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@pgi - Hsr / Hit Detection


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#21 Villz

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Posted 21 June 2013 - 02:16 PM

Well i'm giving up on this game till they fix HSR

http://i.imgur.com/ggbR3er.jpg

Was rank 1st but can't be bothered due to unhitable lights and bad damage rego. Recorded most of my games and ill be posting the few i did record soon enough.

GG

#22 ronalex1

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Posted 21 June 2013 - 09:06 PM

same problem here the fix doesn't help me at all, lead targets it's so hard now
better wait until PGI fix HSR :rolleyes:

#23 AndyHill

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Posted 22 June 2013 - 02:50 AM

Karl, I've been having these hit detection issues for a good while now (ping 120+ usually). For me the interesting thing is that HSR seemed to work beautifully earlier, but sometimes I would miss completely immobile 'mechs and people would miss me when I'm standing still or shutdown. I have no idea how your code works, but in those situations the HSR shouldn't probably have a lot of effect. Maybe the problem could be something else entirely? Having said that I must admit that lately hitting (or perhaps rather registering hits on) moving 'mechs has been really difficult too and this issue hasn't been around for that long.

Edited by AndyHill, 22 June 2013 - 02:50 AM.


#24 Villz

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Posted 22 June 2013 - 03:08 AM

View PostAndyHill, on 22 June 2013 - 02:50 AM, said:

Karl, I've been having these hit detection issues for a good while now (ping 120+ usually). For me the interesting thing is that HSR seemed to work beautifully earlier, but sometimes I would miss completely immobile 'mechs and people would miss me when I'm standing still or shutdown. I have no idea how your code works, but in those situations the HSR shouldn't probably have a lot of effect. Maybe the problem could be something else entirely? Having said that I must admit that lately hitting (or perhaps rather registering hits on) moving 'mechs has been really difficult too and this issue hasn't been around for that long.


^This

#25 FrozenWaltDisney

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Posted 22 June 2013 - 09:51 AM

I know with the guys in the DHB we are all experiencing the same problems.

What's interesting is that I play on PDT timezone to almost AU, which is usually the lightest amount of traffic during usually game times. It does seem to get marginally better around 1am in the morning PST... but on weekends its still stuck because of the higher traffic :D

#26 w0rm

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Posted 22 June 2013 - 02:46 PM

Well you could see it this way: MWO makes a step towards the tabletop. Everytime you shoot a weapon a D6 is rolled to determine if the damage is registered.

#27 hargneux

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Posted 22 June 2013 - 04:29 PM

As someone who has invested several hundred dollars in this game I implore PGI to treat this like the showstopper that it is. This issue has rendered the entire game into an unplayable exercise in frustration.

It is time for you guys to "stop the line" and get everyone working on a fix for this. Additionally this would be one of those times where going out of your way to communicate with the community to show that you are addressing this issue with the severity it deserves would go a long way to buy you some good will.

I will not be playing the game until a fix is issued.

Edited by hargneux, 22 June 2013 - 04:30 PM.


#28 Villz

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Posted 22 June 2013 - 04:53 PM

View Posthargneux, on 22 June 2013 - 04:29 PM, said:

As someone who has invested several hundred dollars in this game I implore PGI to treat this like the showstopper that it is. This issue has rendered the entire game into an unplayable exercise in frustration.

It is time for you guys to "stop the line" and get everyone working on a fix for this. Additionally this would be one of those times where going out of your way to communicate with the community to show that you are addressing this issue with the severity it deserves would go a long way to buy you some good will.

I will not be playing the game until a fix is issued.

+1

#29 dyndragon

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Posted 22 June 2013 - 05:07 PM

Same thing for me today. 2 times facing off with me in a QKD-5K and one lone basecapper in a CDA and then in a later match an SDR. Was constantly hitting their legs, and I was pretty much fresh. Both times, I could not leg them even once, yet they were able to core me CT when for the majority of the time I wasn't even facing them (yes, this is a different problem with some rear torso parts actually registering damage for the front torso). Sure I stripped their armor, but I'm a pretty decent player, and the QKD-5K is a 2LL 4ML 90kph heavy with 4 JJ. There's not much that can outmaneuver me.

Anecdotal story, I admit. Yeah, sounds like I'm ********. No, I don't have a video. But after playing what this was like before and after HSR for lasers and ballistics, I know the problem when I see it.

#30 scJazz

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Posted 22 June 2013 - 05:19 PM

View Posthargneux, on 22 June 2013 - 04:29 PM, said:

It is time for you guys to "stop the line" and get everyone working on a fix for this. Additionally this would be one of those times where going out of your way to communicate with the community to show that you are addressing this issue with the severity it deserves would go a long way to buy you some good will.



There are not a whole lot of Software Engineers who are competent to be messing around inside the Network code genius. I for one don't want the damn artists paintbrushing the network code. DUH!

As for communication... yeah PGI could use approximately 38913489894134983459813489 times more of that ability than it currently possesses

#31 Villz

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Posted 22 June 2013 - 10:16 PM

would love a commandchair or something on this topic please

#32 Troutmonkey

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Posted 22 June 2013 - 11:25 PM

I just came back after having no internet for two weeks and all I got to say is that the HSR is really broken and hitting anything faster than an ATLAS with AC20 (or even LL) is becoming a real pain. I'm running about 280ms worth of ping

#33 Villz

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Posted 22 June 2013 - 11:41 PM

View PostTroutmonkey, on 22 June 2013 - 11:25 PM, said:

I just came back after having no internet for two weeks and all I got to say is that the HSR is really broken and hitting anything faster than an ATLAS with AC20 (or even LL) is becoming a real pain. I'm running about 280ms worth of ping


u have to lead shots and the worst part is its not consistant in how much u have to lead by.....

#34 Brut4ce

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Posted 23 June 2013 - 12:00 AM

Hi All!

Same for me here. My ping is usually in the 150s-160s, and since i primarily use lasers in my loadouts i concur that hit detection is utterly broken atm. Hits would register but little or no damage, and sometimes i've noticed that even if you hold beams in a specific location for the duration, the damage still gets spread around. It was 100 times better for me before hsr was ingame alltogether and had to lag shoot. At least it was more linear and consistent back then.

*S*

#35 Fooooo

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Posted 23 June 2013 - 04:50 AM

I'm seeing this also.

Shots now have to be lead much like before we had HSR.

It worked almost perfect for me when they first implemented HSR. Its now not very good at all.


I am also suffering from convergance issues now also. (unless they stealth nerfed convergance speed or put it back in or something?)

I can aim at a targets CT and all my PPCs will fire either side of say a BJ's torso. (In a Flame, so all arm mounted) It happend constantly on alpine the other night. First time in a long time I even noticed it.

It feels very similar to the old convergance problems of the past with arms, and was a reason I usually stuck projectile weapons in torso slots back then.......

#36 VonRunnegen

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Posted 23 June 2013 - 07:26 AM

Sometimes with my lasers to score hits I have to actually trail targets, no idea why. Ballistics seem to me worse than they were but I still mostly see visual hits matching with damage done. The lasers really don't especially while playing leg-a-light :P

Edit: With ballistics I am over-leading by a tiny margin I think to get it to work. I'll have a play later, try to find a circle-strafer to work out consistentish repro steps.

Edited by VonRunnegen, 23 June 2013 - 07:27 AM.


#37 Pinkydinky

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Posted 23 June 2013 - 08:15 AM

I nearly lost in a one-to-one to a 70% armoured blackjack in my nearly untouched Atlas D-DC simply because my AC20 just could not register a hit. And that's after hitting him in to the torsos 5 times at less than 150m.

This and the 3 stalkers I just played against that had 18 ppcs between them (not counting the atlas, quickdraw and cataphract that each ppcs of their own) will be why I won't be playing in earnest for awhile.

#38 BananaNutMuffins

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Posted 23 June 2013 - 08:34 AM

Im having the exact opposite problem while playing a Light the HSR is helping high ping players hit shots on me while I watch them miss and hit behind me but I take full damage and have no sound effects or animations of them hitting me. I would rather go up against a low ping player than a high ping player because of HSR its literraly allowing high ping snipers to miss and still hit me.

#39 w0rm

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Posted 23 June 2013 - 08:41 AM

View PostBananaNutMuffins, on 23 June 2013 - 08:34 AM, said:

Im having the exact opposite problem while playing a Light the HSR is helping high ping players hit shots on me while I watch them miss and hit behind me but I take full damage and have no sound effects or animations of them hitting me. I would rather go up against a low ping player than a high ping player because of HSR its literraly allowing high ping snipers to miss and still hit me.


Considering 40% of those hits don't even register I guess I deserved that one shot :P

#40 ManDaisy

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Posted 23 June 2013 - 09:04 AM

I have a good ping, yet HSR makes it horrible for my hits to register. I can directly hit lights with my lasers or ballistics and often do no damage. Seems us with good ping actually get a penalty for hitting. Typical ping, 90 -130

Edited by ManDaisy, 23 June 2013 - 09:08 AM.






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