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Hit Registration Getting Worse


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#21 stocky0904

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Posted 17 November 2014 - 05:48 PM

Hit-reg ist getting worse from patch to patch. It was really good after the clan release. sometimes i think my LL are PPCs. Not (or very low) hit-reg under 100m against unmoving targets. 7x 2LL against a shut down light (Kitfox i think) CT which was already yellow. (forest colony in my TBT-3C)

Nice story btw. he was the last of the red team and was hiding behind the waterfall. I found him (BAB). After 3 volleys he came back to life, after 4 he started moving and came in my direction. I shot a 5th time dead center. He passed me by and get around a rock out of sight. I was a bit perplex and started to follow him. I came around the rock and he was gone. I was sure he didnt use the exit because he wasnt that fast. I went back to the waterfall and found him shut down again. After 2 more volleys he was finally dead.

#22 Abivard

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Posted 17 November 2014 - 06:10 PM

I have noticed with dual Gauss dual erppc build that when firing the PPC's in tandem with the Gauss the ERPPC's will not register damage although they clearly hit the target.

When the ERPPC's are chain fired the second shot will most often fail to register.

Sometimes neither the Gauss nor the erppc will register even though I see a clean hit smack dab in center mass of the target at close range.

I have also noticed on occasion that even with me and my target standing still or moving slowly that my laser beam that I am holding steady seems to make multiple location s on that target mech flash red. This will occur even when me and the target are only ones alive and there can be absolutely no chance of another player shooting at my target.

#23 Samurai Lightning

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Posted 18 November 2014 - 02:12 AM

Based on the feedbacks in this thread, it's pretty obvious that the recent patches have worsen the hit reg problem. I wouldn't be surprised that the introduction of the December CW patch might create more technical issues (desync, unpredictable hit reg, disconnection, etc.)

I share Shadow Magnet's feeling completely: the hit reg issue exists even when the target is *stationary / AFK*, which is completely intolerable for a shooter and makes this game unplayable. Whether a player can successfully hit a target is no longer a matter of skills and tactics. Instead, it becomes a matter of *LUCK*. Playing this game has become a frustrating rather than an enjoyable and satisfying experience.

I won't spend anymore money on this game until this game-breaking issue is fixed.

Edited by Samurai Lightning, 18 November 2014 - 04:47 AM.


#24 Lily from animove

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Posted 18 November 2014 - 04:32 AM

Mr buckton, Mr buckton to the phone please

#25 Chemie

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Posted 18 November 2014 - 04:35 AM

laser hitreg seems terrible and SRM is hit or miss. The laser thing really surprises me. I can put 20 ERLL into a stationary medium mech and only flash the armor to yellow.

I put 10 cLPL into the upper right torso of a jaeger and his legs went yellow.

#26 Willard Phule

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Posted 18 November 2014 - 04:45 AM

Not too long back, I saw a post from one of the Developers with regard to HSR.

He stated that it might have something to do with the frame rate of the server.

This last weekend was yet another event. HSR tends to get effected pretty badly when the servers are packed. I'm thinking that one must feed into the other.

#27 Shae Starfyre

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Posted 18 November 2014 - 04:45 AM

I am convinced that PGI will not fix this issue as it simulates TT's random hit probability.
and increases TTK.

Imagine if suddenly we had no HSR/LAG Issues... (shrug).

Edited by Aphoticus, 18 November 2014 - 04:47 AM.


#28 Fuggles

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Posted 18 November 2014 - 07:55 AM

View PostAphoticus, on 18 November 2014 - 04:45 AM, said:

I am convinced that PGI will not fix this issue as it simulates TT's random hit probability.
and increases TTK.

Imagine if suddenly we had no HSR/LAG Issues... (shrug).


I'm no conspiracy theorist, but I will say that the game hasn't felt the way the devs have wanted it to where your mech slowly gets dismantled since HSR was put into this game.

What I see described in this thread are multiple issues such may or may not even be connected which really make it confusing.

Hit detection, HSR are two different things and are generally confusing especially with no form of empirical evidence with combat logging.

HSR is basically lag and can vary by ping and will be different for everyone. It can lead to damage not going where you expect it too or missing.

Hit detection is when you basically overload the servers ability to communicate everything that's happening. Basically packetloss similar to mismanaging your packet sizes in your network configuration. This will result in you firing a ton of missiles, having your reticle turn red but not all the events or damage actually go through leading into less damage than expected.

Now when both of these issues are occurring together, good luck.

On the plus side though, it does help increase TTK.

#29 Fuggles

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Posted 18 November 2014 - 08:09 AM

View PostMonkey Lover, on 17 November 2014 - 01:24 PM, said:

They have two issues i have seen

#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.



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/


Seeing a lot of this lately too.

#30 Mister Blastman

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Posted 18 November 2014 - 08:10 AM

Hitreg has noticeably been deteriorating over the last week or two. PPCs sail through enemies like nothing is there. Lasers barely scratch sometimes. SRMs giggle.

The weird thing is it isn't consistent. Sometimes it is great. Sometimes it is awful.





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