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Hit Detection Shenanigans...

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#1 Mister Blastman

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Posted 01 May 2014 - 11:22 AM

So I know I'm not alone on here. There have to be other players who are having asinine hit detection issues. Per my own calculations, 30-40% of my damage is being dropped, every game. I see hits on my end, be it lasers, srms, autocannons, ppcs, gauss, whatever. They do nothing, 30-40% of the time.

That means if I group fire say 2x ppc + 2x AC5, one of those components, maybe two, might not be doing damage.

For a long time now I've been trying to come up with reasons as to what might be going on. It makes no sense. I don't have this issue in other games.

And then, in a drop I had today, something dawned on me based on what a player said--maybe our clients aren't reporting things right.

Here's the situation:

I was up against a Battlemaster on HPG Manifold. He had a red side torso. I was shooting him repeatedly with 2x Er Large Lasers. I was hitting him clearly in that side torso. Every single shot I hit with, no damage would register. This happened what seemed like four times in a row.

So after the drop, I spoke up. One of the players on the other team spoke up and said from his client, watching through the Battlemaster--he WAS the Battlemaster, actually, he said it looked like the lasers were hitting the lip of the ledge instead of hitting his mech.

Strange.

From my perspective there was more than adequate clearance to hit the BLR. I'm quite familiar with weapons hitting edge of terrain. There are spots in maps notorious for this. However, in this situation, I was clearly shooting over the lip of the ledge and hitting his mech, from my end.

From his--it wasn't showing that at all.


Interesting, right?

Something more is going on than "damage not registering." It is almost as if our clients are out-of-sync with the server in some random way that it is utterly impossible for HSR to work properly if it IS written correctly. If our clients are out of sync, what is appearing on our end isn't what is really there so we have significantly reduced chances of making an accurate shot.


Now I must say--this definitely could be a possibility. The other night in duels I was nailing a guy in the CT repeatedly and it was registering on his side torso as he was moving laterally.

I would love to get to the bottom of this. I know other players are having issues like mine and maybe this sheds a clue as to what is going on. Perhaps we need to do private match testing/recording--we can do this now. Why not, right?

Anyone else have any ideas?

How about we all schedule a testing hour to get to the bottom of this?

I dunno, I'm looking for ideas. I want this problem solved.

Edited by Egomane, 01 May 2014 - 11:24 PM.


#2 DEMAX51

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Posted 01 May 2014 - 11:28 AM

Well, I think you've hit the nail right on the head. There is a descynch between our clients, the server, and other players' clients. This is exactly what HSR was meant to address.

And hit registration is working better than it did before HSR was implemented, even if it's still not 100%.

I'm sure it'll get better as time goes by, and they're able to make improvements to their system, but to think hit-reg will ever be perfect is a pipe-dream. In a game where hit-reg is server-side authoritative (which is necessary to combat aimbotting), hit-reg will never be flawless.

All we can hope for is continued improvement.

Edited by DEMAX51, 01 May 2014 - 11:29 AM.


#3 Mister Blastman

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Posted 01 May 2014 - 11:31 AM

View PostDEMAX51, on 01 May 2014 - 11:28 AM, said:



And hit registration is working better than it did before HSR was implemented, even if it's still not 100%.



Surprisingly my hit registration was way better before HSR than it is now. I'm talking night and day. Beforehand I always hit what I shot. I did have to lag shoot light mechs--but I knew I had to lag shoot them so I knew where to aim.

Now I don't know if I have to lag shoot or not. Sometimes due to desynch I would, others I wouldn't.

So my hit registration has gone way down.

#4 Wabbit Swaya

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Posted 01 May 2014 - 11:57 AM

I've been noticing lately, that a lot of my shots hit terrain, when they should clearly be hitting the mech I'm aiming at.

An example of this would be that other day in Tourmaline Desert. I was aiming a Banshee, at 750m, he was exposed from the crotch up behind a ridge of stone outcroppings, the shells from my dual ac5's in my Shadowhawk, aimed at just above his shoulder level would explode at shoulder level, but not register either a hit or damage.

My only guess is, that even though the opposing mech was clearly exposed, the HGR said I was shooting at a wall of stone. This I not the only the only example I can site, just the most recent in my memory.

So,it's not just poor hit registry, it's poor terrain modeling, and a host of other things involved.

Just saddened, that after the money and time I've put into this game, it just doesn't seem to be getting better. It's the same game I started playing over a year ago. More shiny robots to "purchase", a couple of additional maps, and a additional game "mode". and no CW, which was why purchased my overlord package. The enthusiasm to keep playing this game is waning everyday.

#5 Dracol

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Posted 01 May 2014 - 12:46 PM

View PostMister Blastman, on 01 May 2014 - 11:22 AM, said:

(snip)

Let me ask you this, do you have terrain graphics set to low?

I was having issues like you described. I would also see terrain "grow" as I approached them as low graphic models were replaced with higher graphic models. I recently reduced my resolution so that I could run the game with higher terrain detail and still maintain a good FPS. Let me say, it made a world of difference in my stats.


...now if only I could afford a better video card and power supply.....

Edited by Dracol, 01 May 2014 - 12:46 PM.


#6 Mister Blastman

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Posted 01 May 2014 - 12:48 PM

View PostDracol, on 01 May 2014 - 12:46 PM, said:

Let me ask you this, do you have terrain graphics set to low?

I was having issues like you described. I would also see terrain "grow" as I approached them as low graphic models were replaced with higher graphic models. I recently reduced my resolution so that I could run the game with higher terrain detail and still maintain a good FPS. Let me say, it made a world of difference in my stats.


...now if only I could afford a better video card and power supply.....


I have everything set to maximum except for post-processing and anti-aliasing, which I have turned off. I used to get 100 FPS in this game before the DX11 patch.

#7 Paewen

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Posted 01 May 2014 - 12:58 PM

The other issue might be that you are actually missing. AC5s and PPCs travel at different speeds. So, if you are firing both sets of weapons at the same time, depending on range, you may actually be barely missing the target. At 500 m, it takes aPPC about 1/3 of a sec to travel, while it takes an AC5 1/2 sec to travel. The weapons require a different lead. The miss on the AC could be lost in the flash of the PPC hitting.

#8 CDLord HHGD

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Posted 01 May 2014 - 01:02 PM

I watched one of my AC20 rounds go right through an enemy Atlas and leg the enemy commando that just so happened to be passing behind. Hilarity ensued, but yes, that AC20 round was meant for the Atlas....

#9 Odins Fist

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Posted 01 May 2014 - 02:46 PM

View PostMister Blastman, on 01 May 2014 - 11:22 AM, said:

"Hit Detection Shenanigans..."


Have been around for a long time...

#10 Mister Blastman

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Posted 01 May 2014 - 02:52 PM

View PostPaewen, on 01 May 2014 - 12:58 PM, said:

The other issue might be that you are actually missing. AC5s and PPCs travel at different speeds. So, if you are firing both sets of weapons at the same time, depending on range, you may actually be barely missing the target. At 500 m, it takes aPPC about 1/3 of a sec to travel, while it takes an AC5 1/2 sec to travel. The weapons require a different lead. The miss on the AC could be lost in the flash of the PPC hitting.


If that were the case (and I don't miss often), what about lasers... Large, Medium... even Medium Pulse lasers?

#11 Clit Beastwood

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Posted 01 May 2014 - 02:56 PM

I've noticed the same avg. number of kills... but the damage is down 50%. sample size where I paid attention is maybe 15 drops, but a 50% damage reduction is very noticeable. One drop was 5 kills 324 damage in an oxide with *streaks* and an arty (it normally poo's damage all over the place). I wasn't attacking weak / red mechs, one was an atlas that I wasted a third of my ammo on. I haven't been recording the drops but I'll start streaming 'em again, hopefully I can get it on video. Has anyone experienced similar? Normally those type of drops are in the 700-800 damage range, given the nature of streaks. I killed at least 3 of them due to double legging, and I put down an arty that visibly impacted 4 mechs (crosshair went red for all 3 clumps).

Edited by Fierostetz, 01 May 2014 - 02:58 PM.


#12 Deathlike

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Posted 01 May 2014 - 02:57 PM

I'm pretty much in the camp that you probably are desynced from the rest as "your client" is reporting from the "wrong position" or something along those lines.

Chances are, you probably have to be lag shooting to get some hits to go where they need to be. Players specing could fall under a similar desync, but possibly be "properly" synced better, giving a better "vision" of what's going on.

#13 VanillaG

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Posted 01 May 2014 - 03:00 PM

In the SRM hit detection thread it was mentioned that they found a desync issue that affecting hit detection in HSR and it was not in this last patch. I am not sure if it was specific to SRMs or a general issue.

#14 Smokeyjedi

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Posted 01 May 2014 - 03:04 PM

You are not alone, I am suffering from this and pug hell........12-(2-3 of my kills per match) and man i have to work sooooo hard for those 2 to 3 kills........feels more like 800+dam, but only reads 300-400 after match end,

#15 Kiyoshi Amaya

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Posted 01 May 2014 - 03:20 PM

These problems have been around for a while and have been gradually getting worse. I've been recording some of my matches and re-watching in slow motion. Client says I hit but the server says no. Unfortunately, I didn't record the perfect example the other night... My ctf-3d chasing a slow raven on alpine repeatedly shooting it's tail pipe and doing zero damage. That match ended in a tie. These hit reg bugs are EXTREMELY annoying and I'd like to know what pgi are doing to fix the problem.

#16 Nauht

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Posted 01 May 2014 - 03:55 PM

You can see this in spectator mode too... there have been numerous times when I duo with my brother and when one of us dies and spectates the other it seems from the spectator view that your shots are missing when to the pilot you're shooting exactly where you want to be shooting.

In the early days we gave each other shit about not being able to shoot properly, now we know better. There was obviously something going on with the network syncing up with the server.

#17 PACoFist

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Posted 01 May 2014 - 04:10 PM

I was fighting a Jenner. He stopped right in front of me to shoot at me (must have been a newbie). So I fired a 35-damage Alpha on his center. That didn´t do it. So I fired another 35 damage on his center. He is still standing there. Since I was overheating the third shot was only 15 damage. For me it looked like every shot was a hit.

The Jenner has up to 44 armor in the center torso. I did 85 damage to him, should have been enough to destroy him.

I don´t know how often that shit happens. Most of the time I think, I don´t recognize it in the confusion of the battle. Or I just assume I did miss. But in the situation I described, it was so obvious, something was wrong.

#18 Mister Blastman

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Posted 01 May 2014 - 04:51 PM

Whew. At least I'm not the only one. I know it isn't happening to everyone but there are others out there that have it bad, too.

What I can't figure out is why would our clients be de-syncing so badly from the server with good pings?

#19 Deathlike

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Posted 01 May 2014 - 05:23 PM

View PostMister Blastman, on 01 May 2014 - 04:51 PM, said:

Whew. At least I'm not the only one. I know it isn't happening to everyone but there are others out there that have it bad, too.

What I can't figure out is why would our clients be de-syncing so badly from the server with good pings?


I couldn't really tell you, but I wonder any of the UI effects during pre-match is affecting this.

Remember, it was about a year ago where PGI decided to "spruce up" the prematch stuff with a fade in effect? Well, at that time, some people's connections were "hanging" and there were connecting issues with that (moreso with people that had higher pings normally).

It's almost as if they are trying to tie in some "slick" (yet useless) graphics for something that should not hold up connecting+rendering.

The only thing that has changed since then is the "turret deploying effect" during pregame. That's about it though...

Edited by Deathlike, 01 May 2014 - 05:24 PM.


#20 Foxfire

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Posted 01 May 2014 - 05:28 PM

Alternatively you could have issue where you get damage from clear misses, where you get damage after making cover, and where you get damage on components that there is no way the shooter could have hit(like damage on a left torso while your right torso is facing the enemy and they are using only lasers)





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