Ballistic State Rewind Is A Lie
#41
Posted 17 April 2013 - 08:19 AM
#42
Posted 18 April 2013 - 01:58 AM
1) Difficulty of hitting moving targets if you have high ping, this has been improved at least for me with the recent patch.
2) Hits not registering. This might affect all weapons, but is most notable with low rate of fire & high damage weapons such as gauss and PPC. This has happened to me as well, I have ambushed a standing spider on a cap point, fired a 6PPC volley at his back registering only minimal damage and watching him run away to hide & win the match. This has also happened on a number of occasions, gauss making spectacular fireworks on impossible to miss targets, but not registering any damage etc.
My guess is that the above issues are unrelated and there is either an issue with hit detection in general, hit detection on fast point ammo (ballistics, PPC, maybe missiles) or hit detection on multiple simultaneous hits (I have seen SRM boat volleys making surprisingly low damage). Note that this hit detection issue could explain rear armor damage from frontal shots if they are doing hit detection per polygon. Hypothetically, some hits would pass through the front polygons but register in the rear armor, while some hits might miss both and do no damage.
#43
Posted 18 April 2013 - 02:50 AM
This happens mostly with PPCs, the GR seems to behave better, but also here, sometimes I clearly hit standing targets, I see the graphical effect but no, the crosshair never gets red and there's no damage dealt to the target (the paperdoll barely flashes and often few damage is registered on sections of the enemy mech that doesn't fit in any way to the presumed/graphical hit location).
Lesson: never spend any money on premium time until the game is stable.. I guess I'll be trying lasers for now.
#44
Posted 18 April 2013 - 10:07 AM
#45
Posted 18 April 2013 - 03:44 PM
Mongoose Trueborn, on 18 April 2013 - 10:07 AM, said:
Hit detection was a slight issue before, now it's far worse.. HSR for ballistics is a lie indeed, sometimes you need to lag shoot, sometimes not.. I'm getting crazy.
My 2 cents on the HM.. it's not P2W. It's superior at brawling thanks to the arm (3LL in there it's a real deal) but the 733 can snipe much, much better and 733C can sport many more SRMs once brawling will come back in the meta. The only true advantage on the HM is the 5 JJs, but most of the time I find myself using 2 of them and many other HM users I know use 2-3 of them, therefore it's like wasting 2-4 more tons for those extra JJs. But it's offtopic
#46
Posted 18 April 2013 - 10:35 PM
Afterward, go to the weapon stats page on the forum and see how many hits were actually counted.
#47
Posted 18 April 2013 - 10:45 PM
#48
Posted 18 April 2013 - 11:07 PM
As for the ballistic hit detection I've not noticed hits missing. With the HSR I can shoot something wonder how it lived, and then about half a second later I get the kill. My average ping is stable somewhere between 268-300 depending on the day.
#49
Posted 19 April 2013 - 12:22 AM
In steady tracking shots accuracy and hit detection seems better with state rewind, but on rapid reaction shots where I am swinging my mech rapidly towards a stationary target that is to my side and then quickly stopping and instantly firing a shot on the stationary mech, the server thinks I continued my swing and that my shot went wide on the other side (as if I continued the swinging movement). My client knows that I stopped moving and shows my shot impacting the stationary mech. I see similar effects on small twitch movements on stationary targets that my client shows as marginal hits that almost missed, the server thinks they were misses because of small twitchy movements on my part.
In other words, the state rewind is rewinding to look at only the position of the target mech, it isn't rewinding to realize that I stopped moving my mech or my crosshairs in a certain way just prior to firing that would have caused a miss had I continued the motion.
See if anyone else can observe this and agree or disagree.
For people with super high pings its probably way better no matter what, so lets try to keep it to those with decent and stable pings on this theory of mine. IF anyone has any ideas how we could put this theory to the test let me know and we can maybe try sandboxing it in game, I hang out on Comstar NA. If I didn't make sense in my tired state I will post some screenshots to show what I mean.
Edited by shabowie, 19 April 2013 - 12:32 AM.
#50
Posted 19 April 2013 - 12:24 AM
#51
Posted 19 April 2013 - 12:38 AM
#52
Posted 19 April 2013 - 12:52 AM
GODzillaGSPB, on 19 April 2013 - 12:38 AM, said:
I've noticed it with PPCs, and ERPPCs as well. Occasional shots on center mass at distances between 90 and 200 meters don't seem to connect. No red change to cross hair, no blinking damage on enemy ragdoll.
It happens pretty frequently when you chain fire them. First shot will hit, then the one a moment later fired at the same spot does not register. Sometimes it's the other way around. I need to hop into the training ground and see if it happens there too.
#53
Posted 19 April 2013 - 01:10 AM
tell that the poor ravens and jenners that got hit by my ac20 in the leg
Edited by Inkarnus, 19 April 2013 - 01:11 AM.
#54
Posted 19 April 2013 - 01:16 AM
This bug was around before the patch but i think the hsr made it worse or more noticeable. pre patch i think i would get a dud shot 1 out 15 rounds and now it seems like 1-6
Edited by FaceRipt, 19 April 2013 - 01:28 AM.
#56
Posted 19 April 2013 - 01:40 AM
Brilig, on 19 April 2013 - 12:52 AM, said:
It happens pretty frequently when you chain fire them. First shot will hit, then the one a moment later fired at the same spot does not register. Sometimes it's the other way around. I need to hop into the training ground and see if it happens there too.
I've noticed it with gauss, ac/10 and ac/20 which is even worse, because you waste shots.
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