

Why Is Hit Detection Wonky? See For Yourself.
#1
Posted 25 November 2013 - 01:07 PM
Right at the beginning of the round, hit F4 to go to 3PV. Now sweep your crosshairs across all of your friendly mechs. See it jerking around? That is the crosshair convergence jumping to adjust to the different ranges of the target under the reticle. Sweep sideways slowly across a friendly spider or other smallish skinny mech. There are very few times when the convergence is actually correct. Sweep across a large, wide mech like a BLR or AWS or AS7 - notice, no twitching of the crosshair.
This is going on ALL THE TIME when you are aiming, you just don't see it because you are exactly behind the reticle in 1st person / cockpit view, and the reticle does not tell you by changing size or otherwise how far it is aimed out, besides the digital "range" readout which is not exactly an item of focus during combat.
Now granted, some shots just flat out disappear due to netcode or lost packets. That happens sometimes. This phenomenon always happens, however, due to the instant convergence of weaponry.
Tank sims ( real ones like Steel Beasts ), and real tanks for that matter, solve this with a "first return/last return" setting on the rangefinder. MWO may want to consider a change to the way convergence is calculated, and the speed at which it is dialed in.
#2
Posted 25 November 2013 - 01:09 PM
#3
Posted 25 November 2013 - 01:17 PM
At least that is how I interpreted the mechanic after using 3rd person in the test server.
Edited by Roughneck45, 25 November 2013 - 01:25 PM.
#4
Posted 25 November 2013 - 01:23 PM
#5
Posted 25 November 2013 - 03:02 PM
#6
Posted 25 November 2013 - 03:46 PM
The best example i have had happen to me was trying to shoot at a spider running along a ridgetop with my jagermech. Leading the spider put my convergence somewhere out in the upper atmosphere. So when I fired my AC 5s, the rounds actually split and went to either side of the spider.
#7
Posted 25 November 2013 - 05:27 PM
Clydewinder, on 25 November 2013 - 01:07 PM, said:
I noticed it with 3PV but never really paid much attention to to, but now that you bring it up it makes a lot of sense. Not sure what you can do to solve the issue though.
#8
Posted 25 November 2013 - 06:23 PM
Krinkov, on 19 October 2013 - 07:50 PM, said:
A video demonstration of the different convergence in 3rd vs 1pv is also available in that thread.
#9
Posted 25 November 2013 - 06:47 PM
Is pretty much all I got from this thread.
#10
Posted 25 November 2013 - 07:09 PM
Biglead, on 25 November 2013 - 06:47 PM, said:
Is pretty much all I got from this thread.
If you think there is nothing wrong with the hit detection in MWO then you are entitled to your opinion. However, you may be way way out on a limb that is already nearly sawn through.
#11
Posted 25 November 2013 - 07:14 PM
Clydewinder, on 25 November 2013 - 07:09 PM, said:
If you think there is nothing wrong with the hit detection in MWO then you are entitled to your opinion. However, you may be way way out on a limb that is already nearly sawn through.
Then send a ticket to support. Stop regurgitating old vomit.
#12
Posted 25 November 2013 - 07:20 PM
Is it preferable to somehow regurgitate new vomit? Or would the fact that it is re-gurgitating make it by definition "old" vomit? Perhaps an initial gurgitation would yield a fresher product.
#14
Posted 26 November 2013 - 07:37 AM
#16
Posted 26 November 2013 - 09:39 AM
#17
Posted 26 November 2013 - 10:05 AM
Clydewinder, on 25 November 2013 - 07:20 PM, said:
Is it preferable to somehow regurgitate new vomit? Or would the fact that it is re-gurgitating make it by definition "old" vomit? Perhaps an initial gurgitation would yield a fresher product.
Quoting for eternal glory.
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