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Fed The Hell Up.


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#41 Nick Makiaveli

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Posted 28 February 2014 - 10:55 AM

View PostMarj, on 27 February 2014 - 09:43 PM, said:


Re walls, getting hit after firing a shot that's blocked happens very rarely. I have seen it happen once or twice when popping out from behind a building so it isn't simply the angle of terrain, but it's so rare it's not a big deal. It's just that I have seen it happen in situations where it doesn't make sense, leading me to think something more than simple lag effects or desync are taking place.

Re ml's and ac's...I know, it just doesn't feel like that's the issue. Given close range against a target moving at medium speed over a period of 30 seconds+ I don't see how constant misses with one weapon but hits with another could happen. I mentioned this instance because it was over such a long time I tried leading the target with the ac's but I just couldn't cause a a hit. Eventually things did start working normally and I took the centurion out, I suspect he was having issues hitting me too. Sure a desync between shots could cause this, or some sort of jitter resulting in the DOT weapon getting a few hits registering while others miss, but for 30 seconds+? The uac 5 isn't exactly slow firing either...getting 30 rounds out for no effect is a bit much. If nothing else, I think their servers need to sync with clients more often.

I'd really like a technical post from a dev on this issue. It's been going on for so long now and affects enough people that it deserves some sort of comment. Maybe the things I'm seeing are just lag effects that are unique to MWO's HSR system, but given the comments in this thread it doesn't seem to be ping related. I'd be happy if hit registration was poor (e.g. leading targets required) but consistent. This constant shift between reliable and garbage from game to game makes competing difficult.

Edit: I should probably note that sometimes it does work flawlessly. I've nailed fast moving lights at range with PPC's, hit JJ snipers before they drop behind cover etc. I've never been able to do this in other games with such a high ping without leading targets so HSR does do it's job sometimes, but then it'll suddenly start failing horribly.


I don't think you are clear on how lasers work. It's a constant beam that deals damage in increments. So you can deal less than maximum damage (ie 0-5) where as an AC is all or nothing. So yes you can miss over and over with an AC simply by not leading properly, the target dodging etc. But a laser you can almost always deal some damage by "dragging" the beam over the target for some damage.

#42 TheCaptainJZ

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Posted 28 February 2014 - 11:25 AM

View PostBadgerthej, on 26 February 2014 - 12:35 PM, said:

thats the thing, i didnt see anything from the first volley, no graphics no bullets wizzing past no impact on my mech, the second volley that damaged my arm and leg had the projectiles and impacts.

You may have suffered a ping spike. HSR doesn't deal with spikes well as their very nature makes them variable and unpredictable.

Also, all graphics are rendered on your client so what you see is not necessarily what the server sees. I don't know the technical details but you might have experienced packet loss and so never saw the bullet? So your client never drew it? Don't know if this is a possible scenario or not. But the server authorized the shot and the damage.

Once I got stalled in a match. All the other players were walking in place and frozen but I could move around (since your client "projects" your movement and then verifies with the server). Several seconds went by and I realized it was going to kick me out soon once it figured out it had lost the connection. So I ran through the middle of the map and suddenly it reconnected and I immediately died to damage I had received but my client hadn't updated. Also got chat messages "Don't run in the open!" but I hadn't received them until I died.





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