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Hit Detection Worse Than Before?


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#1 Abrahms

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Posted 06 August 2013 - 08:23 PM

Not sure, but last few patches I tried a few games and the changes to hit detection seemed to help a lot.

Today though, I start shooting PPCs and Gauss at slow moving assault mechs which result in direct hits and massive showers of sparks, however barely 50% of the hits are registering a red reticle or damage to the enemy mech... yuck

#2 mack sabbath

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Posted 06 August 2013 - 08:25 PM

They've been "working on it" almost 2 years.....it got worse.

#3 Kiiyor

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Posted 06 August 2013 - 08:36 PM

Same problems. In addition to hit detection though, my new main issue is that i've taken a direct hit to my framerate, by a charging berserker. Average of 35-40 before this patch, 10-20 now.

Someone hold me.

#4 mack sabbath

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Posted 06 August 2013 - 08:50 PM

View PostKiiyor, on 06 August 2013 - 08:36 PM, said:

Same problems. In addition to hit detection though, my new main issue is that i've taken a direct hit to my framerate, by a charging berserker. Average of 35-40 before this patch, 10-20 now.

Someone hold me.



Same here, and crashes / freezes every 3rd game. They only concentrate on things that make $$$$ now, not fixing bugs most new players won't recognize until they've spent some.

#5 Unbound Inferno

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Posted 06 August 2013 - 10:19 PM

View PostDie Primate Die, on 06 August 2013 - 08:25 PM, said:

They've been "working on it" almost 2 years.....it got worse.

Working on making it worse it seems.

The new 12v12 is a surprising step backwards in that department I think. The main reason half of the matches are lasting so long is that it takes the system that long to register hits taken.

I'm dumping 1,500 LRMs in some matches for barely 500 points of damage and I KNOW most of those hit.

#6 Roadbuster

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Posted 07 August 2013 - 05:17 AM

View PostUnbound Inferno, on 06 August 2013 - 10:19 PM, said:

I'm dumping 1,500 LRMs in some matches for barely 500 points of damage and I KNOW most of those hit.

You still use LRMs? Did nobody tell you they were nerfed to make Gauss+PPC more usefull? :unsure:

#7 Mechteric

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Posted 07 August 2013 - 05:27 AM

I only had one major incidence of no damage bugging, last night an enemy Atlas had no weapons remaining, just counting down the seconds till it would finally go down and my last 4 or 5 volleys, which were direct hits with 2 large lasers each, never registered damage full on in the center of its mass. The Atlas was barely moving and had not yet officially died so there was definitely something wonky going on.

Other than that, light mechs continue to not take proper damage from laser based duration weapons. 2 large lasers that seem to be at least 50% of the duration on target appear to do yet another half of the expected damage.

#8 Chavette

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Posted 07 August 2013 - 05:29 AM

It was bad, and is still bad.

#9 Roadbuster

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Posted 07 August 2013 - 06:07 AM

Posted Image

Working as intended?

#10 DeadlyNerd

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Posted 07 August 2013 - 06:12 AM

Apparently no one in the netcode department decided to take in account that 12v12 would require 50% more resources per match, but what do I know, I'm just a player. It's not like I've been using their product for half a year now and have figured out every possible thing that's wrong with it.

#11 Igor Draskovic

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Posted 07 August 2013 - 06:13 AM

View PostAbrahms, on 06 August 2013 - 08:23 PM, said:

Not sure, but last few patches I tried a few games and the changes to hit detection seemed to help a lot.

Today though, I start shooting PPCs and Gauss at slow moving assault mechs which result in direct hits and massive showers of sparks, however barely 50% of the hits are registering a red reticle or damage to the enemy mech... yuck


Glad people are noticing. I have had instances where no damage is registered...figures that 12v12 would make the netcode issues even worse.

#12 Lefteye Falconeer

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Posted 07 August 2013 - 06:17 AM

Yesterday I was in Frozen City and as soon as I got close to the buildings in the northernmost part of the map I got hit by what I would assume was a Gauss (you know that typical BWOANGG sound. Got major screen shake AND saw the red markers indicating that the shot was coming from straight in front of me. There was standing this Jagermech with two Gauss Rifle, at not more than 500m away.

Imagine my surprise when I realized that my 'mech was still at 100% armour, as if I had never been hit.

I've seen my shots hitting the target but not scoring any damage before, but I've never seen the opposite, an enemy shot hitting ME and not registering any damage. No matter how well that went for me, this is horrible and sucks away the will to play.

Edited by Lefteye, 07 August 2013 - 06:19 AM.


#13 Sprouticus

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Posted 07 August 2013 - 06:24 AM

There have been a few issues in the last couple of patch, and I suppose there might be some issues due to 12v12. I have not seen them (aside from Spiders), but others have reported, people whom I thin are not id10ts.

#14 DaZur

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Posted 07 August 2013 - 06:29 AM

View PostSprouticus, on 07 August 2013 - 06:24 AM, said:

There have been a few issues in the last couple of patch, and I suppose there might be some issues due to 12v12. I have not seen them (aside from Spiders), but others have reported, people whom I thin are not id10ts.

I'm not an id10t... I'm a savant! :unsure:

Actually... in my games last night I thought the hitreg was better than it's been in a while... Clearly mileage does vary. :lol:

#15 Elfman

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Posted 07 August 2013 - 06:31 AM

Been having a lot of this and it does seem to be worse now with 12v12 - I have almost had to triple my ammo per game due to both increased targets and hits failing to register.

Shame my favorite mech is a hunchy with only room for 1 AC20 2 med lasers and 3 ton ammo.

Game last night shot 5 AC/20 rounds into the back of a slow moving assault with already full red back armour and failed to kill it.

Then the next game hit's registered correctly with no issues

Edited by Elfman, 07 August 2013 - 06:31 AM.


#16 Roadbuster

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Posted 07 August 2013 - 06:37 AM

A creepy, insane smile crawled over my face when I thought about how PGI would fix this.
Double all fire rates while reducing heat generation to 50% and double the ammo/ton to make up for the "missed" shots, till they find the bug sitting in the server eating network packets. :(

#17 Kunae

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Posted 07 August 2013 - 06:48 AM

View PostRoadbuster, on 07 August 2013 - 06:37 AM, said:

A creepy, insane smile crawled over my face when I thought about how PGI would fix this.
Double all fire rates while reducing heat generation to 50% and double the ammo/ton to make up for the "missed" shots, till they find the bug sitting in the server eating network packets. :(

And then, once they fix that, never revert the changes they made to compensate for the bug...

WAI.

#18 Pliskkenn D

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Posted 07 August 2013 - 07:05 AM

I had a fair bit of difficulty with things jumping about and my position being reset yesterday. Never experienced it before the patch.

#19 Kitane

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Posted 07 August 2013 - 07:21 AM

View PostUnbound Inferno, on 06 August 2013 - 10:19 PM, said:

...
I'm dumping 1,500 LRMs in some matches for barely 500 points of damage and I KNOW most of those hit.


That's how LRMs were since I started playing last summer. The flight path and other parameters were frequently changed, but missile damage always "disappeared" when hitting moving targets. The damage loss is proportional to the speed of the target.

#20 Inkarnus

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Posted 07 August 2013 - 07:43 AM

View PostIgor Draskovic, on 07 August 2013 - 06:13 AM, said:


Glad people are noticing. I have had instances where no damage is registered...figures that 12v12 would make the netcode issues even worse.

its not that this stuff had only MWO
cs was in the beginning too maliced by low fps lagging players
it just got better after time passed on and everybody could play it at a whoping consistent 100FPS
before it was like "i shot him in the head but he doesnt die :("





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