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Hit Rego - Ballistics


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#1 White Bear 84

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Posted 17 July 2013 - 05:42 PM

Anyone else experience enhanced issues since the latest patch? Numerous times i have shot lights, seen the round hit the mech and no damage has been done. Seems like hit reg has gotten worse.

#2 Wintersdark

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Posted 17 July 2013 - 06:03 PM

Hit registration is a known problem currently.

It's been REALLY bad for me since the patch... Really, really bad. I mean, firing on a stationary spider 500m distant, dead CT, and having no damage register.

A *stationary* spider. Red reticule flash, explosion on the mech, no damage done.

#3 White Bear 84

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Posted 17 July 2013 - 06:41 PM

View PostWintersdark, on 17 July 2013 - 06:03 PM, said:

Hit registration is a known problem currently.

It's been REALLY bad for me since the patch... Really, really bad. I mean, firing on a stationary spider 500m distant, dead CT, and having no damage register.

A *stationary* spider. Red reticule flash, explosion on the mech, no damage done.


Exactly. I cant count the number of times this has happened this patch and being a lower ping player, it is very frustrating.

I know its been an 'ongoing' issue, but after the patch its just terrible. The lights dont have their lagshield, your hits just dont register lol.

#4 Wintersdark

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Posted 17 July 2013 - 06:45 PM

Yup. That's it, not lagshielding - you can't effectively "lead" them, because it happens even when they're standing still. Spiders are particularly bad for it, too. I've been watching spiders bounce through groups of 6 mechs, seeing LOTS of shots hitting them, but very, very little damage actually being applied.

When lights do that, I watch them, wait for them to land, and hit them in the time they're stationary. There's a good second or so when a mech lands where it's still, and it's pretty easy to guess where that'll be. Makes for easy shots... if those shots would "count" anyways.

#5 Alik Kerensky

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Posted 17 July 2013 - 09:11 PM

Been noticing this even against heavies like the Jaggers... the damage dosen't seem to register... i.e. I'm the only one attacking him and it does absoultely no damage, even though impact is shown, the 1st few AC/20 rounds hit and then by the 3rd or 4th shot only their CT armor will suddenly disappear so I was wondering if there was too much of a server load causing this delay.


View PostWintersdark, on 17 July 2013 - 06:45 PM, said:

Yup. That's it, not lagshielding - you can't effectively "lead" them, because it happens even when they're standing still. Spiders are particularly bad for it, too. I've been watching spiders bounce through groups of 6 mechs, seeing LOTS of shots hitting them, but very, very little damage actually being applied.

When lights do that, I watch them, wait for them to land, and hit them in the time they're stationary. There's a good second or so when a mech lands where it's still, and it's pretty easy to guess where that'll be. Makes for easy shots... if those shots would "count" anyways.


Found that the Spiders leg hit boxes seem to still work. :P

Edited by Alik Kerensky, 17 July 2013 - 09:18 PM.


#6 Majed

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Posted 18 July 2013 - 03:58 AM

Maybe they have in server side probability to hit like TT so they control the speed of which someone take the damage :) . Because when hit someone with 2PPC+Gauss the hit not register, and if chain fire them they register. hmm ???

Edited by Majed, 18 July 2013 - 04:04 AM.


#7 Jam the Bam

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Posted 18 July 2013 - 04:04 AM

I'm seeing it with pretty much all weapons and from both sides.

Been shooting thing and seeing the effects are red reticle but no damage.

Been shot and had no visual indication other than flashing wire-frame, or felt the effects of a shot but taken no damage.

Seems to be happening a lot.

#8 Finn McShae

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Posted 18 July 2013 - 06:12 PM

Last night I was having some issues in the testing grounds where if i got > 100 meters from a mech with my firebrand my rounds would just cross in front of the mech and fly over its shoulders and off into the distance. Didn't see it in real play, so its probably just a testing ground issue.

And yes, I will have issues getting hits to register on spiders specifically, ravens too.

#9 Nauht

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Posted 18 July 2013 - 06:22 PM

From Paul's recent command chair post

Quote

Many of you have cited hit detection errors. We’re seeing this as well. While it happens across almost all Mechs, it’s most noticeable with small Mech chassis. Bumping damage is going to help deal a small amount more damage to small Mechs, but the larger Mechs are going to be destroyed VERY quickly. We are investigating the root cause of these detection errors but it’s a deep problem. We need to find out if it’s in HSR (host state rewind) or is it in the simulation running on the server etc etc. Once found we will be pouring heavy resources on to the problem to fix it ASAP. However, I can tell you this, it’s going to take a while to find due to its complexity.


#10 Urdnot Mau

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Posted 18 July 2013 - 06:29 PM

I've recorded a few matches since the last patch and i confirmed that hit reg is messy. I've seen clear shots landing (shot PPCs at an atlas at less than 300m) saw the hit animations, but no damage registered (also, no red aim). Also, i targeted a dead stalker that still had all of his components... none were destroyed. In one unrecorded match i legged a JR and he wasn't making any movement at all, at less than 50m, i was hitting him in the other leg with a Gauss and he took 3 shoots registered in to the torso.. I recorded a gauss shot killing a JR, but also landing at the ground behind him, it was like because of the lag he wasn't where i saw, but because i shot where he would be and HSR i hit him. Anyways... bad regs are a huge bummer right now.

#11 White Bear 84

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Posted 18 July 2013 - 10:08 PM

View PostNauht, on 18 July 2013 - 06:22 PM, said:

From Paul's recent command chair post


Good post Nauht.

I am pushing for further details on this and hit detection/general hitbox stuff in the ATD forum - Like if you want to know how the developers are planning on dealing with this in the future - http://mwomercs.com/...ost__p__2572429

#12 Kaeb Odellas

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Posted 19 July 2013 - 12:27 AM

Hit registration is weird. I've also seen opposite, where a Gauss or AC round will kill a mech, and continue to fly on its merry way as if it missed. I've also seen phantom hits as the one getting shot, where I see and feel the impact of a projectile weapon hitting me, complete with directional damage cues, and yet take no damage.

Hit registration is weird. I've also seen opposite, where a Gauss or AC round will kill a mech, and continue to fly on its merry way as if it missed. I've also seen phantom hits as the one getting shot, where I see and feel the impact of a projectile weapon hitting me, complete with directional damage cues, and yet take no damage.

#13 Reptilizer

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Posted 19 July 2013 - 01:40 AM

I do not think anymore that HSR is broken.
Instead i suspect, that somehow sometimes the server-side calculated position of mechs is not correctly reflected at the client. resulting in us shooting at empty space where our client is producing a mirage of the mech that is actually server-side just a few meters away. Does not feel like a lagshield, more like a "mirror image" of the mechs on our clients.

They probly use some prediction based stuff with the current vector of the mech as base variable to crunch data volume. Might be, that they reduced server/client communication to some extent so that if no movement occurs, no positioning updates are made. And sometimes when the calculation was a bit off, the server just does not give an update in time to where the mech is actually standing NOW.

Why do i think so? I had some "teleporting mechs" issues right after the patch, which went away after a reinstall. The bad hitreg persisted whatsoever. I just can not shake off the feeling that both are actually connected.

#14 The Mech behind you

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Posted 19 July 2013 - 01:45 AM

It's not only ballistics. Had a fight yesterday where I fired 2 ERLL at 40m on a Spider that was circling me. It was so close I have seen how it hits his CT and even sparkles flying from the impact but no damage dealt at all. This happened 3 times in a row and I started to lagshoot. So I aimed in front of the Spiders running direction and instead of hitting the shoulder I aim in front of I hit his other shoulder. Guess lagshield is back in full force right now.

I even get problems with hitreg on Assaults. Had a close brawl with a Victor and I scored 4 hits with 2 ERLL on his left shoulder. The lasers were hitting his LT for the whole duration. The crosshair was flasing red but on his paperdoll his LT armor turned from yellow to orange. That's 72 damage. Even if I messed up my aim a bit it should've been enough to strip his armor





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