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Fix The Hit Detection On Spiders


21 replies to this topic

Poll: Do you think the hit detection on spiders needs to be improved? (50 member(s) have cast votes)

Well?

  1. Yes, it needs a massive improvement (27 votes [54.00%])

    Percentage of vote: 54.00%

  2. Yes, it needs a moderate improvement (8 votes [16.00%])

    Percentage of vote: 16.00%

  3. Yes, it needs slight improvement but is mostly fine (8 votes [16.00%])

    Percentage of vote: 16.00%

  4. No, I pilot spiders and need all the help I can get (1 votes [2.00%])

    Percentage of vote: 2.00%

  5. No, its perfect and I dont get what everyone is complaining about (5 votes [10.00%])

    Percentage of vote: 10.00%

  6. Unsure as I have not experienced this issue. (1 votes [2.00%])

    Percentage of vote: 2.00%

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#1 Team Leader

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Posted 28 July 2013 - 11:34 AM

Fix this. Please. If MASC gets introduced, speed limits are lifted, or 12v12 makes the game any more laggy for players, spiders will be nigh invincible. As a spider pilot myself I do believe that speed and evasion should be the spiders armor, but that should only come with player skill and not buggy hit detection. Im tired of people landing shots on me doing 0 damage, its not fair to them and artifically inflates my player skill ego. And I hate obviously hitting spiders and doing 0 damage myself even more. This madness has to end.

#2 The pessimistic optimist

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Posted 28 July 2013 - 11:43 AM

Spiders sometimes seem to be god like and just will not go down no matter how many mech are firing at it.

#3 Team Leader

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Posted 28 July 2013 - 11:51 AM

View PostSirSmokes, on 28 July 2013 - 11:43 AM, said:

Spiders sometimes seem to be god like and just will not go down no matter how many mech are firing at it.

Exactly

#4 RighteousFury

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Posted 28 July 2013 - 11:55 AM

I did quite some testing on the spiders on both ends. To me it seems like the hit detection actualy doesnt work different on them then on other mechs. You get the same issues with other mechs.
Like for exsample that the ping is not or wrongly corrected by HSR (due to fast changes in ping I guess) that means in general you have to aim a bit in front of what your shooting at (even more for weapons with a flying time).

The problem with the spider is, that its so fast, nimble and thin. While you get the same ping vs speed issues with other light fast mechs, you actualy still hit the mech (just further back from were you shot at) when your for exsample shoot a jenner traversing past you. On the spider this "slightly more back" is behind the mech...

Once a spider lost a lag or stands still its as hitable as anything else (just small).

EDIT: Try to shoot them when they move torwards or away from you and not crossing. If your not much bigger then the spider hits should count much more often.

Edited by RighteousFury, 28 July 2013 - 11:56 AM.


#5 Corvus Antaka

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Posted 28 July 2013 - 12:07 PM

View PostRighteousFury, on 28 July 2013 - 11:55 AM, said:

To me it seems like the hit detection actualy doesnt work different on them then on other mechs. You get the same issues with other mechs.



+1. Bigger issue is arm convergence misses for ballistics and the spiders tiny tiny profile. Since the mech hardly has any armour, it really isnt a big deal. Spiders give me very little trouble in matches.

#6 Tennex

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Posted 28 July 2013 - 12:11 PM

i think if they fix HSR it will go away. it doesnt seem to be a problem with the spider specifically, just it takes advantage of it better cuz its so lanky

#7 Levi Porphyrogenitus

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Posted 28 July 2013 - 12:25 PM

Hit detection on everything still needs work, it's not restricted to Spiders. Admittedly, their combination of speed and profile makes it especially bad for them, but by no means do they have a monopoly on that.

#8 MechGorilla

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Posted 28 July 2013 - 12:27 PM

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.


They know this, have acknowledged this and are working on a fix. And this has been brought out in um-teen-bazillion other threads. Please read some other stuff before posting your [newest] whine.

Edited by MechGorilla, 28 July 2013 - 12:32 PM.


#9 Desert Session

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Posted 28 July 2013 - 02:18 PM

Hmmm.... Should they fix stuff they know is broke? And you have 6 options to pick from and not one of them is bacon.

Flawed poll is flawed.

#10 Team Leader

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Posted 28 July 2013 - 03:40 PM

Wow

#11 Steel Claws

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Posted 28 July 2013 - 04:24 PM

View PostRighteousFury, on 28 July 2013 - 11:55 AM, said:

The problem with the spider is, that its so fast, nimble and thin. While you get the same ping vs speed issues with other light fast mechs, you actualy still hit the mech (just further back from were you shot at) when your for exsample shoot a jenner traversing past you. On the spider this "slightly more back" is behind the mech...

Once a spider lost a lag or stands still its as hitable as anything else (just small).


This is basically correct. The problem isnt the hit boxes, it's the size and speed. You have a terrible time getting your shots to hit where you want then too on a spider let alone in the same place because it is so fast and nimble. Jenners are easier to hit because they are wider. Ravens have a long body and can therefore be hit from the side.

Now add to this that if you are shooting anything other than a laser - you have to lead them. Now there is no longer correct weapons convergence because your reticle is actually on something behind the spider - even maybe thin air. Therefore the weapons shoot almost as if they have no convergence. So lets asume you are firing arm mounted weapons, because the weapons arent converging they are going left and right of the reticle. Quite often you will see your shots go whizzing past a spider on either side - with it safely in the middle. Sometimes only half your weapons will hit as well. However if the spider is standing still or running striaght toward or away from you and you can drop those cross hairs right on them - they take normal damage. Think about this a little bit when people start begging for no convergence. We already see this happen all the time and quite franktly it sucks when the weapons don't converge.

Then if you are using a laser there is no way possible to keep the damage to one location so you are at best doing a fraction ofthe damage you should be because of this.

If you don't think this is true go spend some time in the practise server shooting spiders that aer standing still.

Edited by Steel Claws, 28 July 2013 - 04:28 PM.


#12 JingleHell

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Posted 28 July 2013 - 04:42 PM

I'm actually of the opinion that other Lights being similarly hard to hurt would be better. Make all Lights hard to pinpoint with any weapon under the sun, and suddenly spread based weapons like SRM and LBX have a stronger niche role to fill, and streaks are counter-light. A lot of people shun these weapons because they're not high pinpoint alpha, but they have a nice edge against spiders, since a little damage beats missing.

Giving mechs that aren't boats their own individual niche to fill can give weapons that aren't traditional boat weapons a niche to fill as well.

#13 Ecrof

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Posted 28 July 2013 - 05:27 PM

I have seen spiders that should have taken damage that would leave an atlas all chewed up never mind a spider. :rolleyes:
Yes the hrs is messed up on all mechs.

#14 Roland

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Posted 28 July 2013 - 05:43 PM

From my most recent testing, I'm starting to think that it has nothing to do with the spider itself, but rather due to a problem with the HSR code. The spider merely benefits from this bug the most, due to being thin.

#15 Mycrus

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Posted 28 July 2013 - 06:09 PM

I've basiced up spiders recently... Yes they are broken bad...

I can stand in front of assault mechs and giblet their CTs...

I haz a ping of 300ms or so..

#16 Mystere

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Posted 28 July 2013 - 07:25 PM

Another one of these? Really? One of the existing threads on exactly the same topic is not enough that you have to create another one?

Reported.

Edited by Mystere, 28 July 2013 - 07:27 PM.


#17 subgenius

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Posted 28 July 2013 - 08:22 PM

Why did you make a poll asking if the devs should fix something that they've already stated they plan to fix?

How much free time to you have exactly?

Edited by subgenius, 28 July 2013 - 08:22 PM.


#18 Stoicblitzer

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Posted 28 July 2013 - 08:33 PM

fix hit detection on everything. i just ran a srm10 commando and four or five volleys just didn't even register on slow moving targets.

so now ssrms are bad and srms don't detect 25% of the time. smfh

#19 Alek Ituin

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Posted 28 July 2013 - 08:36 PM

I nail Spiders with my AC/20 or Gauss pretty easily. In fact, I have a story of where I got a cockpit one shot at close range on a Spider, and that s**t is hard to do, even on a barn sized cockpit *COUGH* AWESOME *COUGH*.

#20 Team Leader

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Posted 28 July 2013 - 08:42 PM

View PostMystere, on 28 July 2013 - 07:25 PM, said:

Another one of these? Really? One of the existing threads on exactly the same topic is not enough that you have to create another one?

Reported.

Wow cry about it.
Reported for filling my thread with non constructive, off topic posts.

View Postsubgenius, on 28 July 2013 - 08:22 PM, said:

Why did you make a poll asking if the devs should fix something that they've already stated they plan to fix?

How much free time to you have exactly?

A lot, didnt realize that was a bad thing as free time is what most people wait for retirement to experience. Please link to where the devs said something about spiders having especially bad hit registration?


To everyone else, I am not complaining about spiders being hard to hit. No duh they move quickly and clicking on them takes a certain amount of skill and speed. I am complaining about those times when you obviously HIT a spider, it's moving in a straight line, and the impact shows, and you hear the sound but it DOES no damage and they just keep on running. Or those times when I myself am the one in the spider, sometimes even standing still, and I get hit, my screen shakes, and I hear the sound of a PPC but I get 0 damage dealt to me. Hopefully that clears things up for you folks.

View PostMechGorilla, on 28 July 2013 - 12:27 PM, said:


They know this, have acknowledged this and are working on a fix. And this has been brought out in um-teen-bazillion other threads. Please read some other stuff before posting your [newest] whine.

That was about missiles and only referenced missiles in the post. I'm talking everything else. Thanks though.





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