Gauss Rifle Not Doing Damage!
#1
Posted 04 May 2013 - 08:08 AM
#2
Posted 04 May 2013 - 08:23 AM
EVERYONE knows this that plays this game. Get ready for PGI to kill your thread since it points out an obvious major game flaw.
#3
Posted 04 May 2013 - 08:31 AM
#4
Posted 04 May 2013 - 11:54 AM
#5
Posted 04 May 2013 - 12:11 PM
The game is busted.
#7
Posted 04 May 2013 - 04:17 PM
#8
Posted 04 May 2013 - 06:27 PM
And yes I was in range before anyone says anything.
or maybe its the lag or I'm nub and I'm getting off topic
#9
Posted 05 May 2013 - 12:55 AM
Infosus, on 04 May 2013 - 06:27 PM, said:
And yes I was in range before anyone says anything.
or maybe its the lag or I'm nub and I'm getting off topic
Same thing has happened with me... but I genuinely feel that gauss rifle rounds miss a LOT more often.
With PPC misses its ALWAYS when you "hit" their arm or leg and the enemy is moving... and magically no damage. But I've stood toe to toe with a stationary atlas/awesome etc and ploughed gauss round after gauss round in to their CT and poooof!!! ....no damage... not to mention the number of times i've seen perfectly placed shots from distance miss as well.
Edited by Tesfurdo, 05 May 2013 - 12:55 AM.
#10
Posted 05 May 2013 - 01:12 AM
In your client you see that you are correctly out of cover, you shoot and your shots properly land on the target you were aiming to, but you see no damage awarded. If you had a friend spectating you, he would have told you that your shots hit the cover in front of you, because the server thought that you were still behind it or getting out of it.
The same happens with either torso or even worse, with arm-mounted weapons. When you swing your crosshair and shoot, you see the shots getting where they should, but no hit is awarded. This because the server detected that you triggered those shots before the target.
In few words, when you get out of cover wait for a little bit of time (the time is proportional to your ping) and don't keep adjusting aim dynamically when you need to shoot. Lead targets and time your shots. Magically the hits will be registered.
#11
Posted 05 May 2013 - 11:19 AM
John MatriX82, on 05 May 2013 - 01:12 AM, said:
In your client you see that you are correctly out of cover, you shoot and your shots properly land on the target you were aiming to, but you see no damage awarded. If you had a friend spectating you, he would have told you that your shots hit the cover in front of you, because the server thought that you were still behind it or getting out of it.
The same happens with either torso or even worse, with arm-mounted weapons. When you swing your crosshair and shoot, you see the shots getting where they should, but no hit is awarded. This because the server detected that you triggered those shots before the target.
If that in fact is the case, That is a MASSIVE FLAW in the game's design.
Edited by Sgt SealCluber, 05 May 2013 - 11:34 AM.
#15
Posted 05 May 2013 - 12:03 PM
I had more of an issue with "pulling the trigger" and nothing actually fires ... I have to pullllll the trigger and eventually the weapon fires, this means I had to artificially lead the target and guess their trajectory even when a large target is only a few meters away.
This effect was almost completely eliminated when they put one of the patches in (ballistic rewind maybe but I was pretty sure it was a previous patch, maybe even laser rewind) which threw me for a loop for a bit, by the time I got used to the better response something else changed (another patch? server load?) and I have to SOMETIMES pulllllll the trigger again but now it isn't even consistent.
From the latest communications, it looks like they are fixing some control binding issues. I use an alternate binding scheme where I KNOW some patch came in and broke a couple alternate binds (ECM, Center legs, Turning) - here is hoping its a related control reading issue that gets fixed in the next patch.
#16
Posted 05 May 2013 - 12:07 PM
jakucha, on 05 May 2013 - 11:33 AM, said:
I'm wondering how far away from the servers you are. The ballistic state rewind fixed non-registering problems for me, but I'm also somewhat close to the servers.
I usually have 60 ping, so thats not the problem. I agree that the latest fix helped but it did not fix the the non-registering of damage that occurs. So before the fix even when you would hit it still had a chance to not do damage.
#17
Posted 05 May 2013 - 12:43 PM
Edited by johnyboy420, 05 May 2013 - 12:44 PM.
#18
Posted 05 May 2013 - 01:24 PM
jakucha, on 05 May 2013 - 11:21 AM, said:
What part of the world are you?
It shouldn't matter where I am. When in my client I see that I hit, a working HSR should tell the server "hey dis guy hit the target". And it does, but only when you manage to correctly stay out of cover long enough for the server to see that you are out of it.
The same when aiming with the arms..
#19
Posted 06 May 2013 - 12:47 AM
John MatriX82, on 05 May 2013 - 01:24 PM, said:
It shouldn't matter where I am. When in my client I see that I hit, a working HSR should tell the server "hey dis guy hit the target". And it does, but only when you manage to correctly stay out of cover long enough for the server to see that you are out of it.
The same when aiming with the arms..
Maybe it matters where you are, which is possibly why they've considered adding some regional servers. It sucks, but in FPS type games ping is a huge deal. Doubly so in this one because there are more things the server has to keep up with than just a bullet hitting a head for example.
Edited by jakucha, 06 May 2013 - 12:50 AM.
#20
Posted 06 May 2013 - 01:44 AM
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