

Hit Detection - Extremely Bad Issue.
#41
Posted 02 August 2013 - 06:12 PM
Secondly, I truly believe that the way that cryengine works for this game is flawed. I’m a network engineer, I design Vmware/SAN deployments so I know a bit about how data moves around. Doing a simple packet capture shows that all data from each client is routed back to PGI’s servers.
This makes no sense, all of the mechwarrior games of the past relied on p2p type distribution of information. If I shoot you, a packet is sent directly to you and who ever has you targeted.
But in this implementation, if I shoot you, a UDP packet is sent to PGI then multicasted back down to the other players. Sure this takes processing power off of the client but then adds in the additional latency and processing that needs to happen on PGI’s side.
I remember playing merc2 on dialup and still being able to have an enjoyable experience. Where today im on 50mb Comcast with <80ms pings and I cant kill a jenner standing still with 12 ppc shots. I am sure there is good reason for this, ie predictive trending to high high latency users. But there has got to be a better way to deal with them than to ruin everyones gaming experience.
I know PGI is working on it, but I don’t think anything other then a redesign will fix the underlying issues.
Just my 2 cents. PS for what ever reason, carriage return isn't working on this form, so forgive the single block of text.
#42
Posted 02 August 2013 - 06:28 PM
#43
Posted 02 August 2013 - 06:34 PM
Brown Hornet, on 02 August 2013 - 06:28 PM, said:
I would say yes if it weren't for the new heat penalties. But in general the more you can shoot, the better chance that 1 of the weapons will do damage. For me, it is actually as bad as 30%.
#44
Posted 02 August 2013 - 10:08 PM
Other times I'll shoot mechs with UAC 5s or AC 20s and they don't even get scratched. If I run PPCs and Gauss (the horror!) at times I'll shoot 3 - 4 salvos on an Assault mech within 150 meters and they take no damage four salvos in a row.
#45
Posted 03 August 2013 - 09:23 AM

funny thing though, that it only seems to appear on spiders and ravens.. and the allmighty big walking center torso aka Jenner gets hit just fine xD
since patch i also have to aim ahead with energy weapons again when it comes to moving mechs from side to side
#46
Posted 03 August 2013 - 10:37 AM
#47
Posted 03 August 2013 - 01:02 PM
BookWyrm, on 30 July 2013 - 06:38 PM, said:
Oh oh oh ! I have a better one, I get a hit registration on the crosshair and a blink on the ragdoll when I shoot some with a PPC and the PPC hits the ground in front of me

#48
Posted 03 August 2013 - 04:43 PM
Hit detection works only half the time when a mech is at mid/close range but will usually hit its target at long range, this is when my shots visually hit the mech.
#49
Posted 03 August 2013 - 06:49 PM
/thread
#50
Posted 04 August 2013 - 12:47 AM
Spider hit detection is off in a big way. Good time to level spiders.
#51
Posted 04 August 2013 - 12:54 AM
#52
Posted 04 August 2013 - 03:35 AM
mostly time i run around, suddenly my minimech indicator in left corner is red or orange, but mostly cored!
no shake no sound but damage...
#53
Posted 04 August 2013 - 08:31 AM
Inco, on 04 August 2013 - 03:35 AM, said:
mostly time i run around, suddenly my minimech indicator in left corner is red or orange, but mostly cored!
no shake no sound but damage...
It's probably HSR working as it should. With internet lag between players, what you see and what they see are different and HSR favours the shooter. Or should if it worked reliably. A big and annoying bug is the lack of sound or shake when HSR determines you were hit.
Edited by Xajorkith, 04 August 2013 - 08:49 AM.
#54
Posted 04 August 2013 - 07:31 PM
when will hit detection be fixed? this is extremely bad... i mean as bad as firing 4 alphas on a jenner... of course the lil pest lived... ffs
#55
Posted 04 August 2013 - 09:56 PM
#56
Posted 05 August 2013 - 01:29 AM
when the servers are having a hard time,
it's simply not worth playing.
#57
Posted 05 August 2013 - 02:50 AM
http://mwomercs.com/...rsync-problems/
#58
Posted 05 August 2013 - 03:24 AM
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