Hit Registration Getting Worse
#1
Posted 17 November 2014 - 11:49 AM
PGI, please fix the hit reg problem asap.
#2
Posted 17 November 2014 - 11:50 AM
and didn't we just have one of these [Redacted] threads?
Edited by John Wolf, 20 November 2014 - 08:13 AM.
Unconstructive
#3
Posted 17 November 2014 - 11:55 AM
Toxic people like you is exactly why I don't post much at all on this forum (or other gaming forums, tbh).
Edited by John Wolf, 20 November 2014 - 08:12 AM.
Player Insult Redacted - Don't be toxic.
#4
Posted 17 November 2014 - 11:56 AM
you can help them by posting tracert results in this thread: http://mwomercs.com/...oblems-in-game/
Edited by CapperDeluxe, 17 November 2014 - 11:56 AM.
#5
Posted 17 November 2014 - 12:01 PM
Edited by John Wolf, 20 November 2014 - 08:13 AM.
Insults.. again.
#6
Posted 17 November 2014 - 12:05 PM
Talis Thunder, on 17 November 2014 - 12:01 PM, said:
And after that, you don't sound any better than the poster you're railing against.
Well played.
~Xythius
Edited by John Wolf, 20 November 2014 - 08:14 AM.
Moderated Quote
#7
Posted 17 November 2014 - 12:07 PM
**edit**
Last night I had a match that I had to shoot a thunderbolt with gauss at about 50 meters 4 times in order for 1 hit to actually register.
Edited by Catalinasgrace, 17 November 2014 - 12:09 PM.
#8
Posted 17 November 2014 - 12:27 PM
I was in spec so maybe some sort of visual lag.....
#9
Posted 17 November 2014 - 12:43 PM
I almost believe that there is more hit reg and throttling type of issues on mechs that have high alphas.
I ran my 2 LPL adder for many games (20+). I never had a single time where I saw that I hit someone and I didn't get the red damage indicator.
I ran my 2 guass + 2 srm/6 Warhawk and same thing. I didn't have any problems getting missiles or the gauss to register.
I switch to a 5 cERML + 2 srm/6 + LBX/10 Timberwolf-S and all of a sudden I notice I'm having hit reg issues. I would set the ML to chain fire, and whenever I spammed out all 5 at once with a follow up LBX/10 shot, the LBX/10 follow up would not register. Or if I tried to follow up with SRM's I would get no damage indicator.
The most obvious example is a Nova w/ 12 cERML. The heat from firing them 6 at a time is devastating, and you would think that you could leg almost any mech in 1 alpha, or at least core any leg in 1-2 shots from the arms, but more often then than not in this configuration, I'm shutting down from heat before the targets leg is even cored. It's like the damage is being throttled because the alpha is too high.
This doesn't much happen in training grounds btw, only in matches do I see this. Mechs always feel like they perform much better in training grounds than they do in a match and I think it's because the hit reg is perfect there.
#10
Posted 17 November 2014 - 12:56 PM
Xythius, treat others how you want to be treated. [Redacted]
Edited by John Wolf, 20 November 2014 - 08:17 AM.
Unconstructive/Insults
#11
Posted 17 November 2014 - 01:02 PM
.
Edited by Star Colonel Silver Surat, 17 November 2014 - 01:04 PM.
#12
Posted 17 November 2014 - 01:13 PM
AlphaToaster, on 17 November 2014 - 12:43 PM, said:
I almost believe that there is more hit reg and throttling type of issues on mechs that have high alphas.
I ran my 2 LPL adder for many games (20+). I never had a single time where I saw that I hit someone and I didn't get the red damage indicator.
I ran my 2 guass + 2 srm/6 Warhawk and same thing. I didn't have any problems getting missiles or the gauss to register.
I switch to a 5 cERML + 2 srm/6 + LBX/10 Timberwolf-S and all of a sudden I notice I'm having hit reg issues. I would set the ML to chain fire, and whenever I spammed out all 5 at once with a follow up LBX/10 shot, the LBX/10 follow up would not register. Or if I tried to follow up with SRM's I would get no damage indicator.
The most obvious example is a Nova w/ 12 cERML. The heat from firing them 6 at a time is devastating, and you would think that you could leg almost any mech in 1 alpha, or at least core any leg in 1-2 shots from the arms, but more often then than not in this configuration, I'm shutting down from heat before the targets leg is even cored. It's like the damage is being throttled because the alpha is too high.
This doesn't much happen in training grounds btw, only in matches do I see this. Mechs always feel like they perform much better in training grounds than they do in a match and I think it's because the hit reg is perfect there.
You may be on to something that just allows you to notice it more, not that it is a directly related, for I too have noticed this with multiple weapons firing in alpha versus chain fire. You may be on to something.
#13
Posted 17 November 2014 - 01:20 PM
1. Most of my in-game buddies and I have experienced similar hit-reg issues as well. Don't worry, you're not alone.
2. You used the adjective "disgusting" appropriately. It's these disgusting people (like Jacob Side, Xythius, and those idiots who liked their trolling comments) that drive new players away from this game and from this forum.
Edited by Samurai Lightning, 18 November 2014 - 01:38 AM.
#14
Posted 17 November 2014 - 01:21 PM
Pumped 6 AC20s into its back and it was only cored. Took 2 more to finish it.
Assuming that is a hitreg issue.
#15
Posted 17 November 2014 - 01:24 PM
#1 hud doesnt update. This is the biggest problem when most think there was no damage. If you look at the armor percent it will drop but hud doesnt update.
#2 Angles. Anything with JJ or on the side of hills doesnt register correctly. Im guessing this is due to lag/tick rate.
Xetelian, on 17 November 2014 - 01:21 PM, said:
Pumped 6 AC20s into its back and it was only cored. Took 2 more to finish it.
Assuming that is a hitreg issue.
I have noticed the server sometimes takes a few seconds to update to a "death". On the 4th hit he might have died but you had time to do 2 more before it showed up on your screen.
I guess this would be problem #3/
#16
Posted 17 November 2014 - 01:25 PM
Likewise, there is something terribly wrong with PPCs right now. Chain firing 3 of them, the second one passes through the target at least 50% of the time. First and last hit normally.
#17
Posted 17 November 2014 - 01:50 PM
#18
Posted 17 November 2014 - 02:00 PM
Jacob Side, on 17 November 2014 - 11:50 AM, said:
and didn't we just have one of these [Redacted] threads?
True.
Try firing 24 SRMs at once into a target, then try chain firing them.
Laser reg is also hit or miss on fast targets with small hitboxes like Jenners and Ravens.
Edited by John Wolf, 20 November 2014 - 08:15 AM.
Moderated quote
#19
Posted 17 November 2014 - 02:03 PM
ping has gone up and hit reg is getting slightly worse, but its not the game killer it was a few months back
#20
Posted 17 November 2014 - 03:57 PM
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