Jump to content

Spider Hit Detection - Constructive Feedback


16 replies to this topic

#1 Jabilo

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,047 posts

Posted 22 July 2013 - 03:11 PM

It it completely terrible.

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 Vulix

    Member

  • PipPipPipPipPipPipPip
  • 712 posts
  • LocationSouthwest USA

Posted 22 July 2013 - 03:31 PM

Posted Image

#3 Marvyn Dodgers

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,859 posts
  • LocationCanuck transplanted in the US

Posted 22 July 2013 - 03:55 PM

Nothing personal, but not sure how this is exactly "constructive" feedback . . .

In any case, hopefully it is resolved in the near future.

#4 Event Horizon

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 252 posts

Posted 23 July 2013 - 04:48 PM

Hitboxes work fine on spider, you just have to hit them. You may be experiencing HSR lag shielding, which happens on any mech that lags (Not just spider). I have seen almost every mech look invincible with HSR bugs. My spider gets hit fine because I have a low ping.

#5 Mark of Caine

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 496 posts
  • LocationWazan War Veteran

Posted 23 July 2013 - 05:10 PM

I agree with Eugenics up to a point.

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 Valore

    Member

  • PipPipPipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 1,255 posts

Posted 23 July 2013 - 05:20 PM

I can't give constructive criticism on something that does not exist.

#7 Asmosis

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,118 posts

Posted 23 July 2013 - 06:01 PM

View PostCaine2112, on 23 July 2013 - 05:10 PM, said:

I agree with Eugenics up to a point.

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 Mycrus

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,160 posts
  • Google+: Link
  • Twitter: Link
  • LocationFilipino @ Singapore

Posted 26 July 2013 - 09:22 PM

tried leading... can't hit it... my ping is in the 300ms range...

my solution... i'm running spiders now...

#9 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 26 July 2013 - 10:43 PM

the past week i have 1 instance of a guy shooting my spider, i saw the ppc hit me, no damage. happened twice in that match for a brief moment.

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 Kazly

    Member

  • PipPipPipPipPipPip
  • 334 posts

Posted 26 July 2013 - 11:08 PM

I won't comment much on this, but I will add a little.

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 JayKay17

    Member

  • PipPipPipPipPip
  • The Phoenix
  • The Phoenix
  • 111 posts
  • LocationDresden

Posted 27 July 2013 - 12:06 AM

It's somewhat strange. Sometimes my Spider doesn't get much damage, sometimes I just got hit once by some PPC-Gauss boat and my poor little spider is missing some limb or looses her life getting torso ripped.
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 DeRazer

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 134 posts

Posted 27 July 2013 - 04:30 AM

In my recent experience whilst hit detection has been poor since late May in general it is worse with the lightest mechs.

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 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 27 July 2013 - 05:19 AM

I find it strange that the HSR engine doesn't introduce a minimal ping/latency to create a similar experience for most players. It seems such an obvious thing to do.

#14 Thorqemada

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 6,396 posts

Posted 27 July 2013 - 08:50 AM

View PostJayKay17, on 27 July 2013 - 12:06 AM, said:

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.


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 WANTED

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 611 posts
  • LocationFt. Worth, TX

Posted 28 July 2013 - 09:06 PM

There is something wrong there. I watched a spider stand still and take my AC 20 to his chest and other hits from my Victor and then he started moving. He had full armor still and just yellow damage. Then I spectated from others trying to kill this spider and he would stop fire and they would unload into him and he never did lose any armor on his CT. I got a spider too and they do get away with some sh*t for sure. Yes you can kill them but they seem to take a huge amount of damage sometime with little reduction in armor. I chased a Spider one game that was getting hit by constant barrages of LRM's and he never did have internals exposed. Something is weird but I think it has to do with hit detection not always registering for some reason.

#16 Tannhauser Gate

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 1,302 posts
  • LocationAttack ship off the Shoulder of Orion

Posted 29 July 2013 - 09:45 AM

To be clear here, Im the biggest MWO blow hard fanboi this side of Sean Lang but hit detection is frustrating and imo its the main reason why MWO is not ready for launch. More than UI, content, drop modes, lobby, CW, or anything, hit detection is the main hurtle. Of course, there will always be lag, ping issues, hardware issues and what not but we expect those. But this hit detection issue punishes players for investing their time and enthusiasm. It makes new players not want to get too excited or too invested in MWO. They try it out, lament how great MWO could be, then move on. This needs to be fixed.

#17 Gremlich Johns

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,855 posts
  • LocationMaryland, USA

Posted 29 July 2013 - 02:17 PM

AND, when knockdown is reintroduced, an alpha strike better knock a Light over if it's close enough. Heck, an AC20 round better knock a light over at 100m or less





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users