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Pulse Energy Damage Registration Problems


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#1 BARBAR0SSA

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Posted 04 June 2014 - 05:10 PM

Just finished a match where I had 7 SPLs on my mech, alpha them on a firestarter's leg, no damage registered, try again and again, it was as if a fraction of the damage was being done, very slight blips.

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 Grendel408

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Posted 05 June 2014 - 11:55 AM

What range were you from the target with firing your Small Pulse Lasers?

#3 DarkonFullPower

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Posted 05 June 2014 - 01:18 PM

On the MPL, you may have hit ammo, unless this happens consistently.

#4 Pataine

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Posted 05 June 2014 - 02:20 PM

It's just the BS Firestarters which has hit reg as bad as Spiders.

#5 Cest7

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Posted 05 June 2014 - 10:07 PM

Ping?

#6 Ironwithin

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Posted 05 June 2014 - 10:10 PM

All of the above and: disconnected players are effed up as far as hit-reg is considered.

#7 The Basilisk

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Posted 05 June 2014 - 11:14 PM

Sadly hitboxes can be pretty distorted and desynced on some mechs, some are more prone to distortions (jumping shadowhawks and Firestarters, some are more prone to desynchronisation of their Animation vs their hitboxes movment (Spider and again Firestarter but its a general problem of all faster Mechs) and the HSR (Host State Rewind) mechanism still isn't working pretty well. Without HSR you could trace the amount of ping related weapons lead you had to use minimum for a certain enemy mech.
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 BARBAR0SSA

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Posted 07 June 2014 - 11:28 AM

Ping was probably 150 at the time
(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 ManDaisy

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Posted 07 June 2014 - 08:34 PM

Lasers hitreg has been broken as of late.

Edited by ManDaisy, 07 June 2014 - 08:34 PM.


#10 D A T A

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Posted 08 June 2014 - 04:14 AM

IT IS NOT DAMAGE REGISTRATION, IT IS


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 ShinVector

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Posted 08 June 2014 - 07:40 AM

View PostIL MECHWARRIOR, on 08 June 2014 - 04:14 AM, said:

IT IS NOT DAMAGE REGISTRATION, IT IS


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 BARBAR0SSA

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Posted 08 June 2014 - 09:23 AM

http://youtu.be/1Av6SDqbZNA?t=1m19s

Proof it is off ON slow moving mechs

#13 Ironwithin

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Posted 08 June 2014 - 09:37 AM

View Postshad0w4life, on 08 June 2014 - 09:23 AM, said:

http://youtu.be/1Av6SDqbZNA?t=1m19s

Proof it is off ON slow moving mechs


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 BARBAR0SSA

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Posted 08 June 2014 - 10:25 AM

View PostIronwithin, 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 amisu

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Posted 08 June 2014 - 10:47 AM

Having same problem with pulse lasers and fast moving targets. Regular lasers work a little better but it is still pain to bring down lights.

#16 ShinVector

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Posted 08 June 2014 - 06:28 PM

Again... Kinda odd people are just realising there is a huge problem in trying to do accurate damage with lasers. Especially on moving targets. (How many times have I traced lasers red open components only to do minor damage to it.)
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 Tonberry King

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Posted 08 June 2014 - 09:26 PM

I have nothing to add other than I have noticed recently that on my Raven 3L with 3 Medium Pulse Lasers... I am doing significantly LESS damage than I ever have before. It may be due to some error in the system, but my money is on a curse because that Raven has a 2-28 win/loss ratio since the patch. If you see me in your match, on your team, with my Raven, might as well just self-destruct or eject. And it's not my aim either since I have been getting an average of 4 kills per game on my Dual Gauss JM6-S finally earned me that 5-kill achievement... for a change. I was about to sell that thing.

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 BARBAR0SSA

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Posted 09 June 2014 - 07:27 AM

View PostShinVector, on 08 June 2014 - 06:28 PM, said:

Again... Kinda odd people are just realising there is a huge problem in trying to do accurate damage with lasers. Especially on moving targets. (How many time I traced laser red open components only to do minor damage to it.)
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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