

Spider Hit Detection - Constructive Feedback
#1
Posted 22 July 2013 - 03:11 PM
It has been completely terrible for a long time.
Hit after hit not registering or registering minimal damage.
And yes, I drive one too so I have seen it from both sides - it's like god mode.
My recommendation:
Look into it ASAP.
Cheers
#2
Posted 22 July 2013 - 03:31 PM

#3
Posted 22 July 2013 - 03:55 PM
In any case, hopefully it is resolved in the near future.
#4
Posted 23 July 2013 - 04:48 PM
#5
Posted 23 July 2013 - 05:10 PM
Yes it is true that the higher the ping a player piloting a light mech (and not just spiders) has compared to my regular 45 ping, the greater the chance that even on a clean and solid hit seen on my screen, the target will take no damage. The armor locations flash, but nothing happens.
The entire rollback system for high ping players has greatly rewarded them due to having a bad connection. Those of us with a good connection are at a sizeable disadvantage. And this is with pretty much every weapon available, but most notably with SRMs. I have hit spiders, jenners and ravens with 3 SRM6 packs dead on full spread, and they take no damage whatsoever if their ping is even passed 100+ compared to my steady 45 ping.
This isn't a rant. This is my observations and take on the situation, and simply wish to make PGI aware of the shortcomings of their rollback system for high ping players. As far as I'm concerned, you guys are doing a great job, and I hope to see more improvements in the near future.
#6
Posted 23 July 2013 - 05:20 PM
#7
Posted 23 July 2013 - 06:01 PM
Caine2112, on 23 July 2013 - 05:10 PM, said:
Yes it is true that the higher the ping a player piloting a light mech (and not just spiders) has compared to my regular 45 ping, the greater the chance that even on a clean and solid hit seen on my screen, the target will take no damage. The armor locations flash, but nothing happens.
The entire rollback system for high ping players has greatly rewarded them due to having a bad connection. Those of us with a good connection are at a sizeable disadvantage. And this is with pretty much every weapon available, but most notably with SRMs. I have hit spiders, jenners and ravens with 3 SRM6 packs dead on full spread, and they take no damage whatsoever if their ping is even passed 100+ compared to my steady 45 ping.
This isn't a rant. This is my observations and take on the situation, and simply wish to make PGI aware of the shortcomings of their rollback system for high ping players. As far as I'm concerned, you guys are doing a great job, and I hope to see more improvements in the near future.
It has no effect whatsoever on hard it is for you to hit them. what it does is make it easier for them to hit you since HSR is based on where the target is on your screen vs where the server says it is, and your ping variation. It has nothing to do with where he is on his client.
#8
Posted 26 July 2013 - 09:22 PM
my solution... i'm running spiders now...
#9
Posted 26 July 2013 - 10:43 PM
the majority of hits people think they get i see the gun miss me, and a lot of missing are due to players misgauging arm convergence and lots of wiggling by the light mechs. they arent supposed to be easy to hit.
#10
Posted 26 July 2013 - 11:08 PM
Most of what you are experiencing is probably hit detection vs hit box. Add on top of that spiders are maneuverable, hard to hit, and have decent armor. 28 points per leg (isn't that 56 dmg total per leg?), upwards of 30-40 on ct, and 28 on side torsos (back/front combined armor). Not to mention, the torsos are small....
However, there is a problem with the hit box on spiders. It's small, your chances of hitting it are ridiculous, but regardless there is a definite problem. I'm sure you'll read something about it soon (edit: I'm not debating this - it's fact).
What I haven't verified is if that problem exists on other mechs.
Another edit: I think hit detection is bad for everyone - but this I haven't tested, just my observations.
Edited by Kazly, 26 July 2013 - 11:13 PM.
#11
Posted 27 July 2013 - 12:06 AM
There are some problems with hit detection, but in my opinion mainly its a problem of marksmanship. If I play grouped with a couple of friends which have a higher ELO-Rating than me, I have to play vs. better players and then my spider doesn't nearly last as long as in the PUG-Games, thay simply hit the really small spider.
The Spider has the leanest chassis of all mechs, therefore it is easy to miss, especially if this little ****** is circling around your mech, usually you have to lead your weapons, even lasers, in such an engagement.
#12
Posted 27 July 2013 - 04:30 AM
Even when they are motionless (waaaaay beyond a ping threshold) damage seems to just roll off them.
As someone put above, it really does seem like god mode. The effect only seems to "wear off" once the number of players on that team is down to just 1 or 2.
#13
Posted 27 July 2013 - 05:19 AM
#14
Posted 27 July 2013 - 08:50 AM
JayKay17, on 27 July 2013 - 12:06 AM, said:
Well, that is a good Observation that higher ELO Players hit better.
BUT!
Technical disadvantages of whaterver kind that make Players of average markmanship unable to hit their Opponents will result in a bad ELO as well as a good ELO is not allways the result of superior markmanship but the miraculous absence of these technical disadvantages.
From my own experience after my break - i did not Play since 2 or 3 weeks b4 the QD was implemented, i made only 2 matches to test the QD and finding myself chuckling about its size, throwing it away and prolong my break until recently - it was day and night between some weeks ago and recently.
When Laser HSR worked i switched to a CN9-AL and did at average around 270dmg with frequently spiking into the 500s.
Recently in the same Mech i did 80 to 100 to 150 dmg and was totally unable to kill anything.
And since detailed stats are implemented my W/L is ~1,2 solo pugging and the overall average K/D is ~1,8.
Now i lost 40 of 50 matches and the rest was won by the PUG i was in.
I did not change for the worse so much - it was obvious that my hits did only a fraction of dmg.
If i would stay with the Laser based AL my ELO would tank badly!
Edited by Thorqemada, 27 July 2013 - 08:53 AM.
#15
Posted 28 July 2013 - 09:06 PM
#16
Posted 29 July 2013 - 09:45 AM
#17
Posted 29 July 2013 - 02:17 PM
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