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Hit Reg Still Sucks


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#1 TheAtomiser

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Posted 06 December 2014 - 07:21 PM

Hitreg is still in a bad state. Just after the hitreg fix for SRMs the hitreg was almost perfect and it seems patch after patch has slowly degraded the quality of the hitreg. Now SRMs and PPCs are barely hitting and firestarters are invulnerable to any kind of laser fire.

Maybe its time PGI invested in a team dedicated to keeping the hit reg solid or invest some money into servers that can handle more information?

Either way can we get a reponse from PGI at where they think the hit reg is and what they are doing about it?

Thanks.

#2 B0oN

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Posted 06 December 2014 - 07:34 PM

Signed, supporting and bumping shameless in one go

#3 Ironwithin

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Posted 06 December 2014 - 07:53 PM

View PostTheAtomiser, on 06 December 2014 - 07:21 PM, said:

...
Either way can we get a reponse from PGI at where they think the hit reg is and what they are doing about it?

Thanks.


The answer is going to be: It is what it is until CW is out.
And once that happens the answer will be: it is what it is until CW is fixed.
And then we'll be playing the next incarnation of battletech, possibly on holodecks, sometime around 2350 (well WE won't but someone will).

Edited by Ironwithin, 06 December 2014 - 07:54 PM.


#4 mp00

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Posted 06 December 2014 - 08:23 PM

Yeah still having so much fun with all those bunny hopping JJ mechs not taking much damage :/

#5 Slow and Decrepit

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Posted 06 December 2014 - 09:02 PM

Yea, I'm running in a Dire and should be cutting mechs in half and not a damn thing happens. Can't touch a light at all with lasers, A/C's or missiles. This is getting old, There's something always wrong with the Hit reg! Please fix it PGI before CW!

#6 Jonnara

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Posted 07 December 2014 - 07:47 PM

I just come back after a month break to try some new mechs that I got from the packages my ping has always been 300-500 from Sydney Australia but never had much issues with hit reg when they added host state rewind.

But today non of my energy and ballistics are registering any damage.

What the hell is going on?

#7 Javenri

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Posted 07 December 2014 - 09:55 PM

I find that PPC shots often seem to pass "through" mechs (even slow ones) without registering a hit (not sure if it actually does damage or not).

#8 RazarG

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Posted 07 December 2014 - 10:47 PM

Noticed this, i'm not scoring as high as i believe i am, even though this could be wrong in this area, but where i'm not wrong is the damage i take is a lot less than what i believe i am receiving.

#9 Fustercluck

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Posted 08 December 2014 - 01:56 AM

At this rate there should be a config option so people can choose to opt in or out of using HSR, and for which weapon types. I have a ping of 100 and while hitscan weapons would be good to have HSR on, I'd rather have projectile weapons non-unlagged. For those I'd rather just see what the server sees instead of the client guessing what it sees.

Basically I want to see why my shots miss and HSR doesn't allow this.


And yes what I mentioned is absolutely technically possible, games have done this in the past(both letting players choose to use it or not and also selectively have certain weapons unlagged while others are not). Whether it is currently possible in CryEngine only pgi knows.

#10 Magna Canus

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Posted 08 December 2014 - 03:28 AM

View PostTheAtomiser, on 06 December 2014 - 07:21 PM, said:

Hitreg is still in a bad state. Just after the hitreg fix for SRMs the hitreg was almost perfect and it seems patch after patch has slowly degraded the quality of the hitreg. Now SRMs and PPCs are barely hitting and firestarters are invulnerable to any kind of laser fire.

Maybe its time PGI invested in a team dedicated to keeping the hit reg solid or invest some money into servers that can handle more information?

Either way can we get a reponse from PGI at where they think the hit reg is and what they are doing about it?

Thanks.

Quick tip re. the firestarter issue which I have also encountered. Use chain fire on them and hitreg gets a lot better. I have noticed shots where I hit a FS with a laser alpha seem to not register correctly, but when I hit the same FS with the same lasers with chain fire they hit and register nicely. Must be an issue with the number of hits trying to register which may also explain the SRM hitreg.

#11 Tarogato

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Posted 08 December 2014 - 03:54 AM

Really noticeable with NARC, I find. Some days I have no problem, but others I can come to a complete stop behind a Jager, shoot at point blank range, and have the NARC miss completely.

(no, I don't have high ping; no, the NARCs were not cancelled by ECM - I'm fully aware of how ECM bubbles interact with NARC.)

#12 3xnihilo

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Posted 08 December 2014 - 04:56 AM

Anybody else notice crazy hitreg on dc'ed mechs. At the end of two matches I have found an afk mech (myst Lynx and timberwolf). I put about 100 or 120 pts of damage into the myst lynx ct from right in front of it standing still and nothing not even damage indication on the paper doll. Then Did the same thing to the rear ct of a timberwolf on another day. I was using lasers both times and ended up just shooting away until a friendly with ballistics or missiles came and finished them off.

#13 PhoenixFire55

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Posted 08 December 2014 - 05:15 AM

If you think they care about any part of their game that doesn't have a dollar price tag on it, let alone read customer feedback in the feedback dedicated section of their own official forums, you are terribly wrong.

And yeah, hit reg sucks.

Edited by PhoenixFire55, 08 December 2014 - 05:15 AM.


#14 Magna Canus

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Posted 08 December 2014 - 05:54 AM

View Post3xnihilo, on 08 December 2014 - 04:56 AM, said:

Anybody else notice crazy hitreg on dc'ed mechs. At the end of two matches I have found an afk mech (myst Lynx and timberwolf). I put about 100 or 120 pts of damage into the myst lynx ct from right in front of it standing still and nothing not even damage indication on the paper doll. Then Did the same thing to the rear ct of a timberwolf on another day. I was using lasers both times and ended up just shooting away until a friendly with ballistics or missiles came and finished them off.

Try strafing your lasers across the mech until you get a hitreg and then concentrate on that spot.

#15 xeromynd

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Posted 08 December 2014 - 08:15 AM

My Dual ERPPC Stormcrow supports this topic. Really sick of slapping dudes in the face with two PPCs and having 0 damage dealt. (Ragdoll shows no change, and crosshair does not turn red, but visually, those PPCS sure are hitting)

#16 Alienized

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Posted 09 December 2014 - 01:48 PM

just had a battle with my myst lynx, shot a spider from almost point blank straight into the center, 3 times with a ER PPC.
then 2 times at a second spider.

damage? close to 0.
while both should been dead due to the already inflicted damage i was dying slowly and lost in the end because i was the last one against these 2 spiders, a legged and cored summoner + legged and cored battlemaster.

losing battles like that is more than annoying.

#17 Lulz Kev

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Posted 09 December 2014 - 01:55 PM

View Postmp00, on 06 December 2014 - 08:23 PM, said:

Yeah still having so much fun with all those bunny hopping JJ mechs not taking much damage :/


View PostRad Hanzo, on 06 December 2014 - 07:34 PM, said:

Signed, supporting and bumping shameless in one go


Hit reg sucks. Fix please. :)

#18 Clit Beastwood

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Posted 09 December 2014 - 02:10 PM

View PostTheAtomiser, on 06 December 2014 - 07:21 PM, said:

Hitreg is still in a bad state. Just after the hitreg fix for SRMs the hitreg was almost perfect and it seems patch after patch has slowly degraded the quality of the hitreg. Now SRMs and PPCs are barely hitting and firestarters are invulnerable to any kind of laser fire.

Maybe its time PGI invested in a team dedicated to keeping the hit reg solid or invest some money into servers that can handle more information?

Either way can we get a reponse from PGI at where they think the hit reg is and what they are doing about it?

Thanks.


The server population is huge right now with people testing their new toys, its always this way when new goodies come out, because the server load is huge.

#19 Clit Beastwood

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Posted 09 December 2014 - 02:15 PM

View PostFustercluck, on 08 December 2014 - 01:56 AM, said:

At this rate there should be a config option so people can choose to opt in or out of using HSR, and for which weapon types. I have a ping of 100 and while hitscan weapons would be good to have HSR on, I'd rather have projectile weapons non-unlagged. For those I'd rather just see what the server sees instead of the client guessing what it sees.

Basically I want to see why my shots miss and HSR doesn't allow this.


And yes what I mentioned is absolutely technically possible, games have done this in the past(both letting players choose to use it or not and also selectively have certain weapons unlagged while others are not). Whether it is currently possible in CryEngine only pgi knows.


Please cite examples of games that mix server side and client side hit registration, at the whim of the user. I'm very curious about this.

#20 The Red Priest

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Posted 09 December 2014 - 02:49 PM

I've had a few of my AC/20s go straight through the center torso of mechs.





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