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Bad Hit Detection
#1
Posted 21 July 2013 - 11:55 AM
Today, actually the entire week, I had more than one situation where I had landed a guaranteed hit with all the bells and whistles like sound and effects but the enemy paper doll wouldn't recognize it as one so he got away.
Today I even experienced it in the reverse! I was strolling around at 64kph during the beginning of a new match when I got hit by something including the red warning marker from where it came, the sound of the hit and the shaking of my cockpit but neither did my paper doll chang colors = everything still grey nor did my Lace Health Indicator went down from 100%.
This needs to get addressed as it's starting to get ridiculously annoying to play like this.
#2
Posted 21 July 2013 - 12:27 PM
Its really need to fix that its most important thing in game(I guess)
Edited by 19cico96, 21 July 2013 - 12:29 PM.
#3
Posted 21 July 2013 - 12:30 PM
Edited by Rippthrough, 21 July 2013 - 12:30 PM.
#4
Posted 21 July 2013 - 12:38 PM
Durahl, on 21 July 2013 - 11:55 AM, said:
Today, actually the entire week, I had more than one situation where I had landed a guaranteed hit with all the bells and whistles like sound and effects but the enemy paper doll wouldn't recognize it as one so he got away.
Today I even experienced it in the reverse! I was strolling around at 64kph during the beginning of a new match when I got hit by something including the red warning marker from where it came, the sound of the hit and the shaking of my cockpit but neither did my paper doll chang colors = everything still grey nor did my Lace Health Indicator went down from 100%.
This needs to get addressed as it's starting to get ridiculously annoying to play like this.
Ditto. I've had games where I'm running a 20Jag or a 4PPC Stalker or an LRM/2ERPPC Cataphract and I'm coming in at just over 100 damage. My typical is anywhere from 350 to 500.
Now, while we all have bad games, this has been consistent all this weekend. I was out of town so hadn't gotten to play during the week.
#5
Posted 21 July 2013 - 01:05 PM
#6
Posted 21 July 2013 - 01:21 PM
#7
Posted 21 July 2013 - 02:19 PM
#8
Posted 21 July 2013 - 09:15 PM
1. I hit em square on, no red crosshair feedback and they take no damage = very frustrating = broken
2. I shoot through an obstacle near its edge, dirt flies in the air and my opponent gets hit! - good for me, but not really fair for them = broken
3. I shoot my opponent, no red crosshair feedback but the paperdoll flashes to indicate damage = working but with feedback bugs
#9
Posted 22 July 2013 - 05:19 AM
Direct hit weapons seem to be ignored sometimes but if they hit they be KING over dot weapons!!!
Edited by Thorqemada, 22 July 2013 - 05:20 AM.
#10
Posted 22 July 2013 - 05:41 AM
Don't know what they changed, but hit detection is almost as bad as it's ever been for me.
#11
Posted 22 July 2013 - 11:59 AM
#12
Posted 22 July 2013 - 01:54 PM
#13
Posted 22 July 2013 - 02:25 PM
TexAss, on 22 July 2013 - 01:54 PM, said:
Half the problem I think is that the arms tend to converge on the terrain behind the target if you're leading properly. I think this also happens when a mech is standing still very close to you. You literally have to draw a line from your arm through the target and into the ground behind it to know where to aim. Torso weapons are easier because they just don't move around as much. I wonder if you're playing with armlock on or off Tex...
The other half is hits just not registering.
#14
Posted 22 July 2013 - 02:41 PM
MadSavage, on 22 July 2013 - 02:25 PM, said:
Half the problem I think is that the arms tend to converge on the terrain behind the target if you're leading properly. I think this also happens when a mech is standing still very close to you. You literally have to draw a line from your arm through the target and into the ground behind it to know where to aim. Torso weapons are easier because they just don't move around as much. I wonder if you're playing with armlock on or off Tex...
The other half is hits just not registering.
no arm lock
I'm here since closed beta and played all kind of mechs and know when something just works and when not. And now the hit registration is really bad. Especially today and on the weekend.
#15
Posted 22 July 2013 - 02:41 PM
Spark04, on 22 July 2013 - 11:59 AM, said:
Chainfire the SRMs if you're using an older mech that shares tubes (Commando, Awesome, Atlas, Catapult, Cataphract, etc). It will help with that (SRMs firing from the same tube sometimes appear inside of each other and follow the same path; of the two or more missiles doing this, half of them don't count).
-------------------
On this topic I experienced it for the first time with SPLs. They just absolutely would not register damage on a commando a day ago. Normally use them because their hit detection never fails and the damage is super fast.
#16
Posted 22 July 2013 - 03:34 PM
Grumbling Coot, on 22 July 2013 - 05:41 AM, said:
Don't know what they changed, but hit detection is almost as bad as it's ever been for me.
And this is what is frustrating me so much, the fact that sometimes HSR seems to work and sometimes lag shooting seems to work. I almost think it would be better to turn HSR off for ballistic and energy weapons (even SRMs too) so that we can go back to lag shooting and at least have a consistent frame instead of having to wonder game to game, target to target......
#17
Posted 23 July 2013 - 04:23 AM
#18
Posted 23 July 2013 - 06:42 AM
Five by Five, on 22 July 2013 - 03:34 PM, said:
And this is what is frustrating me so much, the fact that sometimes HSR seems to work and sometimes lag shooting seems to work. I almost think it would be better to turn HSR off for ballistic and energy weapons
Agreed. Sometimes you need to lag-shoot, I had a memorable instance yesterday in my Laser-Jenner when I had to lead an enemy jenner by 3 or 4 whole mech-lengths in order to hit him (and I'm very used to lag shooting in this game being a jenner pilot from the start, when the art of lag-shooting was the only way to hit a light)
No point even having HSR at the moment, it's more trouble than it's worth until it can be made to work, because this is the worst of both worlds right now.
Lag shooting on top of shots not registering.
Edited by BigJim, 23 July 2013 - 06:43 AM.
#19
Posted 23 July 2013 - 08:48 AM
![Posted Image](http://i.imgur.com/Rqx8kc4.jpg)
I was shooting that Atlas dead center in the torso. It's been happening so far with every beam weapon I've used.
#20
Posted 23 July 2013 - 09:00 AM
More or less the hit detection has been borked since Mid june, I am surprised more people haven't been complaining about it.
If you want a real treat go into testing grounds which is completely client side and watch how fast you core the mechs in there compared to on live server. One would think a mech shutdown in front of you would drop as fast as those, but it is not even close. I think the actual hit detection issue is far worse than any of us realize.
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