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Laser Hitreg Is Horrible.

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#101 Kodyn

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Posted 28 September 2014 - 04:55 AM

I'd just like to point out to Russ and those players claiming it's likely a range situation that an ERPPC at 100-300 meters should hit just fine, and I've consistently been seeing hits that clearly splat., show the whole PPC-hit graphic, yet do not register red reticle, nor actual damage. Seen some problems with MLs as well, but much more noticeable on the ERPPC, as at close-med range, you really do know when you hit and it doesn't register. Have no video example, but I've been hearing about this so much since the latest coupla patches, someone must have a good example of what I've been experiencing.

Also, point of note, I have around 51 ping, and 25ish FPS, in case that's somehow causing the issue as well, though to be fair, the hit-reg issues only started very recently for me, can say for sure since the most recent patch and fixes, though it may have been going on longer, and I only just recently realized that mechs weren't carrying invisible riot shields...(in other words, I learned where most of the invisible walls are on maps, and the majority these non-hits took place in the open for a fact.) I also see a lot more moonwalking and rubberbanding(teleporting) mechs now than ever before. Was there a bit before the host migration, but ever since then, has gotten worse, along with the addition of the hit-reg issue. In this case I figure the new data center is just further from me than the old, as I never had issues before they moved it, when a lot of others were...

I know how it is with this stuff, you fix one thing, break something else, can't make everyone happy, but the hit-reg issue at least seems to be near-universal, so I hope that gets addressed...already thinking I may have to change my play-style and builds to use mainly LRMS and Ballistics, but that does take half the fun out of the game, at least for people like me, who like variety of builds.

#102 ExoForce

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Posted 28 September 2014 - 06:23 AM

Cient server packets are exchanged every 125 msec
(I have founded that info somewhere, need confirmation).
My ping is 135 msec, how the game calculate duration and damage of the beam if laser is all the time on the target?

There is a reason why I prefer pulse lasers, and everybody else says they suck...

Edited by ExoForce, 28 September 2014 - 06:24 AM.


#103 Mockingbird42

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Posted 28 September 2014 - 07:40 AM

Yes, PGI, please look into laser hitreg!

Since the "Buckton" fix I used to have good hitreg for several weeks.

Now, I feel my laser hitreg has become bad since around the server migration some weeks ago. Took me some time to notice its not my gamplay, at least I think so ;-). Now, my damage output with laser builds, for example in Timberwolf ("meta" Timberwolf), seems to be almost halved (yes, I know there were laser nerfs; and no, I dont think this is the only reason).

My ping is ok (around 104) and stable (+/- 2). FPS are at 60 stable 98 % of of the time and never lower than 40 in the other 2 %.

This is quite a bit frustrating, cause i bought the complete clan package 1 and am thinking about buying clan wave 2. For me, clan mechs are very much laser dependent cause I dont play LRM builds and PPC´s are in my personal opinion nerfed too hard with the extreme low travel speed and high heat.

Plz look at this PGI. This is a shooter, so getting correct hitreg seems to be a No. 1 issue obviously.

Thanks.

Edited by Tommy 42, 28 September 2014 - 10:10 AM.


#104 Cyborne Elemental

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Posted 28 September 2014 - 06:03 PM

Russ what is the server's overhead, and Tickrate?

Is there any room to adjust bandwidth up a little bit, simple things along those lines?

If you guys are running a super low tickrate, bumping that up a hair might prove to be immensely helpful in making hitreg more reliable.

I think that tickrate might be responsible for alot of the issues with players facing the enemy, but when they're being shot in their front armor, their back takes the damage.

That particular issue happens alot more on smaller mechs with the much smaller (in porportion) hitboxes, where the HSR update ticks may track a projectile as having passed through a target, and reporting it landing on its backside because of high velocities involved with ballistics.

Perhaps lasers are bending this rule as well, and being reported as having passed through the target instead of actually landing on it.

Low Tickrate could be responsible for that.

Just as example.
Minecraft runs at 20 ticks
CounterStrike runs at 66 ticks, private servers run at 128 ticks.
Battlefield-4 runs at 10 ticks.

Edited by Mister D, 28 September 2014 - 11:41 PM.


#105 Monkey Lover

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Posted 28 September 2014 - 06:38 PM

They should program in a dynamic tickrate depending on server loads.

#106 Kaspirikay

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Posted 28 September 2014 - 07:16 PM

PPCs have horrible hitreg as well.

#107 Cyborne Elemental

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Posted 28 September 2014 - 11:50 PM

Anyone put together more videos yet?

Edited by Mister D, 28 September 2014 - 11:50 PM.


#108 Kiyoshi Amaya

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Posted 29 September 2014 - 12:12 AM

Working on getting more examples, hang in there.

#109 Mockingbird42

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Posted 29 September 2014 - 02:59 AM

View PostRuss Bullock, on 24 September 2014 - 01:17 PM, said:


......

I guess I would ask if you the players might be able to provide some example video footage. Back in the SRM days we got some very good footage of situations that helped us. It would help in our investigation if you could provide the same while using lasers.


Example:
Go to

http://www.twitch.tv...gtv/b/573163437

and there to 02.24.00. Watch 1 minute.

This is JagerXII NGNGTV Twitch stream of sunday, 28 september 2014.

Jager and his buddy (Bentron?; not sure) put at least 80 damage in the ct of a vulture at short range. These guys (top competitive players) know how to aim and hold a laser burn and you can see it clearly. Vulture has a maximum ct armor of 80 (with no rear armor in this case, so probably more around 70). Instead of being cored, the vulture had only .... yellow ct armor after that.
Edit: And, the vulture was almost stationary (backing up a bit, so definitely not moving fast) and also Jager was stationary while shooting so its not only an issue with (fast) moving mechs.

Hope this helps and thx for looking into it.

(Jagers stream is great, btw).

@ Mister D: I think the twitch recordings get deleted after some time, so maybe u want to extract this scene and save it in case Russ/PGI doesnt have the time to look into this right now?

Edited by Tommy 42, 29 September 2014 - 03:44 AM.


#110 RockmachinE

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Posted 29 September 2014 - 03:06 AM

It seems to be directly related to movement, stationary targets seem to take normal damage, as soon as people are moving, and the faster they are moving, the less damage they take.

I think its a fundamental coding problem not really just a laser problem. But with lasers its the most obvious, since a laser is basically many small hits in succession, it may have a lot to do with how the net code or general code works.

That's part of the reason, I believe, this hasn't been addressed yet, I'd recon its part of a bigger issue.

#111 SgtMagor

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Posted 29 September 2014 - 03:32 AM

past couple of days lag was terribad, hadn't seen it like this for a while, also there seems to be bad FPS issue. my frame rate drops so low it looks like everyone is dancing the robot! and my ping is usually around 20-40ms...

#112 Kiyoshi Amaya

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Posted 29 September 2014 - 10:00 AM

Here's an entertaining vid from today... me being relatively laser-proof for a change. It's the last fight near the end. Also... please forgive the rain, but it's soothing... I was fighting off a migraine (Yes, I play while fighting off minor migraines... I'm dead hard, me ;P).



#113 Kodyn

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Posted 29 September 2014 - 10:49 AM

It does seem as though lately it's not just hitreg, it's like all the lag spikes, rubberbanding, etc, that were present for many before the server change are back.

I really feel like FF is way up. I find myself getting shot and seeing "Sorry, you teleported", and seeing my own allies randomly appear in places they weren't a second ago fairly often. I have 51 ping, so it's not like I'm a lag-shielded light.

I literally did have to change my playstyle and stick to burst-type weapons, ie, pulse lasers, ballistics, etc, so as to try to minimize the amount of FF on teleporting mechs. Between lasers just not registering very often, and the fact that anything with a burn time could be hitting mechs that you can't see until after they teleport....seems safest. Reminds me of playing games back on dialup kinda, you have to plan for the malfunctions.

#114 Kiyoshi Amaya

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Posted 29 September 2014 - 02:49 PM

Odd thing this evening. Lasers worked fairly well for a change, missiles (both types) were completely useless. Now premium time has run out I'll concentrate on more vids.

#115 Cyborne Elemental

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Posted 30 September 2014 - 12:07 PM

Nice, these videos are definitely giving some positive proof that we need.

Is this the kind of proof that you are looking for Russ?
Or do we still need something more substantial?

I still think running a few test sessions in a closed/controlled group as an experiment would be the best way to go on this.

#116 nehebkau

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Posted 30 September 2014 - 02:24 PM

View PostMister D, on 23 September 2014 - 06:55 PM, said:

Russ, Paul, is there anything that can be done to improve the hit registry on beams/MG/flamer?


Wanna know whats funny? I have shot stationary targets with lasers and saw different parts of their body light up and take damage from me hitting them. I.e. shooting them in the right torso and having their left leg and left arm take damage. How do I know? Well the damage glow was on those parts and their paper doll picture showed them taking damage. Something is really messed.

edit; their right torso took damage to but the damage was quite spread out.

Edited by nehebkau, 30 September 2014 - 02:25 PM.


#117 Cyborne Elemental

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Posted 01 October 2014 - 12:45 PM

I've never seen a spread like that though except when JJeting or if terrain is knocking me around.
Except against some mechs, shooting it in the back there are spots on it where it takes front damage.

Usually for me, a target that is sitting still you can literally core or destroy in a few shots easily, especially lights.

The instant that target is mobile, no matter how amazing your aim is, they're not taking as much damage.
And the faster a target is moving, the less damage he takes it seems.

#118 Cyborne Elemental

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Posted 03 October 2014 - 09:52 AM

Was watching JagerXII's stream after the town meeting, was kinda funny listening to him grumble about hitreg,

Doing darn near perfect 48 dmg SRM6 strikes +35 ERML on Cored red Targets, and watching them keep going :D

#119 Kiyoshi Amaya

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Posted 03 October 2014 - 11:03 AM

I'm so glad you caught that. I don't suppose it got recorded, did it?

#120 Russ Bullock

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Posted 03 October 2014 - 11:11 AM

View PostTommy 42, on 29 September 2014 - 02:59 AM, said:

Example: Go to http://www.twitch.tv...gtv/b/573163437 and there to 02.24.00. Watch 1 minute. This is JagerXII NGNGTV Twitch stream of sunday, 28 september 2014. Jager and his buddy (Bentron?; not sure) put at least 80 damage in the ct of a vulture at short range. These guys (top competitive players) know how to aim and hold a laser burn and you can see it clearly. Vulture has a maximum ct armor of 80 (with no rear armor in this case, so probably more around 70). Instead of being cored, the vulture had only .... yellow ct armor after that. Edit: And, the vulture was almost stationary (backing up a bit, so definitely not moving fast) and also Jager was stationary while shooting so its not only an issue with (fast) moving mechs. Hope this helps and thx for looking into it. (Jagers stream is great, btw). @ Mister D: I think the twitch recordings get deleted after some time, so maybe u want to extract this scene and save it in case Russ/PGI doesnt have the time to look into this right now?


Thanks - I haven't view yet but will very soon and pass it along to Neema as well

Keep them coming





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