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Laser Hitreg Is Horrible.

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#181 Valore

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Posted 10 October 2014 - 07:48 PM

Another example of some not so good laser registration. Right at the start, the Jenner just waltzes off scot free. You can see he's targeted on the upper right.


Edited by Valore, 10 October 2014 - 07:49 PM.


#182 Cyborne Elemental

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Posted 10 October 2014 - 10:26 PM

Lasers seem to be ignoring HSR for the most part, they only deal proper damage when

A. The target avatar is perfectly still.
B. When you're leading the avatar and actually hitting the hitbox.

Lasers/MG's/Flamers aren't registering properly on the avatar, and HRS isn't compensating for it.

#183 Abivard

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Posted 10 October 2014 - 10:38 PM

View PostShrekken, on 07 October 2014 - 09:51 AM, said:

I get that a lot, monkey. Got some great footage of a summoner not taking damage. It'll be up in the next compilation.


I watched your video shrekken, your hit reg was perfect, wherever your lasers touched an enemy mech I saw the corresponding hit boxes flash and change colors, the targets overall armor percentage also seemed to go down the correct amount.

What I did notice was your inability to track your target while your laser was firing, your lasers tended to spray all across the mech because of that.

Laser hit reg and HSR has problems, submitting false data just clouds the issue and buries whatever the real culprit is that needs to be fixed.

BTW I advanced through your videos almost frame by frame at the critical instants.

#184 ShinVector

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Posted 10 October 2014 - 11:50 PM

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

Hi everyone,

Very concerning post for sure.

I was personally very surprised to see this as we did a complete audit on Hit Detection back when we fixed the SRM's. After we fixed SRM's we ended up making a fix to both MG's and Lasers. Since that point in time our telemetry shows us almost exactly the same performance now across all weapon types.

But players are feeling as though this isn't the case with lasers, so we need to figure out why this is. Is it something about the presentation to the player that is misleading or is there some true missing damage and therefore a problem that is fooling the telemetry calculation as well.

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.



I'll be dammed.. Such a thread exists and PGI is actually looking at it.. (Maybe..)
Oh my ping is currently at the best it has ever been, a stable at around 231-235ms with low jitter since PGI's move to OVH DC.

Someone asked for videos..






Edited by ShinVector, 11 October 2014 - 12:09 AM.


#185 Valore

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Posted 10 October 2014 - 11:56 PM

You got pretty decent aim :D Didn't see you missing much in the first video.

Second video with the Locust is pretty much what we all experience though at the moment with lasers.

#186 ShinVector

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Posted 11 October 2014 - 12:03 AM

View PostValore, on 10 October 2014 - 11:56 PM, said:

You got pretty decent aim :D Didn't see you missing much in the first video.

Second video with the Locust is pretty much what we all experience though at the moment with lasers.


Thanks.
I will quote D post from above since I feel that the exact same thing happening.
Moving targets are a huge gamble trying to lead the target and nonesense and light mechs can't gamble much.
At the end of of the match and you look at your damage... You wonder... Really ? All at effort only that much damage ?

That RED rear CT MadDog in the 3rd video got me fuming though... how does a bright red rear CT mech walking pretty much slowly and straight.. Walk off getting in back twice with ERLL. :(

View PostMister D, on 10 October 2014 - 10:26 PM, said:

Lasers seem to be ignoring HSR for the most part, they only deal proper damage when

A. The target avatar is perfectly still.
B. When you're leading the avatar and actually hitting the hitbox.

Lasers/MG's/Flamers aren't registering properly on the avatar, and HRS isn't compensating for it.

Edited by ShinVector, 11 October 2014 - 12:09 AM.


#187 Valore

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Posted 11 October 2014 - 12:22 AM

View PostShinVector, on 11 October 2014 - 12:03 AM, said:


Thanks.
I will quote D post from above since I feel that the exact same thing happening.
Moving targets are a huge gamble trying to lead the target and nonesense and light mechs can't gamble much.
At the end of of the match and you look at your damage... You wonder... Really ? All at effort only that much damage ?

That RED rear CT MadDog in the 3rd video got me fuming though... how does a bright red rear CT mech walking pretty much slowly and straight.. Walk off getting in back twice with ERLL. :(


Yeah I just saw the MadDog one. That must have been infuriating.

#188 Kiyoshi Amaya

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Posted 11 October 2014 - 07:12 AM



#189 KraftySOT

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Posted 11 October 2014 - 07:20 AM

View PostShinVector, on 10 October 2014 - 11:50 PM, said:



I'll be dammed.. Such a thread exists and PGI is actually looking at it.. (Maybe..)
Oh my ping is currently at the best it has ever been, a stable at around 231-235ms with low jitter since PGI's move to OVH DC.

Someone asked for videos..









Oh yeah 1:30 in the second video...lights up the locust, no damage. The other previous hit its lagged, but eventually the damage shows up, but not those hits at 1:30

Of course the problem here is that if you fix the lag shield for lights...theyll be even less of them than the 8% thats in the queue as it is.

#190 ShinVector

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Posted 11 October 2014 - 10:57 AM

View PostKraftySOT, on 11 October 2014 - 07:20 AM, said:

Oh yeah 1:30 in the second video...lights up the locust, no damage. The other previous hit its lagged, but eventually the damage shows up, but not those hits at 1:30

Of course the problem here is that if you fix the lag shield for lights...theyll be even less of them than the 8% thats in the queue as it is.


Hmmm... People should not play lights because they think 'lag shield' is a valid tactic.
Further more lights don't have too much choices... Lasers are suppose to be their beard and butter load out due to weight restrictions...

Staying alive will depend on skill and situational awareness....
It really doesn't help when enemies that need to die and die fast for, a light to survive (think ninja back stab) lives, and counter attacks just because lasers hit reg is bad.

Edit:
For that locust. Do be reminded that does are 6x3 damage MPLS. He was able to hit me way harder than I could hit him... Throughout the entire duel, I was frantically trying to figure out where i should lead to get good damage on the bugger.

Edited by ShinVector, 11 October 2014 - 11:03 AM.


#191 Col Jaime Wolf

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Posted 11 October 2014 - 11:48 AM

hit reg or damage is definitely borked. i wish i recorded it because it was a perfect example.

just now on caustic i let loose my 6 LL battlemaster on a locust standing still and it barely broke his armor off.

i wasnt moving and neither was he, all my lasers hit the exact same spot as im standing less then 25m from him yet he walked away like it was a single ac10 shot.

Edited by Mellifluer, 11 October 2014 - 11:55 AM.


#192 Mcgral18

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Posted 11 October 2014 - 11:53 AM

While using the WubShee, I have noticed at times entire 50 damage alphas going into nothing. Not all the time, but there are some strange instances. One that comes to mind is a cored Whale with a yellow that survived a full Wub at 150M, while it should have almost certainly cored straight through him.

Lights have varying results, from one shotting STs, to having 200 damage spread across legs, with armour still intact.


It does make me wonder about Pulse Lasers, though. They have a .6 burn time, and if lasers tick each tenth of a second, that means isPLs only have 6 ticks, compared to 10 for normal IS lasers, or up to 16 for Clam lasers.
This could mean that for every tick lost, it should theoretically be much more noticeable.

Perhaps someone could run a WubShee and get some video?
I would get video of my own, but I'm quite happy to get 20 FPS, and I'm not sure recording would make that any better.

Edited by Mcgral18, 11 October 2014 - 11:54 AM.


#193 Burktross

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Posted 11 October 2014 - 12:19 PM

I have a x4 LL Jager...
Alpha strikes feel like nothing at times...
Makes me sniff a little.

#194 Felicitatem Parco

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Posted 11 October 2014 - 12:19 PM

I've epxerienced little to no problems with AC/20 and my SRM6-packs, but lasers... man.

The last match I played showed 66 damage inflicted when I delivered 15 solid hits of Large Pulse Laser within 400 meters. This was a mix of turrets and Mechs, too.
(note - active, open turrets...)

Edited by Prosperity Park, 11 October 2014 - 12:20 PM.


#195 Mcgral18

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Posted 11 October 2014 - 12:24 PM

View PostProsperity Park, on 11 October 2014 - 12:19 PM, said:

I've epxerienced little to no problems with AC/20 and my SRM6-packs, but lasers... man.

The last match I played showed 66 damage inflicted when I delivered 15 solid hits of Large Pulse Laser within 400 meters. This was a mix of turrets and Mechs, too.
(note - active, open turrets...)


Turret damage does not count, I'm afraid.

#196 Dock Steward

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Posted 11 October 2014 - 12:24 PM

I buried a 40+ laser alpha into the back of a shutdown jenner the other day and barely turned his paper doll yellow. Granted, I was on the move and spread the shot all over his three rear torso sections, but it still should have done more damage. Sadly, no video...

#197 nitra

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Posted 11 October 2014 - 12:41 PM

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

Hi everyone,

Very concerning post for sure.

I was personally very surprised to see this as we did a complete audit on Hit Detection back when we fixed the SRM's. After we fixed SRM's we ended up making a fix to both MG's and Lasers. Since that point in time our telemetry shows us almost exactly the same performance now across all weapon types.

But players are feeling as though this isn't the case with lasers, so we need to figure out why this is. Is it something about the presentation to the player that is misleading or is there some true missing damage and therefore a problem that is fooling the telemetry calculation as well.

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.


Ill start up recording again , im sure ill catch some prime examples hopefully one like the following example.

i come up behind a spider who was slowly backing up into me. i have two large pulse lasers , i alphaed him twice in the rear ct he was able two use his jump jets turn around and arty strike the both of us .. killing us both.

i was stunned .


im sure ill get some similar footage.

Edited by nitra, 11 October 2014 - 12:42 PM.


#198 jaxjace

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Posted 11 October 2014 - 02:09 PM

the hell are you people talking about, ive only EVER used lasers, they are still the same, now if you could fix ******* projectile hitreg thatle be all good.

#199 SovietArmada

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Posted 11 October 2014 - 03:48 PM

Not just lasers as already mentioned. This video I recorded is 3 months old but during that time there has been no tampering with Ballistic Hit Detection so I believe it's still valid to use. Look at the stalker, a good number of the AC20 hits dont even register. Very clear on that last stalker that's walking up.



#200 Kiyoshi Amaya

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Posted 11 October 2014 - 03:49 PM

Seems like it's a mixed bag of bad hit reg for the most part. Some have good weapons that are bad for others. This is going to be a tough nut to crack, especially as we have no obvious sign to what's causing the problem. All we can do is keep the videos coming.





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