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Is There Something Worng Is Ac's

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#1 Cervesia

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Posted 29 April 2014 - 03:24 PM

Four games in a row, First two games, I swear to point blank shot (~50m) from my JM6-S with 2x AC20 goes right through the other mech. I see the AC bullet fly out of my guns and no impact explosion on the other mech, but I can clearly see the bullet travels right through the center torso. Like the other Mech is not even there. I swear no lies. Second two games, well is more of an observation, I used my JM6-FB with 2x AC10's and I'm not seeing as much dmg as I usually do. Something is off. Just my 2 cents.

#2 Bishop Steiner

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Posted 29 April 2014 - 03:35 PM

Yes. The Mechwarrior gods are punishing you for daring to run ac40 cheese.... just ask all the whining victims who have died to it!

#3 Corwin Vickers

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Posted 29 April 2014 - 03:40 PM

Next time try compensating left or right depending on how they are moving to you and see if you get a hit. Then from then on, so that same thing every time. Solved

#4 Gyrok

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Posted 29 April 2014 - 03:47 PM

View PostCervesia, on 29 April 2014 - 03:24 PM, said:

Four games in a row, First two games, I swear to point blank shot (~50m) from my JM6-S with 2x AC20 goes right through the other mech. I see the AC bullet fly out of my guns and no impact explosion on the other mech, but I can clearly see the bullet travels right through the center torso. Like the other Mech is not even there. I swear no lies. Second two games, well is more of an observation, I used my JM6-FB with 2x AC10's and I'm not seeing as much dmg as I usually do. Something is off. Just my 2 cents.


Willing to bet your ping is moderately high-ish, and since hit detection is now server side instead of client side you are now experiencing the effects of lag on your end.

In the past HSR (Host State Rewind) would have allowed your client to tell the server that you actually hit when the server did not register it as such because of the ping discrepancy. However, now that is not the case, and ALL server hit registrations and damage calculations are performed based only on what the server registers.

#5 xCico

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Posted 29 April 2014 - 03:52 PM

Maybe you had problems with connection? I usually have 140 ms ping and rarely have blank shots lately, even SRM works decent for me, just sayin...

#6 Levi Porphyrogenitus

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Posted 29 April 2014 - 05:08 PM

View PostGyrok, on 29 April 2014 - 03:47 PM, said:


Willing to bet your ping is moderately high-ish, and since hit detection is now server side instead of client side you are now experiencing the effects of lag on your end.

In the past HSR (Host State Rewind) would have allowed your client to tell the server that you actually hit when the server did not register it as such because of the ping discrepancy. However, now that is not the case, and ALL server hit registrations and damage calculations are performed based only on what the server registers.


Unless something changed, the above is incorrect.

HSR is still live. All that the server-side effects did was make it so you only see effects after the server has decided, in cooperation with the client of the one taking the shot, that said shot hit (which works for those under c500 ping only).

#7 Ngamok

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Posted 29 April 2014 - 06:05 PM

Is There Something Worng Is Ac's


Yes, 3X range.

#8 Mawai

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Posted 29 April 2014 - 06:14 PM

View PostGyrok, on 29 April 2014 - 03:47 PM, said:


Willing to bet your ping is moderately high-ish, and since hit detection is now server side instead of client side you are now experiencing the effects of lag on your end.

In the past HSR (Host State Rewind) would have allowed your client to tell the server that you actually hit when the server did not register it as such because of the ping discrepancy. However, now that is not the case, and ALL server hit registrations and damage calculations are performed based only on what the server registers.


No. All damage and hit calculations have always been server side. The only difference now is that the reticule won't light up red indicating a hit unless the server tells your client that you hit.

Host State Rewind has supposedly had some bug fixes put in place. Host State Rewind on the server takes into account when you fired your weapons and then calculates where on your client the opposing mech would have been at the time you actually fired (taking lag into account) ... thus it rewinds the target state to the point you fired. However, if the target just happens to not be where your client drew it when you fired then the server calculates a miss based on the actual mech position when you fired.

Issues with hits like this tend to be more prevalent with fast moving mechs which turn frequently. It is quite possible that the target has turned or changed speed somewhere within the lag envelope between the target client, the server and your client ... thus resulting in a miss. Your client does the best it can to draw the opponent where he is expected to be.

All that said ... when they play with host state rewind ... no one knows how many if any bugs may have been introduced in addition to those fixed. PGI doesn't necessarily have the most extensive testing protocol (if they have one at all).





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