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Looking For Video Evidence Of Missed Registration On Light Mechs For The Sake Of Discussing Gameplay Balance.
#201
Posted 24 September 2013 - 10:44 AM
#202
Posted 24 September 2013 - 12:26 PM
With my average of 80 ping, my subjective experience is:
-Ballistics have some issues, but on the whole tend to register decently (75%+)
-Lasers hit, but often deal little to no damage. Hard to really say how much they are missing, since you don't get a counter based on how long you kept the beam on target. Reliable hits for almost no damage, even using llas/lplas.
-SRMs are completely wasted ammo against lights. I cannot count the number of times I have used my AWS-8R honey badger to put a volley of 24 SRMs into a stationary light only for it to take off less than 1% health and maybe make a few panels flash yellow. If I am running an SRM-heavy mech, I just run away from lights.
#203
Posted 24 September 2013 - 12:28 PM
Quote
#204
Posted 24 September 2013 - 01:00 PM
#205
Posted 24 September 2013 - 01:36 PM
I'm wondering if it isn't a high speed plus latency thing. Because I sure as **** wasn't a small target and in my experience when Hunchbacks get hit they generally take the damage.
Not scientific but there you go. And not discounting that all 6 of them could have been just absolutely awful shots.
For that matter I've seen clear misses with my AC20 take people down so it seems to go both ways to a certain degree.
Edited by Dago Red, 24 September 2013 - 01:43 PM.
#206
Posted 24 September 2013 - 02:37 PM
stjobe, on 24 September 2013 - 06:19 AM, said:
There are several segments where multiple medium lasers hit internal yellow CT and we see a flash, but no change in color.
Look at about :50. With as little armor as the Spider has, that should have at least changed the color of the paper doll. All we see is a flash though. It sure looks like most of the hits aren't applying damage.
Now compare that with about 1:10 where he finally registers a significant hit, but the lasers are largely trained ahead of his target. I think it's clear that this indicates a hitbox offset.
Edited by Gallowglas, 24 September 2013 - 02:40 PM.
#207
Posted 24 September 2013 - 03:10 PM
Gallowglas, on 24 September 2013 - 02:37 PM, said:
There are several segments where multiple medium lasers hit internal yellow CT and we see a flash, but no change in color.
Look at about :50. With as little armor as the Spider has, that should have at least changed the color of the paper doll. All we see is a flash though. It sure looks like most of the hits aren't applying damage.
Now compare that with about 1:10 where he finally registers a significant hit, but the lasers are largely trained ahead of his target. I think it's clear that this indicates a hitbox offset.
Thank you.
I see two things happening; one is that there is significant lag (about a second) between hits on the Spider and both the paperdoll flashing and the reticule turning red, the other is that just looking at the reticule, it turns red when firing well ahead of the target (at 1:10-1:12).
This suggests to me that
1. The HUD information is misleading, and it's misleading in such a way that it's actively hindering the pilot from making his shots hit (this is akin to trying to hit with MGs - you just have to ignore the in-game graphics and point straight at the target).
2. The way he seems to hit when he's aiming well ahead of the target seems eerily reminiscent of the old hit-box desynching bug, which at least I believed to be fixed. If that bug (or a relative) has re-surfaced, all bets are off as to whether a shot hits or not.
#209
Posted 24 September 2013 - 03:52 PM
#210
Posted 24 September 2013 - 04:04 PM
Homeless Bill, on 24 September 2013 - 03:52 PM, said:
Still terrible for some, bearable for others, but overall not perfect.
#211
Posted 24 September 2013 - 06:41 PM
Funkadelic Mayhem, on 24 September 2013 - 03:15 PM, said:
Well, it's nice of you to see my post just once and guess.
Actually, I have a huge log of screenshots dating back to closed beta, many with the scoreboard open. The range, discarding extreme outliers due to networking issues, is 52-131. It is relatively easy to sum and then average.
#212
Posted 24 September 2013 - 06:48 PM
Homeless Bill, on 24 September 2013 - 03:52 PM, said:
Unreliable globally as of last weekend (had a two-week stretch of being fine), obviously it shows up more on smaller frames but no real evidence that they're functionally different. At least one HUD element is reporting incorrectly, and we've got a video suggesting the hitreg boxes are desynching again (the last point is St.Jobe's assessment, I'm not familiar with the old bug, although hitbox desynch would be a plausible explanation for the need to laser-lead it shows). Also, appears that ping jitter, although not ping, has a significant impact on hitreg reliability, both from anecdotal evidence and PGI's own statements (and, frankly, that video).
#213
Posted 24 September 2013 - 11:28 PM
BTW, nice shot from Mackman to end that duel. =/
#214
Posted 25 September 2013 - 01:44 AM
#215
Posted 25 September 2013 - 02:04 AM
#216
Posted 25 September 2013 - 02:10 AM
IV Amen, on 23 September 2013 - 09:10 PM, said:
Gaan Cathal, on 24 September 2013 - 07:43 AM, said:
I just realized I misquote the time on the video lol.
Check out 1:29 when he hits the spider in mid-air.
#217
Posted 25 September 2013 - 05:38 AM
Edited by CapperDeluxe, 25 September 2013 - 05:39 AM.
#218
Posted 25 September 2013 - 02:52 PM
CapperDeluxe, on 25 September 2013 - 05:38 AM, said:
A lot of pilots of heavier mechs don't realize that the best thing they can do is add distance. At greater distance, your lack of twist speed is less relevant. I see assaults all the time bearing down at me and all I have to do is walk back and forth to avoid their fire. :facepalm:
Y'all need to watch some ww2 movies where they're shooting AA at incoming aircraft. Easier to hit far out.
#219
Posted 25 September 2013 - 03:26 PM
YueFei, on 24 September 2013 - 11:28 PM, said:
BTW, nice shot from Mackman to end that duel. =/
I misregistered on you twice. I can try to find the video. But up close with PPCs moving very fast laterally, i see a lot of shots misregister on a bunch of different mechs now that the network is screwing up again.
Edited by PEEFsmash, 25 September 2013 - 03:27 PM.
#220
Posted 25 September 2013 - 03:30 PM
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