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Misses Registering As Hits Since Friday (7/26/13) Mini Patch


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#1 Telemetry

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Posted 28 July 2013 - 03:18 PM

My friends and I have seen a huge change in misses registering as hits and hits not registering as hits. Our pings are around 30-38ms. In some cases we go behind cover and 1 second later we are hit by weapons that have no line of sight. In other cases, we alpha strike a shut down light mech and no damage registers. It's crazy.Posted Image

Edited by Telemetry, 28 July 2013 - 03:19 PM.


#2 Further

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Posted 28 July 2013 - 04:57 PM

Ive had this too. Ill clearly miss and will register a hit, and other times ill see my weapon explode on them and it will be no damage.

#3 JingleHell

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Posted 28 July 2013 - 05:02 PM

Me and my friends have commented on this too. Even been a couple times where we'll get credit for killing a guy after we die.

#4 Taj the White Tiger

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Posted 28 July 2013 - 05:27 PM

Its server lag, On you screen it looked like you missed but in reality the placement of the mech on you screen was false due to lag. Subsequently it registers as a hit. Same with when you got shot and your behind cover, on your screen your safely behind but on the server your 1 second back of your current position hence you get hit and HSR gives you the damage.


Playing with a ping of around 270 i get these types of things almost every match without fail

#5 JingleHell

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Posted 28 July 2013 - 05:30 PM

View PostTaj the White Tiger, on 28 July 2013 - 05:27 PM, said:

Its server lag, On you screen it looked like you missed but in reality the placement of the mech on you screen was false due to lag. Subsequently it registers as a hit. Same with when you got shot and your behind cover, on your screen your safely behind but on the server your 1 second back of your current position hence you get hit and HSR gives you the damage.


Playing with a ping of around 270 i get these types of things almost every match without fail


With some of the moments I've seen it, unless people had a 20 second ping for 20 seconds or so, I don't think it's the anti-lag-armor working as intended. Might be the cause, but if so, it's broke.

#6 Trauglodyte

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Posted 28 July 2013 - 05:31 PM

It is happening with greater regularity. A lot of times, terrain won't load which allows weapon fire to go through mountains and buildings. It is especially prevalent on River City as many of the building don't load within the first 30+ seconds of the game which allows the Upper loading point to range the Lower loading point via Gauss, AC2s, and ERPPCs.

Edited by Trauglodyte, 28 July 2013 - 05:33 PM.


#7 Ralgas

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Posted 28 July 2013 - 06:43 PM

They know theres issues, and bugs. If it helps any the 12v12 tests were quite good in that respect (although there were still the bug problems), and shouldn't be too far off going live.

#8 Sheraf

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Posted 28 July 2013 - 06:46 PM

Everything has to be LRM problem?

#9 JimboFBX

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Posted 28 July 2013 - 10:24 PM

what mini patch

#10 Roadbuster

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Posted 29 July 2013 - 01:02 AM

PGI broke the internet it seems.

I have serious issues with hitting anything depending on weapons while it seems people can shoot anywhere and I'll take damage.

Just some examples:
- 8 double AC10 rounds to the CT of a Victor in 50m distance registered NO damage at all
- SSRMs hit CT, RA, LA, RL, LL but NEVER hit the RT or LT (tested in Training Grounds)
- 16 SRMs, 2 AC5 rounds and 2 ML hitting the red CT of a Jenner comming straight at me didn't deal any damage at all (Jenner ran through my mech after that)
- LRMs fly around or through cover and still hit
- PPCs fired at me, miss and pass my mech on the left side, but damage my right arm or torso (no sound effect of getting hit either)
- PPCs fired by me at a shutdown target won't register at all
- Spiders... I think that's all I need to say
- numerous times alpha strikes with AC20, LL, AC10, PPC, SRM... at a orange-red CT without armor have no effect at all (I call it the immortal mech syndrome)
- mechs jumping and hitting obstacles sometimes start clipping like wild, making it impossible to hit them while they can fire at you
- direct fire weapons hitting behind cover/direct fire weapons hitting the ground in front of a mech while your crosshair is aimed at the head

and so on...

#11 Molossian Dog

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Posted 29 July 2013 - 01:09 AM

You know this hit registration problem kind of renders all other balancing discussions moot for the moment. You cannot discuss balancing issues when it is completely random if your weapons do anything or not.

On the other hand it seemingly doesn´t change the irritation people feel when encountering alpha builds. (latest incarnation: ERPPC+two PPCs+Gauss) They still "work" and annoy.

#12 Rhent

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Posted 29 July 2013 - 01:23 AM

View PostTelemetry, on 28 July 2013 - 03:18 PM, said:

My friends and I have seen a huge change in misses registering as hits and hits not registering as hits. Our pings are around 30-38ms. In some cases we go behind cover and 1 second later we are hit by weapons that have no line of sight. In other cases, we alpha strike a shut down light mech and no damage registers. It's crazy.Posted Image


I'll line up a SRM30 shot on light mechs at 50M and they do at best 1/3 of the damage they should. I'm being quite generous on the 1/3. I've hit Spiders from the front center mass and they turn a light yellow, jenners in the same shot might take 10% more damage if that.

#13 Telemetry

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Posted 29 July 2013 - 04:34 AM

To me this seems like a server issue. I'm sure HST plays a part in this, but I also noticed some serious server lag where everyone on my team sees the client stop updating for a couple seconds or getting really choppy then getting better again.

I consider this issue number one priority. Forget maps, mechs, weapons, etc. This needs to be fixed immediately.
___________________________________________________________________________________________________
Posted Image

Edited by Telemetry, 29 July 2013 - 04:34 AM.


#14 Kunae

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Posted 29 July 2013 - 04:36 AM

Don't forget ammo explosions. These tend to take a couple seconds after you hit the enemy, for them to die.

Don't blame everything on HSR, if you're not 100% sure.

#15 Telemetry

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Posted 29 July 2013 - 05:23 AM

True enough about ammo explosions, but I'm sure everyone already knows about the ammo explosion delay so this isn't really pertinent to the discussion.

#16 Kunae

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Posted 29 July 2013 - 06:16 AM

View PostTelemetry, on 29 July 2013 - 05:23 AM, said:

True enough about ammo explosions, but I'm sure everyone already knows about the ammo explosion delay so this isn't really pertinent to the discussion.

<nod>

I was specifically trying to correct statements like the following:

View PostJingleHell, on 28 July 2013 - 05:02 PM, said:

Me and my friends have commented on this too. Even been a couple times where we'll get credit for killing a guy after we die.

I'll try to be more specific.

#17 JingleHell

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Posted 29 July 2013 - 06:23 AM

View PostKunae, on 29 July 2013 - 06:16 AM, said:

<nod>

I was specifically trying to correct statements like the following:


I'll try to be more specific.


Unless they can take 10-20 seconds now (I actually just came back to the game a few days ago, haven't played since around the Cataphract launch), it's something else.

#18 Kunae

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Posted 29 July 2013 - 06:25 AM

View PostJingleHell, on 29 July 2013 - 06:23 AM, said:


Unless they can take 10-20 seconds now (I actually just came back to the game a few days ago, haven't played since around the Cataphract launch), it's something else.

10-20 seconds? You are exaggerating, I presume.

Depending on the mech, I have seen it take close to 5 seconds, at times.

#19 JingleHell

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Posted 29 July 2013 - 06:27 AM

View PostKunae, on 29 July 2013 - 06:25 AM, said:

10-20 seconds? You are exaggerating, I presume.

Depending on the mech, I have seen it take close to 5 seconds, at times.


No, not exaggerating. If it was just a couple of seconds, me and my friends would just instantly put it down to lag. It's delays to the point that we're seeing our names come up for killing someone and TS3 starts sounding like Jerry Springer for a bit.

#20 MechWarrior849305

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Posted 29 July 2013 - 06:33 AM

View PostRoadbuster, on 29 July 2013 - 01:02 AM, said:

- 8 double AC10 rounds to the CT of a Victor in 50m distance registered NO damage at all


The distances less, than 100m issue this the most frequently. Tired to count "misses" from this or even less distances on HUGE mechs, like HGNs, legged Centurions, Victors and so on... Just get used to it, man.





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