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Hit Detection - Extremely Bad Issue.


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#21 Nauht

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Posted 30 July 2013 - 06:56 PM

View PostEcrof, on 30 July 2013 - 06:48 PM, said:


You can't rush code. If it was easy to fix they would have already done it. If some one thinks it is easy then fix it and send the code to pgi.

Never said it was easy, just put more resources on it. Two heads are better than one. A team of 4 would nut this problem out quicker than that two.

Of course those people would have to know what they're doing.

#22 AntharPrime

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Posted 31 July 2013 - 12:10 PM

I am having a horrible time with hit detection, only about 25% of my hits do damage. Of those that don't do damage they either flash on the paper doll and reticle, or my shots phase through my targets. It affects all my weapons from ballistics, energy, to missles on all class of mechs.

I have never seen hit detection at this low point ever, but maybe I'm on an island with this. :)

#23 xCico

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Posted 31 July 2013 - 12:49 PM

View PostAntharPrime, on 31 July 2013 - 12:10 PM, said:

I am having a horrible time with hit detection, only about 25% of my hits do damage. Of those that don't do damage they either flash on the paper doll and reticle, or my shots phase through my targets. It affects all my weapons from ballistics, energy, to missles on all class of mechs.

I have never seen hit detection at this low point ever, but maybe I'm on an island with this. <_<


Well, you gonna get use to it and wait and wait and wait until they fix it, it sad I know :)

#24 JDH4mm3r

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Posted 31 July 2013 - 01:40 PM

Hit detection is now worse than what i remember it being. Hittin an atlas with 5 alphas of DUAL GAUSS point blank 400M away while it was moving in reverse and solid orange CT does wonders to make you wonder where the hell the actual mech is. This is getting frustrating.

#25 Qrbaza

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Posted 31 July 2013 - 02:08 PM

You dont know but hit detection bug isnt bug at all! It works as intended! :)

#26 VXJaeger

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Posted 31 July 2013 - 02:09 PM

2 hrs ago I shot 4*35dmg w/ PPC+ERPPC+Gauss straight to enemy Miserys' *** from 120m. One registered and even that dmg went to left sidetorso. WTF?

#27 Conreg

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Posted 31 July 2013 - 02:17 PM

Seems like eveyone agrees. Something is amiss. <---- PUN! Right there!!

I hope someone is working overtime

#28 The Mech behind you

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Posted 31 July 2013 - 02:21 PM

quiet frustrating. I hoped for a fix in the patch but I guess we have to wait another 2 weeks till our shots hit the target again.

I started to lagshot again like before the HSR implementation. It works much better for me then actually aim ON the mech. Helps a lot with light mechs.

Seriously with the bad hit detection and the other bugs - it's like it's February again :)

#29 FREDtheDEAD

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Posted 01 August 2013 - 12:34 AM

View PostBookWyrm, on 30 July 2013 - 06:38 PM, said:

I'm getting hit more now, unfortunately it's after I duck behind a piece of terrain or as I watch the projectile fly by me but it still registers.

That's probably HSR working as it should.

Hits are calculated from the point of view of the player firing. With significant lag between one player and another, you may be behind cover according to your reference point in time, but the person shooting you may still see you as you were a second before, out in the open (if that makes any sense). Thus they are able to damage you. Or were when they fired.

Internet gaming has no common reference point in time due to lag and HSR acts like client side hit detection (but done on the server to prevent hacking).

Being hit a few moments after you get behind cover is explicable as HSR, but failing to do damage when you see hits landing is HSR (or other game mechanic) not working.

#30 Mylardis

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Posted 01 August 2013 - 04:13 AM

I was looking forward to the new map and this patch, so I logged in yesterday, after work. Took my Heavy Metal for a ride (being the mech I'm statistically best in).

After two games where I'm prepared to swear an oath I must have done at least 500+ damage on my screen (similar to you guys, red crosshair, flashing, but quite obviously not registered), both concluded with something like 180 damage.

I know I'm not a pro, but I don't miss a mech standing still at 30m point blank, I just don't.

Playing from Germany with my crappy internet is bad enough, but it's impossible with that hit detection.

#31 TELEFORCE

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Posted 01 August 2013 - 05:50 AM

After playing a little more, I find that hit detection is not working as good as I originally thought :)

I might hit a light 'mech with my ACs or PPCs, and my crosshairs flash red, indicating a hit, and the paper doll flashes, indicating damage.

However, the damage status color on the paper doll didn't change.

Here's hoping the patch next week fixes this! I'm pretty confident that they'll get this sorted out by the September release.

#32 DeathofSelf

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Posted 01 August 2013 - 06:17 AM

This is working as intended as part of ELO for balance reasons. If you have the highest ELO on your team then the game nerfs your skill by not registering half of you shots.

View Postarmyunit, on 30 July 2013 - 12:54 PM, said:


Just because something hasn't been fixed yet does not mean that PGI isn't working on fixing the issue, or that they 'think it's fine'.
Stop posting lies/false assumptions please.



On a more serious note, this has been an issue since the game was in closed beta, they may be "working on it" but they sure are doing a **** poor job. It seems this should be a priority considering the game revolves around causing damage to enemies.

#33 JokerVictor

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Posted 01 August 2013 - 06:19 AM

View PostTELEFORCE, on 01 August 2013 - 05:50 AM, said:

After playing a little more, I find that hit detection is not working as good as I originally thought :)

I might hit a light 'mech with my ACs or PPCs, and my crosshairs flash red, indicating a hit, and the paper doll flashes, indicating damage.

However, the damage status color on the paper doll didn't change.

Here's hoping the patch next week fixes this! I'm pretty confident that they'll get this sorted out by the September release.


You haven't been here long, have you?

I reinstalled last night after a 3 month break. The only weapons that seemed to work correctly were PPC's and Gauss, and even they were pretty shoddy. SRM's were a complete waste of time. Clearly.... Working As Intended™

#34 MaxStr

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Posted 01 August 2013 - 01:44 PM

Whether its easy or hard to fix is irrelevant. As things stand now it is completely unacceptable.

#35 Britane

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Posted 01 August 2013 - 04:58 PM

"completely unacceptable" is fair at this point. It WAS better than this. I just had 50% of my SRM volleys do nothing, they clearly visually hit, yet the reticule doesn't turn red. Other weapons are doing the same, but this latest SRM incident is the worst yet.

#36 TELEFORCE

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Posted 01 August 2013 - 06:39 PM

View PostJokerVictor, on 01 August 2013 - 06:19 AM, said:

You haven't been here long, have you?


I've been playing this game since October, and I did experience the near-flawless hit detection in the past spring. I think I'm more optimistic than most people who post on this board.

I'm pretty confident that they will fix the issue soon because I don't think this MechWarrior business, which many of us fans have missed for years, will survive with lousy hit detection. If PGI/IGP want to keep their game alive - and I'm very sure they do, it's their baby after all - they will fix the hit detection issues.

Now we can only hope they fix the issues soon. That's all we can do, unless some members want to donate extra programmers they have on hand to help fix the issue.

Edited by TELEFORCE, 01 August 2013 - 06:41 PM.


#37 Glaive-

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Posted 01 August 2013 - 07:03 PM

View PostDeathofSelf, on 01 August 2013 - 06:17 AM, said:

On a more serious note, this has been an issue since the game was in closed beta, they may be "working on it" but they sure are doing a **** poor job. It seems this should be a priority considering the game revolves around causing damage to enemies.


I don't deny that PGI hasn't been doing the greatest job in regards to netcode, I'm just sick of all false assumptions and completely unhelpful remarks made by everyone. B)

Anyway, how did you guys find the network to be on the testing server today? (I wasn't able to play enough matches to be able to tell a difference)
I wouldn't be surprised if things were running smoother, since they've been doing so much work for optimizing 12v12 seems like.

Edited by armyunit, 01 August 2013 - 07:07 PM.


#38 VVhiteVVolf

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Posted 02 August 2013 - 02:42 AM

PGI screwed the hit detection with the patch where they intended to "improve" network performance.

Lovely... SOME ppl now have more stable pings but a BUNCH of ppl is f**** up with hit detection. Lovely.
Guess i´ll be out for WOT as at least they do have a solid hit recog. Wonder why this is so damn hard, since it WAS working perfectly for several patches already in the past.

Honestly ... beeing not able to have a stable hit recog in 7 out of 10 cases is not worth playing....

#39 Wieland

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Posted 02 August 2013 - 03:47 AM

Hiting a light and doing damage is almost impossible now for me. Even on larger mechs maybe 50% of my hits are actually recognized as hit and of those only 50% do damage.

#40 HJ Madmac

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Posted 02 August 2013 - 12:01 PM

View Postarmyunit, on 01 August 2013 - 07:03 PM, said:


I don't deny that PGI hasn't been doing the greatest job in regards to netcode, I'm just sick of all false assumptions and completely unhelpful remarks made by everyone. :rolleyes:

Anyway, how did you guys find the network to be on the testing server today? (I wasn't able to play enough matches to be able to tell a difference)
I wouldn't be surprised if things were running smoother, since they've been doing so much work for optimizing 12v12 seems like.


A very good point indeed..I got 6 games on the test server and hit detection was near flawless for me 450-700 odd damage per game with a 300 plus ping and yes ping was up and frames down by an average of 10 it was very smooth.

Went back to normal servers and damage went straight back to 108-200 range with cored mechs taking 0 damage point blank..now this is either from server load or HSR being broken this MUST be addressed..





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