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Damage Not Registering


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#1 MeatForBrains

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Posted 16 May 2013 - 06:01 AM

I'm noticing that damage is not always registering on my opponent, yet the game is counting the damage at the end of the match for c-bill and stat recording purposes.

It appear that the client-server communication is getting lost somewhere. This happens at least once per match. Very noticeable when you are using 5LL alpha on a still light, and the armor only goes to yellow.

Sometimes the enemy paper doll will flash, but no damage appears to be recorded. In extreme cases the paperdoll doesn't register either.

Either way, something is definitely up.

#2 karoushi

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Posted 16 May 2013 - 06:54 AM

I get this every few games.

Once in awhile I get no points at all even if I destroy another player.

#3 Brkojle

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Posted 16 May 2013 - 07:19 AM

Happened to me too. Actually, it was like this. River city, was in "upper base" Immediately after drop, walked about few steps and suddenly I could see everyone in front..so ofc, started shooting. Shown as hits but from that distance I couldn't target them so I couldn't see the damage. Someone asked ... Brk, why r u hitting that building there? ... I was like WTF ?? Yap, render fail... no buildings between me and them...even on all details and high render distance. I wonder how cool it would be to see so clear and so distant!
(this text is copied from one of my posts from other topic)

Is there a chance that something should be between targeted Mech and you but it isn't shown or rendered? (but I doubt cause u were close)

#4 Aeronerd

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Posted 16 May 2013 - 08:20 AM

I've seen a lot of PPC/ERPPC hits go unregistered.... and i'm sure they were outside minimum range

#5 armyof1

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Posted 16 May 2013 - 08:49 AM

It would be nice to hear from the devs if they're still improving HSR, because it really seems like it needs it.

#6 TheFlyingScotsman

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Posted 16 May 2013 - 09:22 AM

This is a regular, multiple times every match issue for me.

#7 Aegis Kleais

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Posted 17 May 2013 - 07:44 AM

View PostMeatForBrains, on 16 May 2013 - 06:01 AM, said:

I'm noticing that damage is not always registering on my opponent, yet the game is counting the damage at the end of the match for c-bill and stat recording purposes.

It appear that the client-server communication is getting lost somewhere. This happens at least once per match. Very noticeable when you are using 5LL alpha on a still light, and the armor only goes to yellow.

Sometimes the enemy paper doll will flash, but no damage appears to be recorded. In extreme cases the paperdoll doesn't register either.

Either way, something is definitely up.

I'm in week 6 of a hiatus from MW for this very reason. Hitbox registration issues have plagued this game since day 1. It seems to become really bad when you're attacking fast moving mechs. Their registration on you is fine, but they either get hit and don't register at all, get hit and blink as if they register, but don't take any damage, or get hit and blink as if they register, but take a fraction of the damage applied.

In about 2 more weeks or so I'll patch up, see if the game is still suffering from this, and if so, just go on another 2 month hiatus. I made my sig as a foot in mouth cynical remark, but in all honesty, I've gotten past the point where I consider it "funny" that these lights/fast movers can't take damage. It's a game breaker, and has been beyond the scope of PGI to correct so far.

#8 Und3rSc0re

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Posted 17 May 2013 - 07:59 AM

You know those times you put 120 points of ppc into the back of an atlas and he doesnt die so you scratch your head while you are shutdown? Yeah it is annoying, 120 points should be more than enough to instagib him from the back but it didn't i think i left him with orange internals. I know this game has register issues, netcode issues still and hitbox issues. But it is better now than it was 6 months ago. Sometimes it feels like i register hits more if i just use 2 ppcs at a time instead of putting 4 into them at once.

#9 Aegis Kleais

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Posted 17 May 2013 - 03:12 PM

View PostUnd3rSc0re, on 17 May 2013 - 07:59 AM, said:

You know those times you put 120 points of ppc into the back of an atlas and he doesnt die so you scratch your head while you are shutdown? Yeah it is annoying, 120 points should be more than enough to instagib him from the back but it didn't i think i left him with orange internals. I know this game has register issues, netcode issues still and hitbox issues. But it is better now than it was 6 months ago. Sometimes it feels like i register hits more if i just use 2 ppcs at a time instead of putting 4 into them at once.

Sure enough, some of the regulars I played with had hitbox issues and the changes PGI made seemed to help them a lot. But it's just one of those things where the changes implemented have had no effect for me.

So I wait, and I see. I've gotten to a point, where as much as I love MechWarrior, if this game is to never resolve these issues, then I'll just have to move on and play something else.

#10 GrimlockONE

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Posted 17 May 2013 - 05:19 PM

View PostMeatForBrains, on 16 May 2013 - 06:01 AM, said:

I'm noticing that damage is not always registering on my opponent, yet the game is counting the damage at the end of the match for c-bill and stat recording purposes.

It appear that the client-server communication is getting lost somewhere. This happens at least once per match. Very noticeable when you are using 5LL alpha on a still light, and the armor only goes to yellow.

Sometimes the enemy paper doll will flash, but no damage appears to be recorded. In extreme cases the paperdoll doesn't register either.

Either way, something is definitely up.



PGI's official response:

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#11 FREDtheDEAD

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Posted 18 May 2013 - 03:38 AM

It seems easier for Piranha to hire good artists than programmers as in every patch there's a heap of new content (like I care about camo pattern!?) but old bugs persist. Despite some welcome fixes recently, the game's still got more bugs than the Amazon rainforest in mosquito season.

Once in a while a seemingly invulnerably light turns up - they last for ages in the middle of enemy fire and the hits you can see landing and causing armor glow seem to be only doing fraction of the damage they should be (I am usually in a laser-boat type mech so for me it's rarely the black and white hit/miss issue seen by ballistic and PPC users). The indestructible light mech attack is a real pain.

Other times, an enemy light appears in the wrong place (base capping scouts can be SO dumb!) and can be taken out in a few seconds.

Pretty much the famous "lag shield" effect as usual, HSR or not.

Edited by Xajorkith, 18 May 2013 - 03:40 AM.


#12 Kitane

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Posted 18 May 2013 - 03:56 AM

Check if your latency is stable. If you get a lot of spikes or your latency is highly variable, not even HSR will help you.

#13 John MatriX82

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Posted 18 May 2013 - 03:56 AM

And I say it again here as well: you think to be in a position because you see it in your client, but the server is updated with a slight delay. In few words you think to be out of the cover, shoot, graphically hit the target but no damage is dealt. It's because for the server you were still in the cover or getting out of it, so for it you shot the cover in front of you or to your side.

With April 16th patch it looks like they implemented HSR for the ballistics but added a positional check of your mech. In few words your client tells the server that you correctly hit the target but the server checks if you were actually in a position that allowed those shots to deal damage. Since your position is delayed/desynchronized from what it's in your client, the server doesn't allocate the damage if you were still in cover (for the server of course) or aiming elsewhere.

Keep this in mind and learn to pop-corner out of cover and wait a little while more before shooting.. magically your shots will enter the target.

The issue verifies also whenever you make last-time adjustements to your aim: eg: you were aiming at the CT, but you swing the crosshair and hit the RT.. notice that the damage got dealt to the CT and not the RT, it's always because there's a delay from the server side.

Edited by John MatriX82, 18 May 2013 - 03:58 AM.


#14 Chavette

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Posted 18 May 2013 - 03:57 AM

I already have a thread on this, but more noise is always welcome. Its simply frustrating and I'd be surprised if they intended to keep it like this if they knew the extent of the problem.

#15 John MatriX82

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Posted 18 May 2013 - 04:01 AM

View PostChavette, on 18 May 2013 - 03:57 AM, said:

I already have a thread on this, but more noise is always welcome. Its simply frustrating and I'd be surprised if they intended to keep it like this if they knew the extent of the problem.


Yeah I know, I posted there as well mate :)

I guess it's a check to avoid client-side cheats, telling the server you hit but instead you didn't if you were not in a position that allowed it.

But they should at least try to reduce this "positional desynchronization" issue, it happens also when shooting lasers, not only ballistics or PPCs. It's roughly 1 if not 2/10s of second + your ping.

Edited by John MatriX82, 18 May 2013 - 04:02 AM.


#16 MeatForBrains

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Posted 20 May 2013 - 04:34 AM

Maybe positioning is part of the problem. Usually i notice it when cover isn't around to interfere.





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