Was wondering if there is any sort of hit detection system in the game.
Now you might say , Huh ? but you can see your weapons hit. Yes you can see your weapon visually hit but that doesn't mean the opposing mech took damage.
This is more relevant for higher pings, but any sort of lag can cause it even for low ping players.
An audible sound to let you know when your making contact with your weapons that is keyed off when actual damage is done is helpful for making sure what you think your shooting is actually what your shooting.
In MWLL there is an audible tick/thud sound to let you know when your weapons are doing actual damage and not just appearing to do damage when your actually not.
doesn't need to be audible could be as simple as a little light indicator that flashes when your scoring damage hits and is black when your not.


Hit Detection Audio/Visual /
Started by Phasics, Jun 27 2012 03:46 AM
4 replies to this topic
#1
Posted 27 June 2012 - 03:46 AM
#2
Posted 27 June 2012 - 03:53 AM
Look at the damage indicator at the top right. If parts of their mech start flashing and turning red, that means you were hitting them. This game is probably a bit too far on the simulationist side to have Quake-style hit beeps.
Do wonder how netcode's going to work out, though.
Do wonder how netcode's going to work out, though.
#3
Posted 27 June 2012 - 03:55 AM
Voyager I, on 27 June 2012 - 03:53 AM, said:
Look at the damage indicator at the top right. If parts of their mech start flashing and turning red, that means you were hitting them. This game is probably a bit too far on the simulationist side to have Quake-style hit beeps.
Do wonder how netcode's going to work out, though.
Do wonder how netcode's going to work out, though.
Don't actually mind what form it take so long as you can verify your actually hitting things
#4
Posted 27 June 2012 - 04:23 AM
Okay, the target damage indicator is one way. The armor of the mech you hit starts to glow when it is hit, and eventually the mech falls down. While the last is the gross and obvious, the others are how you can generally tell you are doing damage.
The problem people will have is with beam weapons. From what the Devs have said it works a lot like a DoT (damage over time). If you initially hit the target, but don't hold the beam on the target for the full duration of the beam's instance you will only do damage during that shot for the time the beam is on target. So, you can initially hit the target, but if you can't hold it on target the full effect of damage will not be done to the target.
Or more simply put; if your beam weapon shot exists for a full second, but you only hold it on target for .2 seconds then only 20% of the damage of that attack will be imparted to the target. While I'm am unsure as to how exactly it works, and actual damage values, this is what I have understood to be the case. The videos bear this out if you watch them closely.
The problem people will have is with beam weapons. From what the Devs have said it works a lot like a DoT (damage over time). If you initially hit the target, but don't hold the beam on the target for the full duration of the beam's instance you will only do damage during that shot for the time the beam is on target. So, you can initially hit the target, but if you can't hold it on target the full effect of damage will not be done to the target.
Or more simply put; if your beam weapon shot exists for a full second, but you only hold it on target for .2 seconds then only 20% of the damage of that attack will be imparted to the target. While I'm am unsure as to how exactly it works, and actual damage values, this is what I have understood to be the case. The videos bear this out if you watch them closely.
#5
Posted 27 June 2012 - 05:43 AM
Thorn Blackwell, on 27 June 2012 - 04:23 AM, said:
Okay, the target damage indicator is one way. The armor of the mech you hit starts to glow when it is hit, and eventually the mech falls down. While the last is the gross and obvious, the others are how you can generally tell you are doing damage.
The problem people will have is with beam weapons. From what the Devs have said it works a lot like a DoT (damage over time). If you initially hit the target, but don't hold the beam on the target for the full duration of the beam's instance you will only do damage during that shot for the time the beam is on target. So, you can initially hit the target, but if you can't hold it on target the full effect of damage will not be done to the target.
Or more simply put; if your beam weapon shot exists for a full second, but you only hold it on target for .2 seconds then only 20% of the damage of that attack will be imparted to the target. While I'm am unsure as to how exactly it works, and actual damage values, this is what I have understood to be the case. The videos bear this out if you watch them closely.
The problem people will have is with beam weapons. From what the Devs have said it works a lot like a DoT (damage over time). If you initially hit the target, but don't hold the beam on the target for the full duration of the beam's instance you will only do damage during that shot for the time the beam is on target. So, you can initially hit the target, but if you can't hold it on target the full effect of damage will not be done to the target.
Or more simply put; if your beam weapon shot exists for a full second, but you only hold it on target for .2 seconds then only 20% of the damage of that attack will be imparted to the target. While I'm am unsure as to how exactly it works, and actual damage values, this is what I have understood to be the case. The videos bear this out if you watch them closely.
but is what your seeing as hits really doing that amount of damage when your on a 250ms ping
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