@pgi - Hsr / Hit Detection
#41
Posted 23 June 2013 - 12:01 PM
#42
Posted 23 June 2013 - 01:59 PM
#43
Posted 23 June 2013 - 05:41 PM
Players are deliberately exploiting in lights now that they know they have lag shield re-engaged.
Seriously folks, one step forwards two steps back here each patch.
#44
Posted 23 June 2013 - 05:50 PM
Edited by White Bear 84, 23 June 2013 - 06:03 PM.
#45
Posted 23 June 2013 - 10:41 PM
#46
Posted 23 June 2013 - 11:55 PM
BananaNutMuffins, on 23 June 2013 - 08:34 AM, said:
That would be typical of how HSR works. The high ping attacker visually registers a hit on their client PC, but by the time the victim's PC sees the shot, due to network lag, it looks like a miss.
With multiple clients all over the world, you have multiple viewpoints of the state of the game separated by upwards of half a second. There is no amount of clever programming that can fix that.
There really is no 'true time' so there will always be instances when hits look like misses to different people - HSR favours the attacker's view of the world: when the client firing sees their shot hitting, the victim gets hit, even if the victim's mech has turned or moved behind cover in the delay between the attacker seeing a hit and the victim seeing the attacker fire. Or HSR should work like.
It's effectively client side hit detection but the server does it to prevent cheating.
I'm not saying what you're experiencing isn't a bug, but it could just be HSR working as intended.
Edit: the lack of sound and shake feedback when being hit from what looks like a miss is a bug. I get it all the time.
Edited by Xajorkith, 24 June 2013 - 12:02 AM.
#47
Posted 24 June 2013 - 12:54 AM
- hits are sometimes not registering. Especially when mechs are really close to each other.
- I've also taken hits that seem to come late without any damage indications (no effect except mech suddently takes damage. With a faster mech this occurs more often).
The latter problem might suggest that the mech positions in client- and server -side are not properly in sync at all times. Often the damage comes 1.5-3 seconds too late. I'm having a roughly 100-150 ping, which is high, but suggests that packet loss is not the case, because the the damage comes so late.
#48
Posted 24 June 2013 - 02:42 AM
A full six medium laser alpha to the head hitbox of a raven that's already damaged - DOES NOTHING - it took a few more alphas later to bring it down - WHAT A JOKE - that also includes some salvos of SRM4,6s into the Raven.
And yes especially when mechs are right next to each other.
As a result I find that lately with my 300ping I'm getting hammered trying to bring mechs down when due to the broken hit detection it may as well be my shots miss 80% of the time - WHAT A JOKE.
#49
Posted 24 June 2013 - 03:19 AM
Had a catapault almost kill me and an atlas after around 2 - 3 mins of both of us smashing the crap out of him.
By the time I finally got a killshot on him, his whole mech was RED with no armor on any section somehow. (no components were destroyed on him either......he never lost his arms.....)
All my shots hit the CT/LT/RT, yet somehow put dmg to his legs constantly, as if I was aiming lower than I really was.
Another match there was a jenner that took multiple alphas and seemed to take no dmg at all.
When I finally legged the little ******* he overheated in a panic, so I closed in and lined up perfect his already no armor RED torso and pumped 3ppcs into it.
No dmg done.
I fire again and shutdown, yet he is still alive....comes out of his shutdown, then kills me from a torso XL kill......
Don't get me wrong, the pilot of this jenner was not a bad pilot, infact was very good, yet he should have been dead there.
That was 60dmg into a shutdown non armored already RED jenner CT.. There was no way I was missing those shots so there must of been a major de-sync or something.
Also to add, I've been noticing a lot of shots hitting me visually yet doing no dmg a ton more frequently lately. I almost never saw this very much until recently. (I know this is to be expected to happen due to lag etc, but it was never happening this much before)
Hopefully its an easy fix, but it got a lot worse after the recent hot-fix imo.
#50
Posted 24 June 2013 - 03:23 AM
#51
Posted 24 June 2013 - 03:26 AM
but it has mostly todo with other factors
namly your OS and Router
#52
Posted 24 June 2013 - 03:36 AM
http://www.youtube.com/vill247
There's your HSR
EDIT: notice the search times at ELO lol...
Edited by Villz, 24 June 2013 - 03:37 AM.
#53
Posted 24 June 2013 - 03:39 AM
Have seen a lot of sure shots miss or being off target while poorly aimed ones registered.
Seen a lot of homing balistics with curved flightpaths.
Increased number of damage out of nowhere.
Sure all of this has happened ocasionally before but not to this degree.
Feels really more like playing a dice game atm. Evading and aiming is more luck then skilbased atm.
#54
Posted 24 June 2013 - 03:40 AM
haha except showing
off what a fotom welp stuck in ELO Hell u R
give some details like someone with half a brain
like specs os and such
Edited by Inkarnus, 24 June 2013 - 03:45 AM.
#55
Posted 24 June 2013 - 03:46 AM
Inkarnus, on 24 June 2013 - 03:40 AM, said:
haha except showing
off what a fotom newb u r
give some details like someone with half a brain
like specs os and such
Well noob i'v already made a ticket with them giving full dxdiags omnicron and log files aswell as network info in a support ticket
And seeings as this is a feedback thread not a support forum you should prob just be quiet now thnx.
I like how because i have PPC's and a gauss rifle that makes me a noob.
After all i did get 4th place on the assult leader board this tourney and 4th place on the origional tourney also. (Pre HSR and PPC's)
Thank you for your valuable input though >.>
Edited by Villz, 24 June 2013 - 03:47 AM.
#58
Posted 25 June 2013 - 03:07 AM
One Raven which had a habit of stopping took three direct alpha strikes to the rear CT from my 5 LL Stalker and still had armour. It wasn't even moving when I fired.
This is like where the game was eight months ago when there were bad de-sync issues.
Until there's more video evidence, it's all anecdotal. Unless PGI fix it first! *cough*
#59
Posted 25 June 2013 - 04:09 AM
#60
Posted 25 June 2013 - 06:14 AM
Thanks for the continued work PGI, look forward to better and better performance.
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