those two things should be able to happen when collisions come back.

Edited by Doobles, 29 March 2013 - 07:30 AM.


#12 Syllogy

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Posted 29 March 2013 - 07:57 AM

View Postarmony, on 29 March 2013 - 06:38 AM, said:


You are wrong the hit is registering, damage is being done, for some reason only a tiny fraction of the intended damage is being done. If the shot actually missed with AC20s and Guasses then no damaged would be done at all. This is even happening to overheated/ stationary mechs. If the hit box is so bad that even when stationary you can't hurt them properly then PGI have serious problems.


That's because of clientside packetloss. If the hit were clearly registered serverside, there wouldn't be a problem. This a problem with the netcode, not the hitbox.

Hence, Regional Servers = Fix.

#13 armony

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Posted 29 March 2013 - 08:42 AM

View PostSyllogy, on 29 March 2013 - 07:57 AM, said:


That's because of clientside packetloss. If the hit were clearly registered serverside, there wouldn't be a problem. This a problem with the netcode, not the hitbox.

Hence, Regional Servers = Fix.


Having regional servers may improve it a bit, but there is something seriously broken with the way hit detection works in this game and it desperately needs to get fixed.

#14 MrPenguin

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Posted 29 March 2013 - 08:46 AM

View Postarmony, on 29 March 2013 - 05:14 AM, said:

<QQ>


Ah... the mechwarrior online forum seal of quality posting.
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