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@pgi - Hsr / Hit Detection


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#81 DasProjektil

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Posted 29 June 2013 - 07:12 AM

From my experience it goes both ways.
Often hits are not registered and sometimes hits are registered wrong.
One Example:
4 PPCs hit my Cataphract in the undamaged side torso (front) but the damage was registered on my back.
And I am 100% sure that there was nothing other than solid rock behind me.

Edited by DasProjektil, 29 June 2013 - 07:12 AM.


#82 Amberite

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Posted 29 June 2013 - 12:23 PM

Thoroughly sick of the hit detection failures.

I've seen a stationary Spider take dual ERPPC to the CT with next to no damage.

I've seen 6 LL hit a motionless Atlas arm and barely scratch it (should have reduced the armour to nearly gone [68 - 54 = 14]).

To counteract this I've resorted to LRM spamming as its the one thing that seems to work (as long as you don't fire them en-masse but staggered instead).

As an aside (or possibly part of the issue) I've also had (and seen) these clear rear armour hits that register on front and vice versa.

Getting to the point I'm considering calling this game a bust. Lack of corrective action and transparency from PGI isn't helping.

#83 ManDaisy

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Posted 29 June 2013 - 08:23 PM

I also love it when I hit lights with lasers and it doesnt register damage for at least 2 seconds... Thats a lot of damage not being counted from lasers.

#84 Mild Monkey

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Posted 30 June 2013 - 02:11 AM

The only thing killing lights ATM is, again, streak SRM launchers. It is not as bad (for me) as it has been pre-patch with hit detection, but it has grown worse with thte recent two patches. Way too many hits do not register, or do register on the opposite side of the target: hit front, back armor is reduced to shreds, your CT is red, your front armor is intact. Grrrr.

#85 Valore

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Posted 30 June 2013 - 04:34 AM

Its gone to hell. Can't hit lights consistently with lasers, ballistics are basically a random dice roll to see if you hit even after your shells impact.

Don't know what PGI did, but after they modified packets to fix people who kept dropping to mech lab, its broke almost everything, HSR, hitreg, the lot. The promised fixes have fixed nothing.

Edited by Valore, 30 June 2013 - 04:35 AM.


#86 Villz

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Posted 30 June 2013 - 07:32 AM

View PostValore, on 30 June 2013 - 04:34 AM, said:

Its gone to hell. Can't hit lights consistently with lasers, ballistics are basically a random dice roll to see if you hit even after your shells impact.

Don't know what PGI did, but after they modified packets to fix people who kept dropping to mech lab, its broke almost everything, HSR, hitreg, the lot. The promised fixes have fixed nothing.


Look how many views this post has now honestly. In a normally obsecure part of the forums.

Its CRAZY pgi hasn't fixed priority number the most critical of things (Your ability to damage enemy mechs) seeings as this is a core focus in this game :/....

Madness we definatly want a command chair post like the last 1 on this bug plz PGI

#87 DeathofSelf

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Posted 30 June 2013 - 08:20 AM

Hit detection is still pretty bad for me also

#88 Sneaky B

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Posted 30 June 2013 - 08:55 AM

Well, to be fair it wasn't as bad as before although the problem is still there sometimes. So far my problem is that hitting CT will register somewhere else. There's also the problem of hitting light mechs, the spider in particular. It takes a LONG while to kill them. Too long.

#89 Ghost Rider LSOV

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Posted 30 June 2013 - 10:31 AM

Moving and stationary light enemies in close range are being shot dead center and many times the hits don't register. I don't even know where to shoot anymore. :P

Edited by Ghost Rider LSOV, 30 June 2013 - 10:31 AM.


#90 Villz

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Posted 30 June 2013 - 01:00 PM

^ this

#91 Odins Fist

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Posted 30 June 2013 - 02:02 PM

YEP... Hit Reg wasn't so bad, then today... ZIP...
Took up position on an unaware (stationary) Jager, about 500 meters away, fire a single ERPPC 3 times, visual showed direct (2) rear CT hits, 1 right rear torso hit, and no hit indicater, no damage, the Jager never bothered turning to see me.. That's not counting the 3 ER-LL hits either.. The crosshair never turned red..

4 or 5 previous matches were same thing, but the match I described was whem I decided to see what was up.

I guess maybe server traffic is bogging Hit Reg down or something, I haven't had that many matches show a continuously bad example of Hit Reg in a long time. I didn't catch the ping of the Jager, I cannot say.

Ideas..??

Edited by Odins Fist, 30 June 2013 - 02:03 PM.


#92 Splitpin

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Posted 30 June 2013 - 09:19 PM

Please email support, you get a hit every time, if enough of us do so they may just notice the theme.

#93 SovietArmada

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Posted 30 June 2013 - 09:57 PM

Yeah i just Alpha striked a BJ with my stalker while it was standing and had its rear exposed to me for a total of 66 damage. It's armor went from yellow to orange (CT[rear]). I was like "WDF".

Hit detection is terrible. My ping is around 70ms, lasers and srms like 75% of the damage did not register if not more, absolutely terrible.

Edited by SovietArmada, 30 June 2013 - 10:36 PM.


#94 Villz

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Posted 01 July 2013 - 09:58 AM

i'v sent emails and logs and tracert's the lot to PGI and have not heard back in regard

#95 Exoth3rmic

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Posted 01 July 2013 - 03:30 PM

At the end of the day I can only work with what the client is showing me. I'm watching targets take hits with 0 reg damage. I can see the mech glowing from the imapct on my screen, I can see the effect of the impact on them - just there is no reticule or paperdoll update to show the target has taken damage.

This absoloutely needs to be a top priority fix with all resources relevant and available put on it.

Edited by Exoth3rmic, 01 July 2013 - 03:31 PM.


#96 Sarsaparilla Kid

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Posted 01 July 2013 - 03:58 PM

View PostValore, on 30 June 2013 - 04:34 AM, said:

Its gone to hell. Can't hit lights consistently with lasers, ballistics are basically a random dice roll to see if you hit even after your shells impact.

Don't know what PGI did, but after they modified packets to fix people who kept dropping to mech lab, its broke almost everything, HSR, hitreg, the lot. The promised fixes have fixed nothing.


I didn't have the packet loss and drops to mechlab until they implemented the fix, so yeah, it was better before! I'd rather have sloppy HSR if it meant I could stay connected for the whole match...

#97 Kahoumono

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Posted 02 July 2013 - 01:55 AM

You haven't heard back cause they only support players from north america. Players with HSR problems tend to come from other parts of the world.

#98 Lefteye Falconeer

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Posted 02 July 2013 - 02:17 AM

Most frustrating experience for me happened yesterday. Managed to get behind an unaware Catapult with my splatcat and unleashed 3 full salvos of 5 SRM6 on his STANDING, MOTIONLESS back from point blank. What is that, 150 damage? On the back of a standing (then barely moving) Catapult and all I got has been to bring its internal to yellow. Even if he had 30 armor on his back (and we know it did not), I think it is safe to say it registered a maximum of 50 of my 150 damage. Probably way less, like 30.

Same happened later, I was driving an AC40 Jagermech and slammed 3 shells into a standing Blackjack. Potentially 120 damage, nothing happened :/

Problem with this stuff is that I am sure it is hard to recreate it. PGI seem to play their 20 daily matches, have a pretty smooth experience, and call ******** on our claims.

I can safely testify that 98% of my shots register normally. But that 2% that does not makes me wanna quit, badly. Makes everything you've done in that match up to that point completely useless. Pointless.


EDIT: My ping is stable on 120ms. Not the fastest ever since I am from Europe but I am on optic fiber and it's definitely very stable. There was no particular motion going on, both mechs were pretty much standing, so no I was not lagging.

Edited by Lefteye, 02 July 2013 - 02:23 AM.






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