Hit Reg Still Sucks
#1
Posted 06 December 2014 - 07:21 PM
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
Posted 06 December 2014 - 07:34 PM
#3
Posted 06 December 2014 - 07:53 PM
TheAtomiser, 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
Posted 06 December 2014 - 08:23 PM
#5
Posted 06 December 2014 - 09:02 PM
#6
Posted 07 December 2014 - 07:47 PM
But today non of my energy and ballistics are registering any damage.
What the hell is going on?
#7
Posted 07 December 2014 - 09:55 PM
#8
Posted 07 December 2014 - 10:47 PM
#9
Posted 08 December 2014 - 01:56 AM
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
Posted 08 December 2014 - 03:28 AM
TheAtomiser, on 06 December 2014 - 07:21 PM, said:
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
Posted 08 December 2014 - 03:54 AM
(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
Posted 08 December 2014 - 04:56 AM
#13
Posted 08 December 2014 - 05:15 AM
And yeah, hit reg sucks.
Edited by PhoenixFire55, 08 December 2014 - 05:15 AM.
#14
Posted 08 December 2014 - 05:54 AM
3xnihilo, on 08 December 2014 - 04:56 AM, said:
Try strafing your lasers across the mech until you get a hitreg and then concentrate on that spot.
#15
Posted 08 December 2014 - 08:15 AM
#16
Posted 09 December 2014 - 01:48 PM
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.
#18
Posted 09 December 2014 - 02:10 PM
TheAtomiser, on 06 December 2014 - 07:21 PM, said:
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
Posted 09 December 2014 - 02:15 PM
Fustercluck, on 08 December 2014 - 01:56 AM, said:
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
Posted 09 December 2014 - 02:49 PM
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