

I Beg You Pgi, Fix The Hitreg.
#1
Posted 11 September 2014 - 08:26 AM
I could post pages of anectodal (and thus worthless, I guess) "evidence" of totally wrong things going on with hit registration but sadly I cant record my games. When I switched to a dual-gauss build it became obvious to me how broken it really is. When in a close range fight its impossible to trace damage for every round, laser,... fired so much hitreg mishaps go unnoticed.
Its not that in one out of ten games something fishy is to be seen, its at about once every game. Though my ping is about 100 which isnt really great, there seems to be no packet loss and IMHO a game should work up 100 or 150.
My main problem isnt with shots just passing through a mech doing no damage, its with shots passing halfway through a mech and do damage where they really shouldnt. Forgive me for using some examples from todays playing instead of recordings, I know videos would have been much better but I cant record without crashing frequently.
So, things that shouldnt happen:
Take 1: I encounter a gauss jager in a fresh K2. We both look straight at each other, aim and fire. My hit registeres on his front CT, my mechs paper doll shows internal damage to right ST and rear armor gone. It wasnt even remotely possible for us to hit the others rear armor as we faced straight off.
Take 2: 0 Ping tw left, a nova attacks him. From a certain angle the tw took no damage at all. Nothing. Moving the slightest bit off that position "fixed" it.
Take 3: Raven runs towards me. Nearly full armor left everywhere. Boom dead by one 2xgauss shot.
Turns out my rounds went through him, turned around, breached the rear armor and backed into his CT.
Take 4: (My favourite) Dual gauss on a fresh KFX from his left side. My shots registered double, tearing BOTH his arms off in one go. Torollolololol. (I was awarded the component destructions and no one else shot at him).
Take 5: (Close second) My DDCs hand-lasers clearly fire into terrain infront of them, silly me misjudged how low down they really are. Nevertheless my target gets damage, explodes and Im awarded the kill.
Please do something about that, to me such glitches are even worse than shot absorbing ghost walls and some rubberbanding or a desync now and then. I dont expect it to be an easy task to improve hitreg but please at least give it some attention.
#2
Posted 11 September 2014 - 10:41 AM
Edited by strikebrch, 11 September 2014 - 10:41 AM.
#3
Posted 11 September 2014 - 10:44 AM
#4
Posted 11 September 2014 - 10:55 AM
Edited by Dracol, 11 September 2014 - 10:56 AM.
#5
Posted 11 September 2014 - 12:48 PM
Quote
Usually 90-120, in heavy action Ive seen some high 60s.
I cant record because some recording software just crashes and some others put me down to 20-30fps which is unplayable to me.
Quote
Oh I did, and I stopped doing so a bit more than a year ago.
Quote
Not every game has it to MWOs degree. Though its a completely different scale and not directly compareable, some HL1 mods and Q3 versions I rember as quite nice to play in this regard. Even some later BF3 versions werent as bad as MWO.
My main problem with MWO isnt latency/lag and its compensation effects, I understand it wont be perfect with my ping of 100.
The problem isnt my aiming, I know its not really good. And I dont blame my poor hitrate on hitregistration, no, thats because of my lowbird aim as I cant cope with capped low turn/pitch rates that well. No problem with missing shots here. Its the wrong registering that bothers me.
Its not even limited to my shots, saw it with other peoples shots too. IMO its somewhat bad for a shooter that needs precise targeting to hit an enemy at his weak spot while protecting yours by means of twisting/positioning.
I dont want to blow it out of proportion, its not that every hit registers wrong. Considering the ammount of shots fired in a match its really rare. But still, it can be fatal in some situations.
#6
Posted 11 September 2014 - 02:20 PM
#7
Posted 11 September 2014 - 02:23 PM
occusoj, on 11 September 2014 - 12:48 PM, said:
Its not even limited to my shots, saw it with other peoples shots too. IMO its somewhat bad for a shooter that needs precise targeting to hit an enemy at his weak spot while protecting yours by means of twisting/positioning.
Don't always believe what you spectate. What you see is not always what they see. Not saying its not happening or anything, but been playing on comms long enough to know there can be discrepancies.
All I can say is, its not universal (for me no issues) but you're not the only one that has said they've had issues.
Now this is just speculation, but if I recall correctly you can enable v-sync (pretty sure that was the setting) to make sure frame rate is stabilized. Heard it had help others before.
Edited by Dracol, 11 September 2014 - 02:25 PM.
#8
Posted 11 September 2014 - 02:56 PM
Quote
Sorry that I havent worded it better. I didnt mean spectator mode but normal gameplay with me still alive.
For example, I see an AC40 Jager standing face to face with an Atlas I targeted, he blows the AS7s rear armor out. No one else shooting, Atlas with his back to a wall.
Ill try playing with VSync.
Its 12 hops from me to the MWO server, not that bad.
Havent kept a closer track on a possible time-dependency of this but Im under the slight impression it might be a bit more frequent at times were one would expect more players to be active.
#9
Posted 11 September 2014 - 02:58 PM
Hate to say it, the problem is on your end.
#10
Posted 11 September 2014 - 03:15 PM
It's very depressing. I cannot complete if I cannot hit the enemy in close quarter combat.
Ping 230.
It got like this at the time of SRM fix.
Edited by Appogee, 11 September 2014 - 03:15 PM.
#11
Posted 11 September 2014 - 06:28 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users