

Bad Hit Reg Or Broken Fs9?
#1
Posted 14 December 2014 - 05:59 PM
#2
Posted 14 December 2014 - 06:31 PM
#3
Posted 14 December 2014 - 06:34 PM
Edited by Monkey Lover, 14 December 2014 - 06:34 PM.
#4
Posted 14 December 2014 - 06:49 PM
Finally, as most novas do, they overheat, he did it twice were I could carefully aim.... it took at last 5 alphas a 32 dmg to kill him true ct. May I had a packet loss or something.
#5
Posted 14 December 2014 - 07:09 PM
Then I turned around and beaned a speeding Raven with PPC's at 400m+ repeatedly.
Hit Reg is as Hit Reg does.
#6
Posted 14 December 2014 - 08:08 PM
Just now in the CW fight I was chasing a Spider, a CDA, a FS and despite firing right at it, my lasers always seemed to not be hitting...instead hitting beside it...it was derpy.
#7
Posted 14 December 2014 - 08:14 PM
i get 35 in all outside games, but cw = 5FPS for me,
#8
Posted 14 December 2014 - 08:17 PM

#9
Posted 14 December 2014 - 08:18 PM
#10
Posted 14 December 2014 - 08:33 PM
It does make running a streak boat SCR really fun though. Little Firestarter thinks he's going to just dance in and out but then SURPRISE ************!!
Edited by Zoid, 14 December 2014 - 08:33 PM.
#11
Posted 14 December 2014 - 09:28 PM
Think of it like this. The game is based on server side hit registration, so if u have 100 ping you have to lead your lasers by 100 ping + the base game has bad hit registration /hitboxes + wonky HSR. If it was client side, if the lasers hits on your screen - it does damage, no questions asked (that's why hacks are easier tho)
The game is international yet they chose server side hit registration, i could understand this choice if everyone had less than 75ping to a local regional server. (Battlefield series uses client side for instance EVEN with less than 75 ping)
look at this, 21/24 people have over 125 ping and suffer cause of server side hit reg. The only good thing about server side is that it reduces the amount of hacks. They had to make HSR to try and fix hit reg, thats how bad it is.

Edited by Karamarka, 14 December 2014 - 09:30 PM.
#12
Posted 14 December 2014 - 09:41 PM
#13
Posted 15 December 2014 - 01:42 AM
And just now. I was fighting with Firestarter on my DWF-Prime in almost stock variant - 4xCERLL + 2xCUAC5 + some other weps. Firestarter was cycling just in front of me - ie. at extremely close distance. And I was turning right at his speed and alphaing all my weps right into his face. You may think, that you just can't miss target, that is so close to you. Even if you would just randomly push some buttons, at least something should hit him. Yeah. But not in Firestarters case! What I saw - is beams of my 4xCERLLs melting his face. But... Guess what? Yeah. No red crosshair! And then he ran from me and used jumpjets to jump to the top of hill. And while running from me, he was moving strait. I alphaed right into his back and...of cause no damage registered.
I just got sick of this. Ping is not excuse, because MWO - is online game and therefore devs should design it with average ping in mind. And average ping of 90% players - is 100+. They just should not use "running stick" hitboxes on targets, that are running with 100500kph speed.
I officially state, that I'm not going to pay a cent to PGI, till this official cheat won't be removed from this game - via limiting max speed (cuz game engine just can't handle such a speeds) or via adjustment of hitboxes (no matter, if hitboxes won't match mechs' geometry - but they should be big enough to be hittable). Or via both. Clan lights are just fine. IS lights have to be fixed.
P.S. And keep your "L2P, noob". Cuz this is what I call "Paladin syndrome". When some class is overpowered, unbalanced and cheating, then players, who play it are always suddenly becoming soooooo skilled and other players are all suddenly becoming handless noobs. Yeah.
Edited by MrMadguy, 15 December 2014 - 01:47 AM.
#14
Posted 15 December 2014 - 01:55 AM
#15
Posted 15 December 2014 - 02:19 AM
#16
Posted 15 December 2014 - 02:20 AM
It seems to start out alright, and get worse the longer the match takes. Had a 12v1 against an FS9 on open ground tonight- he was the last one left, and it took 12 clan mechs almost 30 seconds of continuous fire to take him down in open terrain with no cover. I know I was firing dead on with my lasers in a Stormcrow, looked like everyone else's aim was fine too. Wasn't even getting hit markers most of the time when tracking perfectly.
Edited by aniviron, 15 December 2014 - 02:21 AM.
#17
Posted 15 December 2014 - 02:23 AM
aniviron, on 15 December 2014 - 02:20 AM, said:
I have seen the same Hitreg issues on public matches yesterday
#18
Posted 15 December 2014 - 03:31 AM
aniviron, on 15 December 2014 - 02:20 AM, said:
Currently I'm playing public matches only, cuz yesterday I remembered the reason, why I don't play any game modes, except skirmish - yea, dat stupid objectives, that are forcing players to do some weird things and preventing them from actually playing the game. In CW attack objective - is to rush to generator, completely ignoring enemy team, cuz otherwise attack team don't have any chances to win due to better position for defenders and...you know...turrets. So. The second case, I've described, happened in public match at Turmaline map.
And don't tell me about leading targets and "sweeping" crosshair moves. I've tried to do it. Really tried. But it's extremely unreliable. Sometimes it works, but sometimes I don't see any damage registering and see it only when I'm shotting exactly at target. So at some point I just decided to shot at "leading edge" of the target. This thing is random and in a heat of fight, when you are aiming at 150kph target, you just don't have a time to determine, which way hitreg works today. I don't know, what it is depending on - on mech or on server load. But anyway. Spiders and Firestarters are special case - damage not registering on them anyway, no matter what you're trying to do.
Edited by MrMadguy, 15 December 2014 - 03:33 AM.
#19
Posted 15 December 2014 - 04:50 AM
Master Pain, on 14 December 2014 - 05:59 PM, said:
The long and short of it is that the Cryengine can only render objects moving up to a specific speed. IS lights, because they can swap their engines, often exceed that speed.....and gain a "lag armor" effect when the server can't accurately figure out where they are for HSR.
And....HSR has been rotten for a while.
#20
Posted 15 December 2014 - 04:57 AM
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