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Networking & Performance: Ballistics State Rewind


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#41 Cycleboy

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Posted 17 April 2013 - 05:09 AM

No firing delay is helping with lining up shots with the Atlas... can wait for cross to drift over target and shoot. Haven't run phract or wang to see how well it works on arm mounts yet, but seems good. Died and spectated an AC/20 Jag that kept missing because he was leading the target too far because of previous delay. ;) Will take him a bit to adjust!

#42 Shomer Shalom

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Posted 17 April 2013 - 07:34 AM

View PostMustrumRidcully, on 16 April 2013 - 10:38 PM, said:

There is also a thread on this here: http://mwomercs.com/...ewind-is-a-lie/


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 Sh4dow78

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Posted 17 April 2013 - 08:05 AM

idk but now i often have situations where i walk and suddenly i see message critical dmg... i didnt "feel" i been shoot nor i see someone is shooting at me, just my betty scream at me and i see iam cored...

but in the other hand having 3 friends with u, all with dual AC20 its so f**** awesome now ^^

#44 Space Odin

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Posted 17 April 2013 - 09:58 AM

Im getting more shots hitting and not registering any damage than last patch. Overall hit detection is much worse, my ping never goes above 85.

#45 ManDaisy

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Posted 17 April 2013 - 10:50 AM

Well, one thing is for sure, now that ballistic state rewind is in, the fact the shots hitting but not registering still happens establishes the fact that its real. No more blaming it on lag.

#46 PaladinXIII

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Posted 17 April 2013 - 10:52 AM

So far I have not detected any problems with the BSR. I took out my CN9-D with an AC/10 and was running around fast and slow targets and was hitting them from all distances. From what other people are posting there might be somethings to look at, but overall I think it has gotten better.

#47 BlackDrakon

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Posted 17 April 2013 - 11:09 AM

There seems to be a paper doll bug, you might find u did no damage but you are actually doing it.

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 Ens

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Posted 17 April 2013 - 12:12 PM

2 AC/20 shots/hits on Jenners.....down. ---> check

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? :D

#49 CanadianBacon

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Posted 17 April 2013 - 12:37 PM

I don't want to say its too easy.... but it really is almost too easy now. I've been hitting fast movers consistently, even at long range. Makes me feel like I'm super accurate even though my accuracy is pretty bad haha

#50 Carrioncrows

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Posted 17 April 2013 - 12:52 PM

I am not seeing any difference, I have TONS AND TONS of shot's that hit on my screen I see them impact the mech and still no damage registers.

86 ping against stationary targets.

#51 Karyu

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Posted 17 April 2013 - 01:11 PM

Generally I would say that HSR is working, but hit detection issues are off the chain right now, and it seems to vary from game to game. I'm defiently getting more hits on moving lights, but in about half my games it seems like 30-50% of my shots completely don't register even on slow or stationary mechs. I'm also getting a high percentage of occurrences where the AC round flies through or very near and past a target and still registering as hits on crosshairs and paperdoll.

#52 Kayous

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Posted 17 April 2013 - 02:04 PM

It's pretty sad the game has to be balanced/tweaked in order to accommodate people playing with 3-450 ms. If your ping is really that bad, maybe you shouldnt be playing online fps games? Get a better internet connection? Maybe stop downloading **** while you play instead?

#53 Epikone

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Posted 17 April 2013 - 03:36 PM

View PostKayous, on 17 April 2013 - 02:04 PM, said:

It's pretty sad the game has to be balanced/tweaked in order to accommodate people playing with 3-450 ms. If your ping is really that bad, maybe you shouldnt be playing online fps games? Get a better internet connection? Maybe stop downloading **** while you play instead?

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 Cest7

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Posted 17 April 2013 - 05:35 PM

Removing the firing delay is great.

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 Akule

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Posted 17 April 2013 - 05:55 PM

I play a fast moving mech, with a low ping (usually 35-50), and it's interesting to watch shots go wide past me (I can see them go by), never hit me, however, a second or two later the server decided that I was hit, and I took "damage".

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 xengk

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Posted 17 April 2013 - 07:39 PM

View PostCest7, on 17 April 2013 - 05:35 PM, said:

Removing the firing delay is great. 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?


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 Jaxass

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Posted 17 April 2013 - 11:43 PM

So I played a match tonight with my highlander with 2 er ppc and 1 regular with 1 gauss... I was fighting a stalker whom I destroyed a side torso off and stripped his CT armor. I proceeded to fire I sh*t you not 4 salvos of dual ER PPC and gauss into his CT, red cross hairs and even blinking paperdoll on his CT. 4 salvos turned his un-armored CT from orange to slightly darker orange. Had a friend spectating me too and he confirmed I was hitting him and the loadout was blinking with little to no damage being taken.... wtf PGI.

#58 ClaymoreReIIik

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Posted 18 April 2013 - 02:41 AM

After some testing I noticed that I have a lot more "visual hit no damage" occurences when playing a trebuchet then I have with a much slower hunchback.

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 ove bababoke

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Posted 18 April 2013 - 07:09 AM

That`s amazing! It brought more dynamic to the game! Maybe AC2 cooldown should be increased, looks like it has become a ReallyHeavyMachineGun)

#60 Shomer Shalom

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Posted 18 April 2013 - 03:11 PM

View PostManDaisy, on 17 April 2013 - 10:50 AM, said:

Well, one thing is for sure, now that ballistic state rewind is in, the fact the shots hitting but not registering still happens establishes the fact that its real. No more blaming it on lag.


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.

View PostClaymoreReIIik, on 18 April 2013 - 02:41 AM, said:

After some testing I noticed that I have a lot more "visual hit no damage" occurences when playing a trebuchet then I have with a much slower hunchback.

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

View PostJaxass, on 17 April 2013 - 11:43 PM, said:

So I played a match tonight with my highlander with 2 er ppc and 1 regular with 1 gauss... I was fighting a stalker whom I destroyed a side torso off and stripped his CT armor. I proceeded to fire I sh*t you not 4 salvos of dual ER PPC and gauss into his CT, red cross hairs and even blinking paperdoll on his CT. 4 salvos turned his un-armored CT from orange to slightly darker orange. Had a friend spectating me too and he confirmed I was hitting him and the loadout was blinking with little to no damage being taken.... wtf PGI.


and again





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