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What Happend To Hit Detection / Hsr?


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#1 VXJaeger

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Posted 19 May 2013 - 10:59 PM

Last night I shot a Dragon 3 times straight into belly w/ dual-AC20, and didn't even lost it's armor. In another occasion I shot a Commando, and to my view I missed complitely shells flying past front of the mech, and still it died.
Also there was several occations when I shot sideways moving mechs w/ dual-Gauss...sparks flew nicely like there was a hit, but in paperdoll flashing but no damage.

Seems like lazors are only really reliable weapons now.

#2 Kmieciu

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Posted 19 May 2013 - 11:19 PM

If your ping is stable, but higher than usual that means the servers are overloaded and the damage does not register.

#3 VXJaeger

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Posted 19 May 2013 - 11:25 PM

Normal ping is somewhere 150-170, usually 160 and stable. If HSR doesn't work, we end up into awkward situation where bad shooters get advantage ;)

Edited by VXJaeger, 19 May 2013 - 11:27 PM.


#4 VXJaeger

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Posted 19 May 2013 - 11:42 PM

Ok, there was already another thread 'bout this. Glad to know I'm not alone.
http://mwomercs.com/...t-registration/

#5 mike29tw

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Posted 19 May 2013 - 11:48 PM

Projectile hit detection is still buggy. I've gotten hit by gauss + 2PPCs in the front and have my rear armor stripped while leaving front torso unscratched.

#6 Nauht

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Posted 20 May 2013 - 12:09 AM

I'm not sure it has to do with the HSR. I thought HSR only referred to hit tracking on objects that are moving to compensate for lag i.e. if you're trying to lead a light.

In that regard HSR is working and has been since they implemented it. Was a godsend for my 250+ ping.

I remember there was a bug in CB that was related to ping that made some mechs seem invulnerable, particularly when firing SRM's. It disappeared before OB but this could be related or another bug entirely. But something is going wrong.

#7 VXJaeger

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Posted 20 May 2013 - 12:50 AM

View Postmike29tw, on 19 May 2013 - 11:48 PM, said:

Projectile hit detection is still buggy. I've gotten hit by gauss + 2PPCs in the front and have my rear armor stripped while leaving front torso unscratched.

This happens to me almost every time I'm piloting an atlas and theres poptarts around. If armor value is under 25 in back, it will blow off and take weapons on that side among it. Same thing w/ jagers etc.

Edited by VXJaeger, 20 May 2013 - 12:51 AM.


#8 Ralgas

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Posted 20 May 2013 - 01:46 AM

View PostNauht, on 20 May 2013 - 12:09 AM, said:

I'm not sure it has to do with the HSR. I thought HSR only referred to hit tracking on objects that are moving to compensate for lag i.e. if you're trying to lead a light.

In that regard HSR is working and has been since they implemented it. Was a godsend for my 250+ ping.

I remember there was a bug in CB that was related to ping that made some mechs seem invulnerable, particularly when firing SRM's. It disappeared before OB but this could be related or another bug entirely. But something is going wrong.


no, Hsr affects every shot you take rewinding and looking at the info serverside to see what happened, just because a shot doesn't hit immediately doesn't mean the dmg didn't get applied. Sometimes ( most notably with low pings) it can take a sec or 2 for the dmg to register which is just the server deciding on the outcome before applying the dmg.

That said, unstable pings (which is usually the fault of the isp and/or net hardware used along with other programs using the connection and several other variables outside of pgi's control) screw with the system, giving the unstable player "warping" on the server, affecting both aim and incoming dmg equally.

#9 Cyke

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Posted 20 May 2013 - 03:33 AM

It's probably happened quite a few times without me noticing it, but there are times that a projectile that appears to have missed did damage, while one that appears to hit did nothing.

It's very noticeable when I'm fixated on one target, and the hit ends up having a major effect.
For example, recently I recall firing an AC20 at a Raven's that was running across my view, and in the moment after firing I saw the shell was off target (not enough lead) and mentally cursed.. but then the shell killed it, I got the kill credit, and its fast-moving wreckage tumbled into the river.
If it wasn't a kill, I wouldn't have noticed that the apparent miss was actually a hit. I'm sure quite a few of my apparent hits actually didn't connect, but often the paperdoll is flashing due to my laser damage or teammates' fire, so it's hard to tell.

I track my MWO process' latency from outside the application; my latency is poor due to geographical location, but the route is very stable with an extremely steady ping.


I believe these anomalies often occur when the target is accelerating/decelerating hard, or making a sharp turn. The client side doesn't display precisely where the enemy 'Mech would actually be, but the enemy in fact accidentally adjusted his trajectory to catch your projectile. Thus it looks like a miss, but you get the hit.
Conversely, their change in speed or a sharp turn may may actually have caused you to miss, so you see a hit, but the server says it missed.


I understand that certain factors in state consistency between host and client are logically and mathematically impossible to overcome perfectly with latency.
However, I suggest that PGI implement some improved feedback on hits and misses into the HUD (beyond the crosshair flashing red), so we can make informed on-the-spot tactical decisions depending on whether our shots connected or not.

#10 Ralgas

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Posted 20 May 2013 - 03:57 AM

View PostCyke, on 20 May 2013 - 03:33 AM, said:

I understand that certain factors in state consistency between host and client are logically and mathematically impossible to overcome perfectly with latency.
However, I suggest that PGI implement some improved feedback on hits and misses into the HUD (beyond the crosshair flashing red), so we can make informed on-the-spot tactical decisions depending on whether our shots connected or not.

the only aspects from pgi's end here are netcode, more powerful servers (to calculate the data faster) and regional servers to reduce lag time. Even then they can't account for users with slow internet or who insist on doing things detrimental to their ping (ie running downloaders/bandwidth intensive chat programs/web based music players while playing)

Edited by Ralgas, 20 May 2013 - 04:00 AM.


#11 jakucha

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Posted 20 May 2013 - 04:19 AM

View PostRalgas, on 20 May 2013 - 03:57 AM, said:

the only aspects from pgi's end here are netcode, more powerful servers (to calculate the data faster) and regional servers to reduce lag time. Even then they can't account for users with slow internet or who insist on doing things detrimental to their ping (ie running downloaders/bandwidth intensive chat programs/web based music players while playing)



Some players are against regional servers, even though it would fix a lot of lag issues.

#12 VXJaeger

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Posted 20 May 2013 - 09:06 AM

10min ago I put 3 alphas to a ******' Jenner from my DDC, and that little **** just ran away. In same game I cooked one Trebuchet's back which was already red with 2*LL, and paperdoll showed that damage was taken to frontal armor instead on blowing up internals.

#13 DEMAX51

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Posted 20 May 2013 - 12:34 PM

HSR isn't perfect yet - they said it might take a little while to dial it in and getting it working reliably. Hang in there.

#14 VXJaeger

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Posted 20 May 2013 - 02:24 PM

Both cases happend in Frozen City and one case more. 'bout a minute I ran behind HGN-733 who had no armor on back. Shooted it constantly (6-7 times) close range with ER PPC and 2*ML...didn't die.

#15 w0rm

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Posted 20 May 2013 - 02:31 PM

Yip. Hit registration is fubar sometimes since the last patch. Happens on a total random basis where you pump alpha after alpha in an allready cored target which doesn't want to die.

#16 KuruptU4Fun

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Posted 20 May 2013 - 02:38 PM

View Postw0rm, on 20 May 2013 - 02:31 PM, said:

Yip. Hit registration is fubar sometimes since the last patch. Happens on a total random basis where you pump alpha after alpha in an allready cored target which doesn't want to die.


There's an ex-wife joke in there somewhere, I can feel it....

#17 PropagandaWar

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Posted 20 May 2013 - 02:47 PM

hell its even with lasers. Nothings more frustrating than seeing a silly spider take a full spam on 4-5 med lasers, ppc guass rounds as he rushes you then gloats like they did some great thing fighting 3 guys and taking a butt-ton of damage.

#18 Mazzyplz

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Posted 20 May 2013 - 03:21 PM

View PostKuruptU4Fun, on 20 May 2013 - 02:38 PM, said:


There's an ex-wife joke in there somewhere, I can feel it....


if there is... it's quite dirty

#19 Warrax the Chaos Warrior

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Posted 20 May 2013 - 03:29 PM

You can add me to the list of people that have noticed this. I'm mostly running a dual-Gauss Jeager right now, so I'm really noticing when the things I hit don't take the damage I'd expect them to take.

Lag-shield has always been at it's worst when we're a week or more from the last patch. I have a feeling it will be gone again after tomorrow's patch, and then slowly creep back in over the next two weeks. Maybe PGI should consider weekly maintenence, even when there is no patch.





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