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Spider Hitbox Problems? Show Me.
#21
Posted 07 September 2013 - 04:36 PM
I also think there is some confirmation bias at work here. They've decided spiders have broken hit detection, so every time they think they should have hit, they place weight on that experience. Hits that strike normally are ignored, as are near-misses against other mechs.
#22
Posted 07 September 2013 - 07:08 PM
#23
Posted 07 September 2013 - 07:29 PM
This tends to require that you lead the target with any kind of travel time weaponry. However, this will usually put your reticle off of the target, and cause your weapons to converge at a further distance.
The result of this is that, due to the spider's narrow profile, the weapons pass on the sides of it, and don't do damage.
Personally, I have never seen my shots actually fail to damage a spider I'm shooting at, but I don't discount the many folks' claims who say it happens.
#24
Posted 08 September 2013 - 10:53 AM
#25
Posted 08 September 2013 - 11:12 AM
#26
Posted 08 September 2013 - 06:31 PM
Steel Will, on 08 September 2013 - 11:12 AM, said:
OK, that's interesting and the kind of thing I was looking for. Would be interesting to have a developer comment on that.
--
Anyway, I wanted to say that I just played a match where I was trying to chase down a SDR-5V with my SDR-5D. Probably 50% of my shots missed, and I think it was due to convergence issues, as Roland mentioned above. I was maybe 50 meters behind the target, so almost point blank, but many of my ERPPC shots went wide. I think that's because the Spider is so small and mobile that my reticle isn't on the target very long, and so when I do get it on target and fire, the weapon can't adjust in time.
#27
Posted 08 September 2013 - 07:00 PM
Tynan, on 07 September 2013 - 08:19 AM, said:
Of course, that's all pre-patch. Not sure how much better it is now.
Hey look...an honest spider pilot!^^ Kudos to you, Sir! Seriously, I have been joking for a while that I am sure there are some great spider pilots out there...we just don't know who they are yet!
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#28
Posted 08 September 2013 - 07:04 PM
#29
Posted 08 September 2013 - 07:22 PM
Wolfways, on 06 September 2013 - 10:37 PM, said:
Yeah. Funny that how easy it is to kill the Commando compared to every other light mech. Though non-ECM ravens are almost as easy to kill >.>
#30
Posted 09 September 2013 - 01:16 AM
#32
Posted 09 September 2013 - 06:22 AM
DONTOR, on 08 September 2013 - 07:04 PM, said:
Except for when the spider is over heating and not moving at all. And even then some players will see their hits not register or only do partial damage against some spiders. The problem is inconsistent but definitely was there. I haven't played much since the last patch but it did seem like it has got better.
#33
Posted 09 September 2013 - 06:29 AM
Shot pretty much entirely failed to connect.
#34
Posted 09 September 2013 - 08:02 AM
after beer, I was trying to run around and kick shins, ignoring OP strategies like "discretion" and "retreating" and died pretty quickly. Still fun though
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#35
Posted 09 September 2013 - 08:14 AM
Tezcatli, on 08 September 2013 - 07:22 PM, said:
That's because they're slow, not because their hitboxes are magically better.
dario03, on 09 September 2013 - 06:22 AM, said:
That is not a Spider-specific issue. That's a problem that's been around quite a while where when a mech instantly stops due to overheating, the apparent and actual locations aren't the same. At one point it was possible to see hit-reg failures on fast Heavies when this happened. The reason you only notice on the Spider is because it's fast and skinney, so even a small deviation matters. A Jenner or Raven is less prone because the hitboxes are nice and long (or, in the case of the Raven's legs, about three times as big as the graphic).
#37
Posted 09 September 2013 - 10:15 AM
Shifty Eyes, on 09 September 2013 - 10:09 AM, said:
Uh... anyone else going to comment on this?
This looks a bit old, but if it's still relevant, it's very glaring evidence. Maybe another test like this should be run.
They implemented host state rewind fixes in the last patch. So the video isn't really relevant for how the situation is today.
#38
Posted 09 September 2013 - 10:19 AM
#39
Posted 09 September 2013 - 01:47 PM
Snowcrow, on 09 September 2013 - 10:15 AM, said:
I don't understand how HSR could possibly affect that video. Both mechs are standing perfectly still, so there is no rewinding to do... unless HSR was just THAT jacked up, which I didn't think it was.
#40
Posted 09 September 2013 - 03:45 PM
dario03, on 07 September 2013 - 01:44 AM, said:
In my experience it seems that some people get the hsr shield and some don't, could also be a sometimes thing. I've been in matches where a spider seemed to register every hit fine and died really quick (like 15 seconds with 2 mechs shooting it). But yet in the same match another spider would do like you said and basically only register every 7th shot. That's what actually bugs me the most, nobody should have that shield but its completely unfair that some people have it and others don't. And I think that's where a lot of this "it's broke" "no it isn't L2P" comes from (well that and others not wanting to lose the shield).
This is the exact issue, some get it and some don't and that's why there is so much fighting over it. I know in my spider that if I ever make 1 mistake I get annihilated immediately but I don't come on here saying it's not an issue because I've had spiders where I've put 3 straight ac/20 rounds from my wang square in their **** and it didn't do any damage. However I've also had spiders where those ac/20's registered first shot so it's definitely not "every spider is broken" or "nothing is wrong l2p" but somewhere in between.
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