Hit Detection - 1.3.302
#41
Posted 09 July 2014 - 09:44 AM
Was in a DW with a 102 point alpha (2 gauss, 2 erppc, 6 er-med, 23 DblHS). I was staring down another DW at about 100M (neither of us was moving... easy targeting). 3 alphas into his "nose" (306 points of damage... HE SHOULD BE DEAD!). I was loading another double gauss while waiting to cool down when he took out my CT.
WHAT GIVES?
PS. My ping runs between 70-85ms.
#42
Posted 09 July 2014 - 10:58 PM
Paikanx, on 03 July 2014 - 01:14 AM, said:
I've had an issue kind of like this. I'm not seeing problems hitting, I'm seeing issues with where I get hit.
No video or screen capture available, recording isn't really possible for me.
Ping: ranges 40-80 (typically closer to 55)
Issue: Hit box for L/R sides keeps getting reversed. This happened both on a Stalker (forgot which exact model) and just today my Catapult Jester. In each mech I got warnings of being shot on my right side and I can turn to see the mech shooting me did fire from the right. Yet my paper doll accurately shows that I took all damage to my left. This was from 100% mech condition in my Jester that I saw damage transfer to the wrong side. I know the paper doll was accurate because a later shot to my left center blew it off my mech very quickly (was stripped of armor).
I feel this issue has also happened in my Ravel 3L that I play frequently. But the Catapult and especially the Stalker have very distinct shape when shot from one side; so damage should not have been transferring across Right Arm/Right Torso to Left Arm/Left Torso.
#43
Posted 10 July 2014 - 09:56 AM
My ping is consistently in the 40-50 range.
Edited by OriginalTibs, 10 July 2014 - 10:45 AM.
#44
Posted 10 July 2014 - 10:23 AM
Platinum Spider, on 09 July 2014 - 01:52 AM, said:
Training grounds still uses the server, it's not just running on your local client. All of the hit detection and damage reporting happens on the server, even for Training Grounds. However I'm sure they've streamlined the code for Training Grounds since it's not multi-player and there are no moving targets, so it may not be a 100% reliable proxy for actual gameplay. Ping may still be an issue even for Training Grounds, but I suspect that the HSR issues involve more than just ping given that low ping players are reporting hit detection issues almost as much as high ping players. My ping is reliably between 75 and 80 and I have huge hit reg problems in about 50% of my matches.
#45
Posted 10 July 2014 - 11:52 AM
You will notice at one point in this video that I am shot by several lasers, ballistics and missiles. I got caught in the open and was meat for at least 6 'mechs. I fired until I overheated, twice, waiting to die and yet I came away relatively intact.
http://youtu.be/e-_8fzD2JzQ
Edited by BINDLETORC, 12 July 2014 - 03:44 AM.
#46
Posted 11 July 2014 - 07:30 AM
#47
Posted 11 July 2014 - 01:20 PM
Summon3r, on 11 July 2014 - 07:30 AM, said:
I think they do acknowledge it, though they rarely comment on forum posts. They have one engineer whose primary job is to monitor and improve HSR and hit registration, however they have a very small team of engineers and that one guy often gets pulled to other tasks and work that needs to be done. I think they really need to buckle-down and spend a couple patches just working on HSR since it's become such a mammoth issue in the game and is, IMHO, the biggest detriment to gameplay at this time.
#48
Posted 11 July 2014 - 02:49 PM
I had a 100% DD-C and ecm ninja'd to within 150m of a stationary Timberwolfs back. I Alpha'd his back with an ERLL, 2 UAC5's and 3 SRM6. I followed this with double taps on the UAC5's hitting him another 3-4 times and again with a second salvo od 3 SRM6's and ERLL to his side and front quarter as he turned.
He turns around and goes toe to toe vs my undamaged atlas, and outguns me. He survives and I don't. PGI can stick that sh*t up their collective arses. I'm out.
#49
Posted 12 July 2014 - 07:19 AM
Panzerbjorn, on 11 July 2014 - 01:20 PM, said:
I think they do acknowledge it, though they rarely comment on forum posts. They have one engineer whose primary job is to monitor and improve HSR and hit registration, however they have a very small team of engineers and that one guy often gets pulled to other tasks and work that needs to be done. I think they really need to buckle-down and spend a couple patches just working on HSR since it's become such a mammoth issue in the game and is, IMHO, the biggest detriment to gameplay at this time.
good lord you would think HSR which is arguably the most important mechanic of the game would be of top priority, not to mention the terrible graphical hit detection when it looks like you have clearer an obstacle by alot your weapn hits the terrain in front you!
#50
Posted 12 July 2014 - 09:59 AM
Summon3r, on 12 July 2014 - 07:19 AM, said:
Agree. And I played about 2 dozen matches last night and at least half of them I noticed significant hit-reg/HSR issues, including one against PGI's own Sean. Some matches I delivered between 800 and 1,000 dmg in my clan mechs while in others where I THOUGHT I had been doing just as well, I only delivered 300 to 400. I watched several alphas hit but fail to damage both on my targets AND on myself. I don't want this fixed for personal reasons JUST because it's affecting me, but for fairness of play. It's hard to improve my own skill when 20% or more of all shots are just a dice roll.
#51
Posted 12 July 2014 - 11:00 AM
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