

What Happend To Hit Detection / Hsr?
#1
Posted 19 May 2013 - 10:59 PM
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
Posted 19 May 2013 - 11:19 PM
#3
Posted 19 May 2013 - 11:25 PM

Edited by VXJaeger, 19 May 2013 - 11:27 PM.
#4
Posted 19 May 2013 - 11:42 PM
http://mwomercs.com/...t-registration/
#5
Posted 19 May 2013 - 11:48 PM
#6
Posted 20 May 2013 - 12:09 AM
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
Posted 20 May 2013 - 12:50 AM
mike29tw, on 19 May 2013 - 11:48 PM, said:
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
Posted 20 May 2013 - 01:46 AM
Nauht, on 20 May 2013 - 12:09 AM, said:
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
Posted 20 May 2013 - 03:33 AM
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
Posted 20 May 2013 - 03:57 AM
Cyke, on 20 May 2013 - 03:33 AM, said:
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
Posted 20 May 2013 - 04:19 AM
Ralgas, on 20 May 2013 - 03:57 AM, said:
Some players are against regional servers, even though it would fix a lot of lag issues.
#12
Posted 20 May 2013 - 09:06 AM
#13
Posted 20 May 2013 - 12:34 PM
#14
Posted 20 May 2013 - 02:24 PM
#15
Posted 20 May 2013 - 02:31 PM
#16
Posted 20 May 2013 - 02:38 PM
w0rm, on 20 May 2013 - 02:31 PM, said:
There's an ex-wife joke in there somewhere, I can feel it....
#17
Posted 20 May 2013 - 02:47 PM
#19
Posted 20 May 2013 - 03:29 PM
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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