to test your software before releasing it?
state rewind for ballstics worked a few weeks ago
now its borked.
7 shots to a hunchback at 79 ping and not a flicker on his armor.
seriously.
stop drinking the moose beer up there and get your **** together.
How Hard Is It..
Started by riverslq, Jul 10 2013 05:44 AM
10 replies to this topic
#1
Posted 10 July 2013 - 05:44 AM
#2
Posted 10 July 2013 - 05:57 AM
I have a Gauss rifle that often shoots blanks into my enemies chest at point blank ranges....not much fun.
#4
Posted 10 July 2013 - 07:24 AM
Lasers are not registering properly, even at ranges below 200m
#5
Posted 10 July 2013 - 04:11 PM
And as long as people keep shelling out cash for Project: Phoenix, PGI will continue to think everything is just fine. Remember, we're all on an island.
#6
Posted 10 July 2013 - 04:20 PM
Kunae, on 10 July 2013 - 06:57 AM, said:
They have a pill for that now...
Nah, those pills are for being able to shoot at all. They won't help with shooting blanks.
BTT
Yes, hitreg is a horrible, horrible thing right now. I'd say about 20% of my shots do not properly register, or will only partially register (4 weapons fired at the same spot, amount of armor lost equals 1 registered hit).
#7
Posted 10 July 2013 - 04:37 PM
to a certain degree I agree with this. I had converted my K2 back to a gauss cat and see how it goes. after a few games, I had to switch it back to AC20s since a number of my shots did not register (I'd say about 20-30%). whereas when using my AC20, more or less they registered more shots as compared to when I was using gauss (non register was minimum, less than 10%)
#8
Posted 10 July 2013 - 09:08 PM
How hard is it to realise there are another 3 or so threads already up on this topic?
HSR problems were acknowledged by PGI staff in the last patch notes and elsewhere in the forums. The problem, it seems, is with ping jitter ruining HSR calculations.
They say they are looking into the it. I hope they're looking into it a lot.
HSR problems were acknowledged by PGI staff in the last patch notes and elsewhere in the forums. The problem, it seems, is with ping jitter ruining HSR calculations.
They say they are looking into the it. I hope they're looking into it a lot.
#9
Posted 10 July 2013 - 09:36 PM
Xajorkith, on 10 July 2013 - 09:08 PM, said:
How hard is it to realise there are another 3 or so threads already up on this topic? 
HSR problems were acknowledged by PGI staff in the last patch notes and elsewhere in the forums. The problem, it seems, is with ping jitter ruining HSR calculations.
They say they are looking into the it. I hope they're looking into it a lot.
HSR problems were acknowledged by PGI staff in the last patch notes and elsewhere in the forums. The problem, it seems, is with ping jitter ruining HSR calculations.
They say they are looking into the it. I hope they're looking into it a lot.
the more threads the merrier
unless the forum complaints are causing the ping jitter, then we'll have to stop.
#10
Posted 10 July 2013 - 10:33 PM
The most common reason for ping jitter in my experiance is using p2p programs like torrents.
So stop downloading "adult content" while playing!
So stop downloading "adult content" while playing!
#11
Posted 10 July 2013 - 11:11 PM
Anything transferring lots of data in the background is going to be bad! But the problem needs solving at a game-engine level. Try running Pingplotter (freeware tool) or similar and you'll be surprised how many jittery nodes are out in the wilds of the internet. Not to say that ICMP echo is a great way to find stressed out or flakey UDP routers but it can be an interesting exercise. There was a topic about it in the last patch feedback thread. The built-in tracert command doesn't really give enough information to spot jittery or lossy routers.
Another hint that PGI are aware of the issue is the new online test server feedback form. The questions are to do with stability, frame rate and hit detection and that's pretty much it. Not even a question about movement. That's got to be encouraging for those of us with hit issues.
Another hint that PGI are aware of the issue is the new online test server feedback form. The questions are to do with stability, frame rate and hit detection and that's pretty much it. Not even a question about movement. That's got to be encouraging for those of us with hit issues.
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