Networking & Performance: Ballistics State Rewind
#41
Posted 17 April 2013 - 05:09 AM
#42
Posted 17 April 2013 - 07:34 AM
MustrumRidcully, on 16 April 2013 - 10:38 PM, said:
That could very well be. It could also be just a paper doll update issue.
I want to really emphasize this again, as well as update from some more playtime from this morning. I played 12 or so matches in my AC40 Jager, and I would say that 1 out of 3 hits is not registering damage AT ALL on slow to non-moving assault mechs/shutdown mechs (and smaller ones too). At the end game screen, I feel like I'm getting reported for the appropriate amount of damage however.
To me, this says the issue is with mechs not taking the damage that the game is actually counting. Or, as MustrumRidcully said, it is a paper doll issue. Either way, my ballistic heavy mechs are actually MORE frustrating now that HSR is working because you can see just how often this happens in a match.
I trust you guys will be able to figure this out soon, and please let me know if I can give any more information to help. Keep up the good work.
#43
Posted 17 April 2013 - 08:05 AM
but in the other hand having 3 friends with u, all with dual AC20 its so f**** awesome now ^^
#44
Posted 17 April 2013 - 09:58 AM
#45
Posted 17 April 2013 - 10:50 AM
#46
Posted 17 April 2013 - 10:52 AM
#47
Posted 17 April 2013 - 11:09 AM
Yesterday, my HGN was very damaged without registering any on my paperdoll cockpit. I had to keep asking my lancemates what was my % to stay alive. Definitly a bug from paperdoll. I didnt find any difference whatsoever with the new rewind stuff. My ping is around 80-125.
I had the rainbow minimap on that match wich started like 1 min after we drop, and thats when my paperdoll stop working imo...
#48
Posted 17 April 2013 - 12:12 PM
2 AC/20 shots/hits on Commandos.....down. ---> check
3 AC/20 shots/hits on Spiders.....down. ---> check
5! AC/20 shots on a SLOW moving Raven....4 of them visually hitting, doing absolutely nothing. fifth shot going straight through the model....exploding behind it... causing dmg to center torso...
my ping is about 100-120
what exactly did i do wrong?
#49
Posted 17 April 2013 - 12:37 PM
#50
Posted 17 April 2013 - 12:52 PM
86 ping against stationary targets.
#51
Posted 17 April 2013 - 01:11 PM
#52
Posted 17 April 2013 - 02:04 PM
#53
Posted 17 April 2013 - 03:36 PM
Kayous, on 17 April 2013 - 02:04 PM, said:
So those of us in Australia or in other countries far away from the single set of MWO servers should just stop downloading **** while we play eh? Obviously going to solve all our problems with lag. Heaven forbid we should want to play a game without regional servers - or that PGI should want to service us.
#54
Posted 17 April 2013 - 05:35 PM
I've noticed hits to my mech are sometimes silent? Maybe the projectiles are going elsewhere in my client than where the server "knows" they are?
#55
Posted 17 April 2013 - 05:55 PM
Conversely, when I am fighting another fast moving mech, it almost seems like the server is looking for damage to register somewhere behind where the other fast mech actually is. I've seen several of my ER PPC shots hit fast moving mechs as I am chasing them, heard the hit noise, saw sparks, yet register no damage. However, in other cases, I know I clearly missed, never saw any sparks, no noise registered, yet damage occurs.
I think this needs more testing and tweaking.
#56
Posted 17 April 2013 - 07:39 PM
Cest7, on 17 April 2013 - 05:35 PM, said:
Starting to notice this too.
One moment I was running from cover to cover, the next moment betty is screaming at me.
Im at 350 to 400 ping connection.
#57
Posted 17 April 2013 - 11:43 PM
#58
Posted 18 April 2013 - 02:41 AM
This got me thinking and a bit more testing yesterday has brought me to the point that I believe that the server is actually rewinding the "targets" state but not the "shooters" state.
It probably does the same thing (wrong) with Lasers, but there you do not notice it as much (since the hits have no "travel time").
Considering that the visual impacts are pretty consistent to actual damage when I am slow, but rather erratic when I am piloting a fast moving mech this could be a bug/oversight.
Additionally the hit detection on stationary (shut downed) targets is bugged.
Can some more people do test runs on this please?
Edited by ClaymoreReIIik, 18 April 2013 - 02:45 AM.
#59
Posted 18 April 2013 - 07:09 AM
#60
Posted 18 April 2013 - 03:11 PM
ManDaisy, on 17 April 2013 - 10:50 AM, said:
Pointing this out again. Probably the most significant gameplay bug in the game right now. Would be nice to know that you guys are aware of this.
ClaymoreReIIik, on 18 April 2013 - 02:41 AM, said:
This got me thinking and a bit more testing yesterday has brought me to the point that I believe that the server is actually rewinding the "targets" state but not the "shooters" state.
It probably does the same thing (wrong) with Lasers, but there you do not notice it as much (since the hits have no "travel time").
Considering that the visual impacts are pretty consistent to actual damage when I am slow, but rather erratic when I am piloting a fast moving mech this could be a bug/oversight.
Additionally the hit detection on stationary (shut downed) targets is bugged.
Can some more people do test runs on this please?
and again
Jaxass, on 17 April 2013 - 11:43 PM, said:
and again
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