Pulse Energy Damage Registration Problems
#1
Posted 04 June 2014 - 05:10 PM
I also noticed when I did a 7 MPL alpha on shutdown mechs that the would die 0.5-1s AFTER my alpha finished, rather strange that it takes that long.
#2
Posted 05 June 2014 - 11:55 AM
#3
Posted 05 June 2014 - 01:18 PM
#4
Posted 05 June 2014 - 02:20 PM
#5
Posted 05 June 2014 - 10:07 PM
#6
Posted 05 June 2014 - 10:10 PM
#7
Posted 05 June 2014 - 11:14 PM
Now this is completely impossible.
You simply have to guess.
The Hit boxes of mechs can even jump around when a mech is standing still and is shutdown.
What bothers me most is none of this problems seems to be consistent.
If this happens or not seems to be pretty random or related to factors I don't can figure out. Its not players latency alone or their instable latency.
#8
Posted 07 June 2014 - 11:28 AM
(currently 80s)
Was point blank engagement with an active pilot running around in circles deal so aiming was easy.
Done a few more rounds now with 80 ping and various energy weapons. Really seem to be doing a lot less damage than specified.
#9
Posted 07 June 2014 - 08:34 PM
Edited by ManDaisy, 07 June 2014 - 08:34 PM.
#10
Posted 08 June 2014 - 04:14 AM
L A G
even with lasers, you must shoot a bit ahead of the enemy light mech.
with a 6 mdlaser+19DHS cicada2a i use to leg enemy lights in 2-3 alpha strikes maximum.
this happens if you are european like me, we have 140-200 ping out here beacause we do not have damn servers
Edited by IL MECHWARRIOR, 08 June 2014 - 04:16 AM.
#11
Posted 08 June 2014 - 07:40 AM
IL MECHWARRIOR, on 08 June 2014 - 04:14 AM, said:
L A G
even with lasers, you must shoot a bit ahead of the enemy light mech.
with a 6 mdlaser+19DHS cicada2a i use to leg enemy lights in 2-3 alpha strikes maximum.
this happens if you are european like me, we have 140-200 ping out here beacause we do not have damn servers
Dude.. HSR is suppose to compaste for LAG but it is not working correctly..
People have to keep complaining about it though..
Last I heard.. The guy working on the SRM hit reg fixes is starting to look at lasers as well.
Hopefully SRM hit reg improvements works as planned... so he can seriously start working on lasers... been bad for so long..
#12
Posted 08 June 2014 - 09:23 AM
#13
Posted 08 June 2014 - 09:37 AM
shad0w4life, on 08 June 2014 - 09:23 AM, said:
What is that supposed to prove ? That mpls work perfectly fine ?
4mpls=24 damage per alpha
2 alphas = 48 damage
end-of-round screen says 47 damage (oh noes! 1 point of damage is missing !)
That's an error of 2% and we have no way of knowing if it's just a rounding-issue on the display or some other minor problem.
Your first alpha went all over the STK, the second one turned his center slightly orange. Those things usually have something between 70 and 95 front armor so that seems about right.
Am I not getting something ? This seems weird.
#14
Posted 08 June 2014 - 10:25 AM
Ironwithin, on 08 June 2014 - 09:37 AM, said:
What is that supposed to prove ? That mpls work perfectly fine ?
4mpls=24 damage per alpha
2 alphas = 48 damage
end-of-round screen says 47 damage (oh noes! 1 point of damage is missing !)
That's an error of 2% and we have no way of knowing if it's just a rounding-issue on the display or some other minor problem.
Your first alpha went all over the STK, the second one turned his center slightly orange. Those things usually have something between 70 and 95 front armor so that seems about right.
Am I not getting something ? This seems weird.
yes it is OH NOES, 2 stationary targets and there's a hit registration problem. What if that 2% was your AC20 shot?
First shot stayed on his entire nose bubble.
Now when mechs are moving full speed, that 2% becomes more like %30 hit reg problem.
Why the hell are you bringing up armour, this is %100 focused on hit registration problems in game. You thought I was trying to kill him?!
Edited by shad0w4life, 08 June 2014 - 10:26 AM.
#15
Posted 08 June 2014 - 10:47 AM
#16
Posted 08 June 2014 - 06:28 PM
Been complaining and complaining for more than a year as the problem is much more apparent with more lag you have..
People realising it now due to the pulse laser buffs and thus using them more ?
Edited by ShinVector, 09 June 2014 - 04:51 PM.
#17
Posted 08 June 2014 - 09:26 PM
We already know SRM has evident registration problems, it's been proven and they will fix it soon, so it's possible Pulse Lasers are broken too.
#18
Posted 09 June 2014 - 07:27 AM
ShinVector, on 08 June 2014 - 06:28 PM, said:
Been complaining and complaining for more than a year as the problem is much more apparent with more lag you have..
People realising it now due to the pulse laser buffs and thus using them more ?
Yeah I got fed up and finally decided to just do video evidence so that they can't deny it, and I made sure I did it on a LARGE mech at slow speeds so it's not a "well you may have missed part of the hitbox because it's a smaller mech" With them looking at SRMs they may very well be analyzing DOT weapons as well.
Edited by shad0w4life, 09 June 2014 - 07:28 AM.
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