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I Just Reallized Erppc Have A Min Range, But Ppcs Still Do Damage At Point Blank.


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#21 Sephlock

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Posted 28 May 2013 - 10:05 PM

View PostMavek, on 28 May 2013 - 09:27 PM, said:

Living Legends had a lot more trouble with hit recognition, but it is still here too. Maybe I need to log out in between games? Or is this more server side?

Try shutting off bittorrent once in a while :).

#22 Lyoto Machida

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Posted 28 May 2013 - 10:07 PM

View PostMrPenguin, on 28 May 2013 - 09:05 PM, said:

*woosh*


The sound of LRMs flying over your head, striking an enemy target and doing little damage...

#23 Screech

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Posted 28 May 2013 - 10:23 PM

View PostcyberFluke, on 28 May 2013 - 09:27 PM, said:

Just going to point out that if we had private matches, we could test this in about five minutes without interference and abuse from other players. :)


And then wait 2 months for a response.

Sorry I couldn't help myself.

#24 DerSpecht

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Posted 28 May 2013 - 10:48 PM

Centurion? the mech with the broken damage model? U srs?

#25 zeroLuck

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Posted 28 May 2013 - 10:56 PM

Went to testing grounds and shot at CPLT arms at 14M. PPC barely stripped any armor after 20 shots while ERPPC destroyed the opposite arm in 7 shots.

#26 Agent CraZy DiP

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Posted 29 May 2013 - 12:02 AM

This ERPPC Glitch has happened to me... If the target is stationary, under 90m's, and overheated for some reason they don't always take damage. And it doesn't happen all the time... Best I can tell it's about 1/10 of the time. Or maybe the damage got absorbed by another part of his armor? Maybe when they're powered down the hitbox is screwed.

#27 jeffsw6

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Posted 29 May 2013 - 12:44 AM

View PostMavek, on 28 May 2013 - 08:52 PM, said:

Ok, so I just hit a centurian in the CT

I have always thought Centurion hit boxes are just broken. I could miss one standing still. They don't seem to match the graphical representation of the mech. My guess is this is what is happening.

#28 Roadbuster

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Posted 29 May 2013 - 01:37 AM

I also think this is a matter of hit detection.
I've seen other players hit the red CT or a mech numerous times and the hits wouldn't register.
I've also experienced this myself sometimes where the paperdoll does flash up but no damage seems to be done.
And this does not only happen with PPCs.

Something is suspicious...

Posted Image

#29 OneEyed Jack

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Posted 29 May 2013 - 04:27 AM

It's definitely hit detection. I know I've been pulling my hair out in frustration over hit detection on all my ballistics. Also, I swear I'm getting a small fire delay. Not like pre-HSR, but enough to throw off shots that need to be precise. And other strange effects. I was trying to take a long range shot with one of my HGNs, but there was a friendly standing right in front of me. No problem, I jump to nearly full height and take the shot just as I cut the jets. My reticle flashed red way too fast to make sense, and then I dropped back behind the mech I'd jumped to shoot past. Somehow I'd managed to shoot him in the back, despite firing the shots at around double his height.

As for PPCs doing damage at point-blank, I'd certainly challenge that. I don't know about you, but I've literally back opponents loaded with only PPCs into corners, shoved right into their faces and just stood there taking their fire while slowly blasting them to scrap. On the other hand, bear in mind that mechs are big, and something that looks right in front of you is often still 5-10 meters away, not even accounting for the point of origin for range measurement. So PPCs will generally do at least a little damage. However, firing off PPCs to do 1-2 points of damage to that light that's harassing you may not be the best option, unless your goal is to overheat and make him laugh himself to death.

#30 VXJaeger

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Posted 29 May 2013 - 04:33 AM

I can verify that there has been something totally weird in ER PPCs ever since mid-April patch. Dunno if it's in hit detection or range penalties exchanged w/ PPC, but something totally weird there has been.

Edited by VXJaeger, 29 May 2013 - 09:53 AM.


#31 Roland

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Posted 29 May 2013 - 05:01 AM

View PostWhite Bear 84, on 28 May 2013 - 09:55 PM, said:


Well, its not quite the same as practicing against moving mechs, but you can do your long range and point blank shots on a stationary target to see if the damage registers properly. That said, the dolls would be server side so that could affect it maybe?

Just so you know, many fundamental game mechanics are totally different in the testing grounds, so it's not really effective for testing stuff.

#32 Voss Korgan

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Posted 29 May 2013 - 05:21 AM

Half the time weapons just dont register.

#33 Mechteric

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Posted 29 May 2013 - 05:29 AM

its probably just that you missed, but we'd need some video evidence to be sure

#34 IceSerpent

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Posted 29 May 2013 - 06:19 AM

View PostMr 144, on 28 May 2013 - 09:16 PM, said:

Hard to tell if it's just hit reg or not, but I've swapped back and forth between ER and normal PPCs on my highlander, and the ERPPC definately has problems at close range. Reduced damage is definately there for PPCs under range, but ERPPCs seem to be all or nothing less than 90...more often than not...nothing. I think it's more than likely hitreg, but why it affects ERs more than normals is beyond me.

Mr 144


I am pretty sure it's h.i.t (stupid forum filter) reg. I've had quite a few "misses" with both PPC and ERPPC at all sorts of ranges that I can't explain. I.e. fire at a stationary Atlas 500m away, see shots land in the center of the target, do no damage whatsoever according to the paper doll.

Edited by IceSerpent, 29 May 2013 - 06:20 AM.


#35 Chemie

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Posted 29 May 2013 - 03:18 PM

I think it is a hit detection issue. Seems that ERPPCs sometimes go straight through when fired at close range. Almost like convergence is bugged out and it focuses the shot behind the mech.

#36 VXJaeger

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Posted 29 May 2013 - 03:27 PM

I just had a game where I shot highlander's bright red CT 4 times from 150m w/ ER PPC, and it didn't die.
Frustrating.

#37 Renthrak

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Posted 29 May 2013 - 04:09 PM

Weapons with ballistic projectiles such as autocannons, Gauss Rifles, and PPCs all have occasional problems with hits failing to inflict damage.

This has been the case at least since Closed Beta. Now that HSR is in, we can actually be reasonably certain that our shot did hit the target, so hitting for zero damage can't be explained away by lag anymore.

During Closed Beta, a workaround was to chain fire PPCs. Firing multiple PPCs together would often fail to inflict full damage, and sometimes hit for none at all. There may still be a problem with multiple ballistic-type projectiles striking the same place at the same time.

Of course, if that is the case and it is fixed, 6xPPC Stalkers will be even more effective.

#38 Phoenix Gray

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Posted 29 May 2013 - 04:11 PM

View PostcyberFluke, on 28 May 2013 - 09:27 PM, said:

Just going to point out that if we had private matches, we could test this in about five minutes without interference and abuse from other players. :)

Training grounds?

#39 Carrioncrows

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Posted 29 May 2013 - 04:36 PM

Personally both PPC's (ER And normal) should have a minimum range.

#40 jeffsw6

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Posted 29 May 2013 - 04:45 PM

View PostCarrioncrows, on 29 May 2013 - 04:36 PM, said:

Personally both PPC's (ER And normal) should have a minimum range.

I'm fine with ERPPCs having 0 minimum but their heat should be raised slightly, and their damage drop-off made steeper after their optimal range.

PPC ought to have less damage inside 180m or so, and do zero damage inside 90m.

This would basically turn those weapons into almost dedicated sniper weapons, which is really what they should be. It would make players who use them either die pretty easily when an opponent gets close, or "snipers" would start carrying more back-up weapons, making it tougher to have 4 or 6 PPCs.





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