Ballistic Hits Not Registering
#21
Posted 06 June 2013 - 01:00 AM
maybe there can be a mixed solution with doubled packet transmission: 1 for the server (for authorisation and synchronization) and 1 (smaller?) p2p to the players for hit detection and positioning using clintside lag compensation.
the server could accept small differences and watch for cheater having to big differencec to often.
#22
Posted 06 June 2013 - 07:33 AM
I see the hits of my two ac20, explosions on the other mech...but theres no damage coming in at the mech.
I've recognized that problem a couple of times!
Greetings,
Gormadoc
Edited by Gormadoc, 06 June 2013 - 07:33 AM.
#23
Posted 06 June 2013 - 08:38 AM
This patch i'm now finding I have to lead mechs by about half their size to detect hits properly.
For random detection hits It seems like the server's just not as fast as we are. If i come around corner and fire on a mech right away nothing BUT if i wait half a second before firing with cross hair's on target then its almost guarante'd hit. I think someone else posted about this but its like when I fire and the server thinks I fired bit prior so my real bullets aren't on the target yet and so register a miss even though my screen shows a clear hit. It also makes sence for lasers feeling weak unless the target is standing still.
Hopefully PGI looks into it sooner then later as this I find is way more important fix then most things like maybe say 3rd person....
#24
Posted 06 June 2013 - 10:46 AM
#25
Posted 06 June 2013 - 02:17 PM
I was in my Catapharact with twin Gauss... Saw the rounds hit him... But, no damage on his rig! Went into "training grounds" for a laugh... saw that, one shot from my config at a leg (where I hit em 4-6 times) will kill these light mechs... Sooooo... What gives?
#26
Posted 06 June 2013 - 03:58 PM
#27
Posted 06 June 2013 - 04:48 PM
#28
Posted 07 June 2013 - 12:01 AM
VonLuck, on 06 June 2013 - 02:17 PM, said:
I was in my Catapharact with twin Gauss... Saw the rounds hit him... But, no damage on his rig! Went into "training grounds" for a laugh... saw that, one shot from my config at a leg (where I hit em 4-6 times) will kill these light mechs... Sooooo... What gives?
The Armor on training grounds is stock (usually half of max)...
#29
Posted 07 June 2013 - 03:23 AM
I had 3 ML and a gauss. My opponent has 2ll and a gauss. both had exposed centers.
I put all 4 on the sneeze until death center he had a moment before he did the same to me. He didn't die. I did.
I watch the 4 Hit center core perfect its hard to miss that shot at 280m ....but yet it didn't register. Thanks PGI!
#30
Posted 07 June 2013 - 04:04 AM
The whole "what you see is not whats going on" is getting old , I at least hope regional servers will put the ping low enough so that even with this HSR we could play what we see.
#31
Posted 07 June 2013 - 04:57 AM
Plus it's was not the case before the last patch.
The last patch of may brought higher ping and now this ...
Edited by SgtKinCaiD, 07 June 2013 - 05:13 AM.
#32
Posted 07 June 2013 - 05:03 AM
#33
Posted 07 June 2013 - 05:10 AM
alot of hits that were these "ghostshells" [you hit the modell of the enemy on your client]
actually were misses that the client showed me as hit
but on the server the modell was already more left or right
so i would say we have some desync problems here
were the client is shown wrong locations and there for
hsr cant hit him since there is just thin air
#34
Posted 07 June 2013 - 07:07 AM
#36
Posted 07 June 2013 - 11:36 AM
#37
Posted 07 June 2013 - 06:16 PM
#38
Posted 07 June 2013 - 06:19 PM
FIX THIS PIECE OF CRAP GAME
The round before I played an Atlas on Tourmaline. Hit with at least 20 volleys of 3 Streaks each and 2 large lasers. Got one kill, and THOUGHt I heavily damaged another mech.
End of round showed I did 25 damage.
The Streaks alone should have done 180.
Edited by HarmAssassin, 07 June 2013 - 06:21 PM.
#39
Posted 07 June 2013 - 07:10 PM
This is the kind of thing that really makes any improvement PGI tries to make insignificant when the game that was working fine gets broken in such a manner.
#40
Posted 07 June 2013 - 07:33 PM
Valore, on 07 June 2013 - 07:10 PM, said:
This is the kind of thing that really makes any improvement PGI tries to make insignificant when the game that was working fine gets broken in such a manner.
The game was NOT working fine. They've only just fixed the rampant crashing. All those people staying connected clearly muck with whatever HSR tracking they are doing... so now they have to reevaluate the HSR 'fixes' with properly working net code.
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users