So I was playing tonight and discovered that people were shooting me as a spider quite easily. I wasn't getting shot at and watching it buzz my camera... was actually taking significant damage.
Watched other lights... saw them get shot up too.
Played as a heavy assault... shot lights and watched them take damage
Basically as my 4 MG spider I typically got 200 - 500 damage in a game fairly easily. Today as that spider I struggled to get over 100 damage as I was generally was lit up if anyone paid attention to me.
So my theory here is that they tweaked server settings or patched the hit detection code on their servers and that, to me, has greatly improved hit and damage detection against fast moving lights. In particular its not just hit detection but the fact that high damage weapons are in fact actually doing high damage rather than flashing and then slightly changing color.
It's not perfect, I've seen several cases where if you shoot slightly ahead of a mech with a ballistic weapon (i.e. leading) and hit the front of mech in the direction it was moving, then it wouldn't count. Nevertheless there weren't annoying little spiders running around getting shot at and playing hard to kill like has been predominate in the past few days.
Watch as it turns out they're just ******* with us and tomorrow they'll make the settings extra ****** just so it looks like I have no idea what I'm talking about.


I Think They Ninja Tweaked Their Server Settings To Improve Hit Detection
Started by JimboFBX, Jul 25 2013 01:43 AM
5 replies to this topic
#1
Posted 25 July 2013 - 01:43 AM
#2
Posted 25 July 2013 - 01:48 AM
Also in case your wondering what they CAN tweak, take a look at this:
http://www.gamedev.s...andsandvars.txt
Lots of stuff. You can tweak ballistics accuracy, bandwidth and packet usage, extrapolation, interpolation... etc etc etc I'm still wondering if they're taking extrapolation and interpolation into account with HSR, like am I shooting at the position of a mech 100 ms ahead of where it really is.
edit: ok I find it funny that the max velocity for a mech is 150 kph and the default value for p_max_player_velocity is also 150.
http://www.gamedev.s...andsandvars.txt
Lots of stuff. You can tweak ballistics accuracy, bandwidth and packet usage, extrapolation, interpolation... etc etc etc I'm still wondering if they're taking extrapolation and interpolation into account with HSR, like am I shooting at the position of a mech 100 ms ahead of where it really is.
edit: ok I find it funny that the max velocity for a mech is 150 kph and the default value for p_max_player_velocity is also 150.
Edited by JimboFBX, 25 July 2013 - 01:55 AM.
#3
Posted 25 July 2013 - 01:48 AM
Well this was from last night...
As I said in the other posts: I can only work with what the client shows me.
As I said in the other posts: I can only work with what the client shows me.
Edited by Exoth3rmic, 25 July 2013 - 01:49 AM.
#4
Posted 25 July 2013 - 02:23 AM
Quit blaming the spiders, the other lights are just as tanky with this broken netcode/HSR
#5
Posted 25 July 2013 - 02:09 PM
MonkeyCheese, on 25 July 2013 - 02:23 AM, said:
Quit blaming the spiders, the other lights are just as tanky with this broken netcode/HSR
Right, the main differences between the spider and other lights are:
Jenner: huge, easy to hit CT
Raven: Legs fall off when you look at them funny (hitboxes are much larger than the legs themselves) and no jump jets
Commando: No jump jets, so much more predictable movement. Also, thicker limbs and a bit wider, which makes them easier to hit.
So, it's no wonder the Spiders are more difficult to hit than other lights...on the other hand, they have the worst weapons loadouts of all lights, so it balances out.
I also played a Spider last night. Didn't notice much difference personally, but when I switched to a Victor, I found them relatively easy to hit with gauss and erppc's: it made the complaints on the forums seem a bit ridiculous.
Edited by ohtochooseaname, 25 July 2013 - 02:11 PM.
#6
Posted 25 July 2013 - 02:18 PM
Exoth3rmic, on 25 July 2013 - 01:48 AM, said:
Well this was from last night...
As I said in the other posts: I can only work with what the client shows me.
As I said in the other posts: I can only work with what the client shows me.
The key about HSR is that what happens is still not what you actually see. What you see is a bit delayed for what happens on the server because the order of response is this: you hit the button to fire, the server receives the command, decides you actually did fire (when you sent the command based on HSR), sends the signal back to your pc, you then see yourself fire based on your current position and aim. Because of this, I've fired at a jump jetting victor, pegged him in the center of left torso, saw it splash and observed no damage. Because of this, with PPC's it's best NOT to lead your target unless you are very far away. The shots may appear to then fire behind them, but they'll flash red and hit. You have to learn to not trust the visual feedback at all for ballistics and instead base your timing off of experience. The HSR fixes have reduced this problem by half, making it have a much reduced impact on gameplay, but it's still present. The only other solution is to make the animations for firing be client side, but that runs the risk of slight timing discrepancies, which would cause you to see yourself fire, but you actually didn't on the server.
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