Is Hit Detection Off Lately Or Is It Just Me?
#21
Posted 02 September 2014 - 08:33 AM
#23
Posted 03 September 2014 - 12:58 AM
Sandpit, on 02 September 2014 - 08:39 AM, said:
Just for giggles PGI should disable HSR again for a week or so ...
I don't deny that in certain ping situation HSR is off, it has to be because such systems simply have their limitations and can't make up for the lack of local servers (which by the way is one of the many reasons I do not understand that anti-dedicated player hosted server stance the industry has taken for a few years now).
But in my view, especially when watching the "proof" videos that pop up in these kind of threads usually, 90% of the "HSR is off" moaning, comes from people that imagine things (like seeing their crosshair on target when it actually is off at the moment of shooting) or do not understand how convergence and the positioning of their guns on their mechs is influencing their targeting (especialy when leading on long distances with PPCs, ACs and the like).
#24
Posted 03 September 2014 - 01:38 AM
I'm not a crack shot but I find it hard to believe my accuracy dropped that dramatically overnight for no apparent reason.
#25
Posted 03 September 2014 - 01:46 AM
Maybe this is a symptom of the same issue that leads to the desync? Or maybe he was laggy?
I'm playing from Germany with a 110 ms ping (improved from 125 ms since the migration).
#27
Posted 03 September 2014 - 03:07 AM
Joseph Mallan, on 03 September 2014 - 02:04 AM, said:
I think it's been off since the migration for specific weapons that it was never off for before.
As an example, I normally play my TBR-P with 4 CERMLs and either 2 CERLLs or 2 CLPLs, depending on what's working at any given time. For the last couple of days, the lasers simply aren't doing the damage they were...and we're talking about hitting stationary targets as a benchmark.
I swapped the larges out for CUAC5s (in chainfire) and what do you know? The damage it back.
Now, I know that lasers and MGs are "hitscan" weapons and ballistics were always "iffy" in the past (except for the Gauss). I wonder what would cause it to flip-flop like that? I would imaging ping/lag would have something to do with it, but I'm pinging in a little better on the new servers than the old ones. I haven't got a clue, I just managed to find a "fix" for it.
#28
Posted 03 September 2014 - 03:15 AM
Willard Phule, on 03 September 2014 - 03:07 AM, said:
I think it's been off since the migration for specific weapons that it was never off for before.
As an example, I normally play my TBR-P with 4 CERMLs and either 2 CERLLs or 2 CLPLs, depending on what's working at any given time. For the last couple of days, the lasers simply aren't doing the damage they were...and we're talking about hitting stationary targets as a benchmark.
I swapped the larges out for CUAC5s (in chainfire) and what do you know? The damage it back.
Now, I know that lasers and MGs are "hitscan" weapons and ballistics were always "iffy" in the past (except for the Gauss). I wonder what would cause it to flip-flop like that? I would imaging ping/lag would have something to do with it, but I'm pinging in a little better on the new servers than the old ones. I haven't got a clue, I just managed to find a "fix" for it.
My AC20 2 Mediums on my Alts Victor worked well yesterday. Maybe its a Clan (stealth)Nerf?
#29
Posted 03 September 2014 - 03:24 AM
Joseph Mallan, on 03 September 2014 - 03:15 AM, said:
Hard to tell, man. I avoided CUACs for the longest time...the spazzfire from them was annoying and the ammo dependence just made it worse. Same thing with CLRMs. But, they're working fine now. Go figure, right?
#30
Posted 03 September 2014 - 03:33 AM
Edited by Joseph Mallan, 03 September 2014 - 03:35 AM.
#31
Posted 03 September 2014 - 03:34 AM
Joseph Mallan, on 03 September 2014 - 02:04 AM, said:
Same here. And I use all weapon types on my mechs.
Willard Phule, on 03 September 2014 - 03:07 AM, said:
I think it's been off since the migration for specific weapons that it was never off for before.
As an example, I normally play my TBR-P with 4 CERMLs and either 2 CERLLs or 2 CLPLs, depending on what's working at any given time. For the last couple of days, the lasers simply aren't doing the damage they were...and we're talking about hitting stationary targets as a benchmark.
I swapped the larges out for CUAC5s (in chainfire) and what do you know? The damage it back.
Now, I know that lasers and MGs are "hitscan" weapons and ballistics were always "iffy" in the past (except for the Gauss). I wonder what would cause it to flip-flop like that? I would imaging ping/lag would have something to do with it, but I'm pinging in a little better on the new servers than the old ones. I haven't got a clue, I just managed to find a "fix" for it.
As far as hitting stationary targets goes, that actually is a problem ever since especially at point blank range when they are unpiloted or shut down. I think this is one half an edge case in which the client position and server position of the stationary mech are simply not in sync and do not get updated on the client for whatever reason until the mech boots up and moves again. The other half is being just too close to a light or medium mech when being a heavy or assault for the weapons to converge on the target thus they shoot past the mech.
But when we talk about normal combat situations (both mechs moving and at ranges > 100m) for me all weapons hit and do damage just fine across the board. Especially the C-ML and C-LL on my clan mechs and the MPLs and LPLs on my Jester.
#32
Posted 03 September 2014 - 03:58 AM
Jason Parker, on 03 September 2014 - 03:34 AM, said:
But when we talk about normal combat situations (both mechs moving and at ranges > 100m) for me all weapons hit and do damage just fine across the board. Especially the C-ML and C-LL on my clan mechs and the MPLs and LPLs on my Jester.
I was referring to things like D-DC LRM boats that are fixated on a single target. Standing right behind him, pounding his rear LT to kill the ECM...that kind of stuff. UACs work just fine. Lasers, not so much. 4 CERMLs = 28 points of damage. 2 CERLLs add another 20 to it. There's no way it's got 48 points of armor on a rear torso.
#33
Posted 03 September 2014 - 04:13 AM
I have the feeling it got worse with the rejoin-patch, but I may be wrong. The game worked very good for me before this patch.
Furthermore it seems like hit-reg is better as long as I play against players with a similar latency (~ 130 ms). But I may be wrong as well.
#34
Posted 03 September 2014 - 05:24 AM
Catra Lanis, on 03 September 2014 - 01:38 AM, said:
I'm not a crack shot but I find it hard to believe my accuracy dropped that dramatically overnight for no apparent reason.
I have a hard time hitting things on some days but that's all me. When I am doing well and hitting everything I do find that shots go sideways or pass right on through but its limited to one or a few matches then self corrects somehow. It has not gotten near as bad like during the spider apocalypse. Then you could actually face bang a target see the reaction of the hit and nothing registers.
Im still not ready to blame pgi because after seeing how many different things are messed up on the net these days I tend to think many of the issues are far beyond their control. Because of that I tend to give them a pass as its working better more often than not.
If you doubt what I am saying read the mail in most any other internet based business. Everyone is having issues even the markets and very seriously banking and credit cards.
Or move to Chattanooga TN , It wont fix it but it will make sure its not on your end. http://gizmodo.com/5...nooga-tennessee
Edited by Mudhutwarrior, 03 September 2014 - 05:25 AM.
#35
Posted 05 September 2014 - 01:34 PM
#36
Posted 05 September 2014 - 02:24 PM
#37
Posted 11 September 2014 - 05:51 AM
Hit Reg is bad for lasers and clan auto-cannons. Hit Reg is fine for IS Autocannons and Gauss.
(BTW turn on damage glow and watch in some games how a leg will glow when you CT hit someone with a laser.)
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