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Bad Hit Detection


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#21 Serapth

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Posted 23 July 2013 - 02:28 PM

I'll +1 on the general "somethings broken with hit detection" observation. Lagshield certainly does seem to be back.

#22 Daemir

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Posted 23 July 2013 - 02:39 PM

Hit detection has gone to ******* hell, can't land anything. Have to guesstimate lasers like half a year ago again, because aiming at the mechs sure as hell doesn't work.

#23 Braggart

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Posted 23 July 2013 - 02:52 PM

this has been a problem for atleast 3 months now.

#24 Kamies

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Posted 24 July 2013 - 11:25 AM

Bad hit registeration slapped me in the face today big time. After some fighting in the River City my team was near enemy base and enemies went on capping our base. So I went ahead to cap theirs. Once I got in the cap ring I noticed an AFK enemy Catapult just standing there still. I stopped in the cap area, aimed at catapults nose and chainfired my 3 PPCs. Every third or fourth hit registered. I was still, my crosshair was still, Catapult was motionless and I fired and fired but couldn't kill it. Then my friend came by and one shotted the Catapult dead. Epic.

#25 Verbrand

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Posted 24 July 2013 - 02:12 PM

yeah hit detection is definitely worse than it was a couple of months ago

#26 PanzerMagier

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Posted 24 July 2013 - 04:38 PM

View PostRippthrough, on 21 July 2013 - 12:30 PM, said:

I'm having loads of that tbh, especially against lights, cost me a few damned good matches.


Just had a game with this guy, I watched him Hit a jenner's leg with 3 ppcs and the jenner's leg only went orange. Hsr is useless, hit detection is worse than it is before hsr. This game officially sucks now. The bad balance is one thing, the lack of content is another, the bad dev decisions is almost too much and now this. I don't know how much I can take this game.

#27 Rippthrough

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Posted 24 July 2013 - 04:45 PM

Yeah, hit reg is in it's worst state since closed beta for me and a lot of other players.

#28 DeaconW

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Posted 24 July 2013 - 07:27 PM

Just want to +1 this. Hit an Atlas with no CT armor 3 times in the CT with 35 point alphas at close range. He lived. This is getting ridiculous. Hit detection in a shooting game HAS TO WORK. It is the KEY COMPONENT on which all other things rest. I applaud PGI going server-side authoritative to minimize hacking/cheating, but this is ridiculous.

#29 Event Horizon

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Posted 24 July 2013 - 07:53 PM

I have experienced this too with almost every mech and weapon system. It may have something to do with HSR and the servers. Some people call it "lag shielding"

#30 Rippthrough

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Posted 25 July 2013 - 03:45 AM

To be honest, for me, over the past week, it's actually been as bad as when there wasn't any HSR in at all, in some games.

Edited by Rippthrough, 25 July 2013 - 03:45 AM.


#31 Jarl Dane

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Posted 25 July 2013 - 03:59 AM

I too have noticed terrible hit detection. Especially when firing on lights.
Everything appears to hit them, but then none of the damage registers. It is very frustrating.

#32 DeaconW

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Posted 25 July 2013 - 04:28 AM

Something I realized that probably bears mentioning here...I have noticed that there is sometimes significant delay on when the enemy mech paper doll updates after hits actually register. I am not saying there are not legitimate hit detection issues (there certainly are), just that this effect may be making one think the problem is worse than it is. One of the ways I noticed this was in one-one one engagements where I would shoot, hit my opponent, but the paper doll would indicate no damage, then without any other shots by me or anyone, the enemy paperdoll would update to having a critted shoulder or something 5-10 sec later. Anyone else noticed this behavior?

#33 Thorqemada

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Posted 25 July 2013 - 05:25 AM

I have allways a delay on the enemy paper doll up to a second (or more) - that never changed since start of CB last year.

In specator mode the paper doll is updated frequently as you see what the Server sees immedietly.

Edited by Thorqemada, 25 July 2013 - 05:28 AM.


#34 Roheryn

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Posted 25 July 2013 - 11:40 AM

View PostDeaconW, on 25 July 2013 - 04:28 AM, said:

Something I realized that probably bears mentioning here...I have noticed that there is sometimes significant delay on when the enemy mech paper doll updates after hits actually register. I am not saying there are not legitimate hit detection issues (there certainly are), just that this effect may be making one think the problem is worse than it is. One of the ways I noticed this was in one-one one engagements where I would shoot, hit my opponent, but the paper doll would indicate no damage, then without any other shots by me or anyone, the enemy paperdoll would update to having a critted shoulder or something 5-10 sec later. Anyone else noticed this behavior?



I see this often while torso twist brawling in my atlas....Torso twist fire ac20 and srm's....torso twist back wait for update so I can plan next shot.

#35 Edson Drake

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Posted 25 July 2013 - 12:44 PM

I stopped playing again, it's just no fun missing 50% of your shots because they don't register,

Back when some interesting news about this encourage me.

#36 PanzerMagier

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Posted 25 July 2013 - 12:56 PM

View PostEdson Drake, on 25 July 2013 - 12:44 PM, said:

I stopped playing again, it's just no fun missing 50% of your shots because they don't register,

Back when some interesting news about this encourage me.

I'm feeling quite the same. I'm only here because Premium timetm and because I'm tied to several community events...

#37 Gevurah

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Posted 25 July 2013 - 01:02 PM

Push around 50ms locally and have frequent hit issues with laser weapons (approx 50% of the damage is ignored/not dealt, moreso on light mechs). Occasional issues with the 'ac20 to the face of an atlas and nothing registers' - approx 1/10 shots. Missiles, oddly, seem to work 100% of the time.

#38 Sharp Spikes

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Posted 26 July 2013 - 07:37 AM

Hit detection sucks.
When I fire lasers they do almost no damage no matter where I shoot ( I tried to aim at mech, ahead of mech behind of mech - it doesn't matter).
LRMs don't deal damage too :) even with TAG and Artemis.Once I fired 300 LRMs at RVN-4x running at ~100 kph in 300m from me and all I achived was making its armor yellow-orange. Later I had similar issue with ~80 kph Catapult!
SRMs sometimes deal damage, and sometimes don't...
So the only thing that works more or less reliably is hit detection of ballistic weapons and PPCs. Yes, approximately 20% of shots don't register, but with PPC/Gauss combo I can at least deliver SOME damage to enemy.
Back in April the only mech of mine that had PPCs was AWS-8Q, now I have them on every mech I play. I have no other choice.

#39 Rickrom

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Posted 26 July 2013 - 09:13 AM

Yup, I've been saying this to a lot of people. Hit detection is getting worse, ping matters but everyone suffers from it. And I don't need to say how this can turn upside down some battles. If this issue gets fixed, it can affect balance in a lot of good ways, because a great part of the gameplay depends on it. For me this is more important than everything else.

#40 Sturmwind

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Posted 26 July 2013 - 09:50 AM

The annoying part is that it does happen totally random, too. A couple days ago I had a shoot-out with a STK-3F while being in my HGN-733C - we both fired an Alphastrike at ~350m: He used PPCs, I used ERs + Gauss and both of us didn't cause any dmg to the other. It was rather hilarious...especially since I was cored RT and he was CT - both of us hit right that location.

As for HSR - at least I still have to lead the target anyways with most weapons. PPCs, Gauss, SRMs, even lasers for the most part. Personally, I'm used to it but tbh HSR doesn't make a huge difference for me currently at all - especially not for lights. Hitting a Jenner ~50m dead center on the CT with an AC 20 for 4 times in a row and not causing any dmg just wants me to pull my hair out sometimes...





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