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Bad Hit Detection
#41
Posted 26 July 2013 - 11:15 AM
#42
Posted 26 July 2013 - 11:42 AM
#43
Posted 26 July 2013 - 12:02 PM
- lot of rubber-banding
- Lot of bad hit detection (Alpha a non-moving mecha and he don't take damage, or very low // Beeing shot in my back and it make my Front armor lost).
#44
Posted 26 July 2013 - 12:33 PM
Edited by Skorrn, 26 July 2013 - 12:33 PM.
#45
Posted 26 July 2013 - 05:10 PM
bet some old code got put back in by accident.
#46
Posted 26 July 2013 - 08:58 PM
#47
Posted 26 July 2013 - 09:13 PM
I've been supportive of PGI but the current state of hit detection is far too frustrating for me to actually play the game.
This is a fundamental flaw. Forget heat, forget hero mechs, forget fluff, forget weapon balance, forget movement.
This is as basic as you can get for a shooter game. ALL relevant resources should be on it.
#48
Posted 27 July 2013 - 03:19 AM
I have hits that i see hit but dont register.
Hits that register but dont seem to do damage.
Shots that go through the enemy mech.
#49
Posted 27 July 2013 - 06:58 AM
#50
Posted 27 July 2013 - 07:11 AM
Edited by StormDll, 27 July 2013 - 07:12 AM.
#51
Posted 27 July 2013 - 03:30 PM
And hit detection was somewhat a problem the whole week, but not so harsh as today.
I hit a shutdown Quickdraw dead center in the rear with two salvos of 2 LL and 4 ML, after this the QKD woke up from shutdown and its rear armor (not the internal structure) were red. Even if my aim would have been bad, all rear torsos should not have any armor left after two salvos and probably the mech should have been dead at least all internal structure from the torso should have bee severely damaged. Frustrating is the in the same time I got cored front center torso from another mech, this one doesn't seem to have a problem with hit detection.
Since it was not so bad the last days as today, could it be that it has something to do with the server load and HSR ?
Could it be that the load on the servers calculating the hits via HSR is so high that the routine fails and puts out an "non hit" ?
Another Argument would be, that it seems with fewer people in the game (several dead already) the non-detection issue gets a bit better.
#52
Posted 27 July 2013 - 06:46 PM
#53
Posted 28 July 2013 - 01:01 AM
#54
Posted 28 July 2013 - 08:46 AM
They are "working on it" and have been going on their second year. They either can't fix it, or or preoccupied with new money grabs to give it their full attention. If I hadn't stupidly forked over $80 for PP, I'd be uninstalled by now.
As it is, I'm done playing till October and not one more dime goes into this broken mess until it's fixed.
Funny, all my weapons hit just fine in the testing grounds, but in an actual match where it MATTERS?
Trust me, they can't / won't fix this or it wouldn't take over a year. In a podcast, Sean Lang's AC 20 failed to register 5-6 times and he asked Garth, who was on his team when this would be fixed....he joked "NEVER!"
Methinks he wasn't joking....enjoy all that Phoenix money PGI, a lot of us won't be shelling out any more.
Edited by Die Primate Die, 28 July 2013 - 08:53 AM.
#55
Posted 28 July 2013 - 09:00 AM
Die Primate Die, on 28 July 2013 - 08:46 AM, said:
They are "working on it" and have been going on their second year. They either can't fix it, or or preoccupied with new money grabs to give it their full attention. If I hadn't stupidly forked over $80 for PP, I'd be uninstalled by now.
As it is, I'm done playing till October and not one more dime goes into this broken mess until it's fixed.
Funny, all my weapons hit just fine in the testing grounds, but in an actual match where it MATTERS?
Trust me, they can't / won't fix this or it wouldn't take over a year. In a podcast, Sean Lang's AC 20 failed to register 5-6 times and he asked Garth, who was on his team when this would be fixed....he joked "NEVER!"
Methinks he wasn't joking....enjoy all that Phoenix money PGI, a lot of us won't be shelling out any more.
In fairness a ton of people were telling you not to buy PP... your own fault really.
#56
Posted 28 July 2013 - 09:34 AM
#57
Posted 28 July 2013 - 09:47 AM
There appears to be some linkage in HSR between the shooter's movement and the HSR's prediction of where the shot is going.
I was recently in a game where I was repeatedly shooting at a legged K2, which was really only barely moving, while I too was moving in the same direction as he.
On my screen, my shots (which were leading him by just a slight ammount) were impacting directly on his CT. However, no damage was registering.
On his end, after the game when I asked him, my shots appeared to be missing in front of him (that is, in the direction of his movement).
I suspect that this missing was due to the HSR system taking into account my own movement vector, in addition to his, when trying to calculate whether I was hitting or not. This would explain a lot of missed hit detection issues in close range fighting, as both shooter and target are changing their vectors rapidly.
#58
Posted 28 July 2013 - 10:16 AM
3 Gauss hits, all red reticle hits, NO damage, I get alph'd down as a result...not even worth playing now, since my Misery relies on a ballistic weapon for 1/3 of it's firepower.
#59
Posted 28 July 2013 - 10:58 AM
PGI fix your game! HSR is clearly not working!
Edited by Ronstar, 28 July 2013 - 10:59 AM.
#60
Posted 28 July 2013 - 11:16 AM
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