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Hit Reg Discussion


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#1 SoggyGorilla

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Posted 06 November 2014 - 10:07 PM

Guys lets start another thread going. post some videos if you have it. Its worse than its ever been, and something has changed server side from the last patch.









can anyone tell me what is going on with this video? why cant i do damage to that timber wolf? also why does the indicator show damage all over the enemy mech when we are both standing still?

Edited by SoggyGorilla, 06 November 2014 - 10:24 PM.


#2 -Halcyon-

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Posted 06 November 2014 - 11:32 PM

SRMs are borked too.
I'm just waiting for them to tell us vehemently how it's not their code and they didn't change anything, only to backpeddle and say something about new servers having a lower refresh rate then they should have had.

It's definitely not client side.

#3 Dymlos2003

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Posted 06 November 2014 - 11:39 PM

No problems here.

#4 Thorqemada

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Posted 07 November 2014 - 12:07 AM

Its a Light Mech in the Skin of a Timberwolf :D

#5 STEF_

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Posted 07 November 2014 - 12:16 AM

Same here. It's very annoying.
And add it to the "hitting the light" problem.

#6 Col Jaime Wolf

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Posted 07 November 2014 - 12:32 AM

lights seem to be mostly immune to srms i just unloaded 4 clan art+srm 30 blasts into a firestarter and it didnt even break his armor.

ive seen ac20's do no damage on a valid hit.

ive seen lights tank damage they have no business tanking.

hit reg still is pretty bad against any fast moving object and its just bad in general.

Edited by Mellifluer, 07 November 2014 - 12:32 AM.


#7 Widowmaker1981

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Posted 07 November 2014 - 02:37 AM

yeah anecdotally (no videos) im seeing much lower damage scores than im expecting at the end of matches, with pretty much all weapons, using Clan mechs so no IS ACs, but i do use LRMS, SSRMs, Lasers, Pulse Lasers and UAC5s

#8 PhoenixFire55

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Posted 07 November 2014 - 03:21 AM

View PostSoggyGorilla, on 06 November 2014 - 10:07 PM, said:

can anyone tell me what is going on with this video?


Noob in TW goes out into the open to die in 5 seconds like he is supposed to. Only thing is TW isn't out for c-bills yet, so he payed a lot of money for it. Now it would be bad if he dies instantly and goes to forum to cry that he wants his money back, wouldn't it? Lets make him nearly invincible! Watch the MCs flow!

On a serious note ... hit reg was always bad. So many theories about it, anything from the 'conspiracy' to increase average TTK to actually rather professional ones explaining how a difference in latencies can lead to lack of hit reg in HSR. However it is all useless as long as PGI refuses to even acknowledge the problem. There are so many videos like this one clearly showing that smth is broken, but all you get is the usual ... "its your PC" and its "your internet connection" or whatever else is their position at the time.

#9 QuantumButler

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Posted 07 November 2014 - 03:24 AM

Maybe the massively powerful blade servers hidden in a secret basement somewhere are running the game at 15fps again.

#10 Averen

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Posted 07 November 2014 - 03:30 AM

I've seen a lot of lights, especially firestarters and some spider's, taking an unrealistic amount of punishment. Even a shutdown fs leg surviving tripple UAC-fire.

Edited by Averen, 07 November 2014 - 03:31 AM.


#11 The Boz

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Posted 07 November 2014 - 03:43 AM

I noticed this on my LPL CN9-AL and LB-X CN9-D yesterday. Two instances that are really clear in my mind right now: one locust happily ate something like ten shotguns to the ass, and there was a Dragon that I couldn't hit in the RA/RT with my pulses no matter what angle I came at it. Hits were definitely registering, I wasn't missing the mech completely, but most shots went into the leg or the CT...

Edited by The Boz, 07 November 2014 - 03:46 AM.


#12 Mordin Ashe

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Posted 07 November 2014 - 03:44 AM

Pulse lasers are very good at 100-110 ping, actually it is much better than ever now. +1 PGI for it :-)

#13 MechWarrior849305

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Posted 07 November 2014 - 03:47 AM

Fishes, figures *shrug* They have never admitted, that their system was broken. Neither they will admit this now. So, play and have fun, or... try to have fun

#14 Lily from animove

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Posted 07 November 2014 - 04:07 AM

View PostDuoAngel, on 07 November 2014 - 03:47 AM, said:

Fishes, figures *shrug* They have never admitted, that their system was broken. Neither they will admit this now. So, play and have fun, or... try to have fun


you mean how they never admited srms had an issue, and never buffed their damage because of that, and how they never looked into the issue and how they never fixed the issue and never reverted the damage back after the not existing issue was not fixed.

#15 MechWarrior849305

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Posted 07 November 2014 - 04:32 AM

View PostLily from animove, on 07 November 2014 - 04:07 AM, said:


you mean how they never admited srms had an issue, and never buffed their damage because of that, and how they never looked into the issue and how they never fixed the issue and never reverted the damage back after the not existing issue was not fixed.

According to that logic, SRMs are now working as intended. Noone says, that besides borked HSR there are weapon related bugs exist (as for SRMs there was splash dmg bug that was poorly registered). Dealing with the last ones is good, yet does nothing with the main problem. Like dealing with symptoms of an illness of somekind makes patient feel a bit better, yet he dies from illness anyway.

Edited by DuoAngel, 07 November 2014 - 04:33 AM.


#16 Lily from animove

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Posted 07 November 2014 - 04:49 AM

View PostDuoAngel, on 07 November 2014 - 04:32 AM, said:

According to that logic, SRMs are now working as intended. Noone says, that besides borked HSR there are weapon related bugs exist (as for SRMs there was splash dmg bug that was poorly registered). Dealing with the last ones is good, yet does nothing with the main problem. Like dealing with symptoms of an illness of somekind makes patient feel a bit better, yet he dies from illness anyway.



No the logic was, srms had problems a short term solution by recognising and admiting the issue was done. Then the issue was fixed later and the short term solution was redone.

Now we are again at the step of having an issue. While the guy that I quoted mean they were NEVER ADMITTING an issue. Which is just wrong. We had sicne this time quite some moments where hitreg was working very fine. Then it suddenly appeared again.

#17 STEF_

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Posted 07 November 2014 - 05:00 AM

Lights are immortal again

#18 Lily from animove

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Posted 07 November 2014 - 05:02 AM

View PostStefka Kerensky, on 07 November 2014 - 05:00 AM, said:

Lights are immortal again


at least at 140kph+

Edited by Lily from animove, 07 November 2014 - 05:34 AM.


#19 STEF_

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Posted 07 November 2014 - 05:23 AM

View PostLily from animove, on 07 November 2014 - 05:02 AM, said:


at leats at 140kph+

Sadly I have 180-200 ping, and things are difficult for me :(

#20 Lexx

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Posted 07 November 2014 - 05:54 AM

I jumped into a 3xAC/5 Banshee 3E to check out the quirks a couple of days ago and something was definitely not right. On group fire my ACs clearly weren't doing anywhere near the damage they should have been. When I switched to chain fire they started putting out damage right.

It seemed to me like only one of the 3 shots were registering on target. I remember they said something about fixing an issue in the past where when multiple projectiles were hitting a target at the same time, they weren't all registering as hits. I think this problem is back.





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