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Firestarters Hit Detection

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#41 Koniving

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Posted 14 December 2014 - 06:20 PM

View PostMellifluer, on 09 December 2014 - 03:25 PM, said:

can we get it fixed please? if I hit one with dual ac20's to the ct it should die or be very close to dead like every other light or mech with less then 40 total CT armor+internal health.

and i have noticed a difference stationary vs moving but even stationary FS seem to have some magical damage reduction.

am I just crazy or delusional or do FS really seem to just not take damage?


Two things.
1) This is the typical Firestarter armor allocation, taking advantage of PGI's common design for hitboxes. Sometimes with full head armor but head armor really isn't necessary. Twin AC/20s to the CT, even if both hit the CT, there'd be 2 armor left over and the structure is 22, so there'd be 24 health left.

(Note if the target is at less than 180 meters and running kinda toward you or to the side, it is impossible to hit both AC/20 rounds directly CT; one will hit an ST as well). (This range is 210 meters for a King Crab)

This favorable hitbox exploit is also why Timber Wolves are so good.

2) See the following:

View PostKoniving, on 14 December 2014 - 06:03 PM, said:

Quote




Actually what PGI needs to do is address a very specific issue being liberally exploited there: Jumpjet fluttering (spacebar spam).

JJ-fluttering is when rapidly pressing the spacebar to jumpjet without ever actually taking off causes the occasional but rare 'hopping' animation, which when spammed fast enough won't 'show' the animation to anyone, but it still registers on the server and the game expects that you're going to 'raise' in the sky, except you don't, but since you keep spamming it you're on the ground in the air on the ground in the air on the ground in the air on the ground in the air on the ground in the air...and when it comes to calculating whether or not you get shot, the game has trouble deciding if you were grounded or airborne... thus causing problems with hit detection.

The mechanics in which JJ can be 'pumped' or 'throttled' is open to heavy abuse. If Jumpjets had a pre-charge time (press button and half a second later it'll start firing/taking off) or a minimum burn time, we'd be able to remove this exploit.

Using both of those would yield the best results.

Pre-charge will give HSR a chance to prepare itself for the 'change' in height. The minimum burn time will ensure the 'sudden stop sudden drop' doesn't become another HSR issue.

With the JJ-fluttering issue fixed, those mechs would drop very easily.

The use of jumpjet fluttering is an exploit, that akin to other old bugs (such as "I'm standing on top of someone, but everyone sees me fall twice a second so the game made me invincible"), allows players to cheat the system.


#42 Disapirro

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Posted 14 December 2014 - 06:36 PM

Please do play the FS, and show us how great you are skipping around care free.

#43 Monkey Lover

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Posted 14 December 2014 - 06:38 PM

They killed the spider by making thread after thread about its "broken hit boxes" now they're after the firestarter. Said part it worked and will work again.

#44 Macksheen

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Posted 14 December 2014 - 06:41 PM

View PostShaneoftheDead, on 14 December 2014 - 06:05 PM, said:

There is an issue with hit detection and/or damage application with Firestarters (and other lights).

I have seen it happen too many times, as a player and spectator, to not believe it is true. I have around 5k drops and have lost count how many times I have seen this occur. I have noticed that AC20 and AC10 have less issues than smaller ballistics, missile, and energy. It's not aim issues. It's hits, mech parts start to glow, but the damage is not there.

An educated guess based upon my observations and expirences, I would say that there is a general damage reduction being applied across the board to all lights on the server side, on purpose, to make them more playable. Combine that with hit box issues with some mechs, perhaps our Firestarter, AND with hit detection issues while moving and/or jumping. The results are what we are seeing. Lights that seem all but invincible. It also explains the AC20 success, that it can crack the damage reduction when hits are registered. (and I have seen them not register)

The "Top players have no problem" argument does not hold water. They have such good aim and run high pin-point damage builds that they overcome the damage reduction when they do get hits registered. They would never notice this issue from that side of the argument. However, they would notice this when they drive their Firestarters and see them survive and thrive. Which they are doing.

The bottom line is: There is REAL evidence that supports the theory that Firestarters have hit detection and damage application issues.

I'm not sure it's the chassis, or the game's hit reg in general. I killed a commando today in one of those situations where I'm pretty sure my mouse wasn't on target.

Something wonky is at play, no idea what it is - but I wouldn't jump to blame the mech layout in all cases.

#45 Col Jaime Wolf

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Posted 23 December 2014 - 10:22 PM

View PostCorwin Vickers, on 10 December 2014 - 02:08 AM, said:

This is a L2P issue.

When you have 10K matches these "light mechs are bugged" threads get real old.


sry man but im sure i have that many drops as well. been here since open beta. my ping is almost always around 32. i hit that guy with 8 ac20 shots for sure and it didnt even break open his armor.

there is a problem with hit detection or applying damage idk what causes it but it most certainly exists

#46 lsp

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Posted 23 December 2014 - 11:05 PM

They're broken, that's all there is to it. Anyone who disagrees probably plays one or doesn't play this game, period. Lights are way too strong in this game, mainly the FS. And it's due to hitreg and lag. This has been an issue since closed beta and it's still not fixed.





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