Jump to content

Ballistic Hits Are Noticeably Delayed

Bug Report Issue

4 replies to this topic

#1 GrandLocomon

    Member

  • PipPipPipPipPipPip
  • Warrior - Point 1
  • Warrior - Point 1
  • 498 posts
  • LocationWestern Australia

Posted 04 May 2014 - 10:43 PM

Bug Location: All maps/modes, testing grouds

Steps to Reproduce: Be me or maybe a high ping player with ballistics PPC or AC on a mech

Reproduction Rate: Always occurs. 100% every time with ballistics mech.

Bug Evidence: Might make a short video later, if I can figure out how

Bug Description: Since this patch, hit effects from ballistics are noticeably delayed. For example in every match if I shoot PPC and ACs while directly facing a wall [face-plant], or directly at the ground, there is a noticeable delay in the time from fire to hit-effect [bullet hole decal/sound]. Before this patch it was always instant. Delays also appear in the testing grounds. Ballistics hit detection is also less effective this patch, probably by no coincidence.

Edited by GrandLocomon, 04 May 2014 - 10:48 PM.


#2 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 04 May 2014 - 11:30 PM

http://mwomercs.com/...83-15-apr-2014/
  • Projectile Explosion effects made server side authoritative


#3 GrandLocomon

    Member

  • PipPipPipPipPipPip
  • Warrior - Point 1
  • Warrior - Point 1
  • 498 posts
  • LocationWestern Australia

Posted 05 May 2014 - 01:06 AM

View PostKmieciu, on 04 May 2014 - 11:30 PM, said:

http://mwomercs.com/...83-15-apr-2014/
  • Projectile Explosion effects made server side authoritative

I never really understood what that meant, unless it means...
"You couldn't hit stuff before, now we [PGI] have made it super obvious for you by removing the hit effects when hits did not do damage! No more thinking you are doing damage when you're not!"
...Then I understand perfectly.

QQ, all I want is a playable game, without having to move where I live.

#4 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 05 May 2014 - 01:26 AM

View PostGrandLocomon, on 05 May 2014 - 01:06 AM, said:

I never really understood what that meant, unless it means...
"You couldn't hit stuff before, now we [PGI] have made it super obvious for you by removing the hit effects when hits did not do damage! No more thinking you are doing damage when you're not!"



#5 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 05 May 2014 - 02:19 AM

You're waiting for a round trip across the globe and back before you see any on-hit effects.

The purpose of this change was because previously, you would "see" hit effects even if the shot missed or did not register. Obviously this means the behavior seen for very high ping is different, but the fix should still hold true- you don't get any hit effects unless the shot hit, and you don't know the shot even hit at all until it's gone to the server.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users