

Hit Detection / Hit Registration
#101
Posted 08 January 2015 - 04:04 PM
#102
Posted 08 January 2015 - 04:57 PM
Harbinger Prime, on 08 January 2015 - 01:00 PM, said:
Lets go by what you listed, "two clear hits on the leg and then you shoot the leg 6 more times" so a total of 8 shots hit the right leg 8*20= 160, 84 Armor max + 42 Structure = 126 hit points which would make it 34 points of over kill and the leg should have been destroyed... but if you look at the very end of the video the DW walks by just fine as if it had no leg damage "guess you didn't see the "component destroyed" message" wasn't for the leg. Just for reference my ping is 42-70. So I guess that doing 160 damage to something that has 126 Hp and it walks away like nothing happened passes for "So ... is this an example for the hit detection working really well, then ?"
Problem is there isn't too much difference between 53-48 KPH and 25-24 KPH for you tell the difference.
You got to admit you were panicking and even forgot to press 'R' to ultimately solve this little 'mystery'..
A little advise for AC40 though... If someone shuts down in front of you.... HEADSHOT ! Dire or No direwolf... Their dead and problem is solved.
Harbinger Prime, on 08 January 2015 - 04:04 PM, said:
I could be wrong.. I don't believe that is any difference in walk animation after 'STUN' from getting legged is over. Probably the Dire was just lumbering around at 24KPH and it looks normal since it is so, damn slow in the first place.
Edited by ShinVector, 08 January 2015 - 05:01 PM.
#103
Posted 08 January 2015 - 08:59 PM
ShinVector, on 08 January 2015 - 04:57 PM, said:
Problem is there isn't too much difference between 53-48 KPH and 25-24 KPH for you tell the difference.
You got to admit you were panicking and even forgot to press 'R' to ultimately solve this little 'mystery'..
A little advise for AC40 though... If someone shuts down in front of you.... HEADSHOT ! Dire or No direwolf... Their dead and problem is solved.
I could be wrong.. I don't believe that is any difference in walk animation after 'STUN' from getting legged is over. Probably the Dire was just lumbering around at 24KPH and it looks normal since it is so, damn slow in the first place.
The leg that is destroyed, drags and the mech walks with a limp it is not the fluid motion like you see at the end of the video.
Yes a head shot would have ended it but my sole purpose was to get a good video of the Hit Detection / Hit Registration problem, normally I do not play that haphazardly. I am still trying go get more videos that may help clarify the problem.
#104
Posted 09 January 2015 - 03:49 AM
Harbinger Prime, on 08 January 2015 - 08:59 PM, said:
The leg that is destroyed, drags and the mech walks with a limp it is not the fluid motion like you see at the end of the video.
I am going to prove you are wrong, right here and now.
However, I process of my own self legging test... I found an actual bug... For what ever reason.. If self leg yourself... It takes a long long time for you to recover from legged stun state of 15KPH (Your limping state) to 40KPH slow but normal walking animation state.
Anyway... See animation for 40KPH... No difference right ? Its just slower and more obvious on mechs that are suppose to move fast. Would be less obvious on a dire since its a slow in the first place.
You owe me a match for this.

Edited by ShinVector, 09 January 2015 - 03:58 AM.
#105
Posted 09 January 2015 - 09:23 AM
ShinVector, on 09 January 2015 - 03:49 AM, said:
I am going to prove you are wrong, right here and now.
However, I process of my own self legging test... I found an actual bug... For what ever reason.. If self leg yourself... It takes a long long time for you to recover from legged stun state of 15KPH (Your limping state) to 40KPH slow but normal walking animation state.
Anyway... See animation for 40KPH... No difference right ? Its just slower and more obvious on mechs that are suppose to move fast. Would be less obvious on a dire since its a slow in the first place.
You owe me a match for this.

I found exactly the same bug today when I legged myself in a Dire Wolf on training grounds, the 14kph limp never goes away.
If you get legged by an enemy(or a "friend", whatever) the limp goes away after 5 seconds, as it's supposed to, and you have the normal walking animation again but walk at 20something kph.
#106
Posted 09 January 2015 - 11:02 AM
#107
Posted 09 January 2015 - 10:05 PM
Ironwithin, on 09 January 2015 - 09:23 AM, said:
I found exactly the same bug today when I legged myself in a Dire Wolf on training grounds, the 14kph limp never goes away.
If you get legged by an enemy(or a "friend", whatever) the limp goes away after 5 seconds, as it's supposed to, and you have the normal walking animation again but walk at 20something kph.
I forgot to mention the in post above.. Notice how the limp went away after an enemy mech shot me up for a bit... DOH!!
I guess it is something their PGI QA missed some flag or something.
Edited by ShinVector, 09 January 2015 - 10:06 PM.
#108
Posted 10 January 2015 - 08:19 AM
you turn your fully armor part to the enemy and look up so you cant get hit at the rear at all yet you die because the torso side that is red and protected dies.
just had that in terra therma. open rear center torso, turned around because my front was still fully armored, looked up to face the lrm's with my front, died to a shot out rear. srsly that sucks massively.
#109
Posted 11 January 2015 - 09:04 AM
ShinVector, on 09 January 2015 - 03:49 AM, said:
I am going to prove you are wrong, right here and now.
However, I process of my own self legging test... I found an actual bug... For what ever reason.. If self leg yourself... It takes a long long time for you to recover from legged stun state of 15KPH (Your limping state) to 40KPH slow but normal walking animation state.
Anyway... See animation for 40KPH... No difference right ? Its just slower and more obvious on mechs that are suppose to move fast. Would be less obvious on a dire since its a slow in the first place.
You owe me a match for this.

Thank you for the video, I appreciate getting to see this from a third person view. Quick question is there a setting where you can zoom out further out because when i try third person I do not see the whole mech just the head and shoulders.
Anyways back to the subject at hand. What I understand from your video is when the mech gets up to its speed the limp goes away but when it slows down the limp comes back. Which raises the question is there a set speed range which the limp animation kicks in or is the limp animation governed the the mech and the transition between limping and normal gate is different for each mech? I need to find a better example because in my video at the 1:57 mark the DW looks to be close to the same position as he was before I was killed yet even there his gate looks normal
Thanks again for your video.
As far as a match just poke me in game, I am always up for learning how to play better.
#110
Posted 11 January 2015 - 10:04 AM
Harbinger Prime, on 11 January 2015 - 09:04 AM, said:
Thank you for the video, I appreciate getting to see this from a third person view. Quick question is there a setting where you can zoom out further out because when i try third person I do not see the whole mech just the head and shoulders.
Anyways back to the subject at hand. What I understand from your video is when the mech gets up to its speed the limp goes away but when it slows down the limp comes back. Which raises the question is there a set speed range which the limp animation kicks in or is the limp animation governed the the mech and the transition between limping and normal gate is different for each mech? I need to find a better example because in my video at the 1:57 mark the DW looks to be close to the same position as he was before I was killed yet even there his gate looks normal
Thanks again for your video.
As far as a match just poke me in game, I am always up for learning how to play better.
The limp appears just after losing a leg. It stays for 5 seconds, limiting top-speed to 15kph. After that it goes away and your top-speed will be 50% of whatever your 'mech was capable of before being legged (to a maximum of 40 or so kph I think) and it will have the normal walk-animation again.
Whenever your leg gets damaged again the limp comes back for another 5 seconds.
Edit: twisted some numbers (50 kph and 40% to 40kph and 50%) sorry 'bout that
Edited by Ironwithin, 11 January 2015 - 06:46 PM.
#111
Posted 11 January 2015 - 04:25 PM
Ironwithin, on 11 January 2015 - 10:04 AM, said:
The limp appears just after losing a leg. It stays for 5 seconds, limiting top-speed to 14kph. After that it goes away and your top-speed will be 40% of whatever your 'mech was capable of before being legged (to a maximum of 50 or so kph I think) and it will have the normal walk-animation again.
Whenever your leg gets damaged again the limp comes back for another 5 seconds.
I do not know where you are getting 5 seconds, but the video showed the limp went away at the 47 seconds when it reached 40 Kph but reappeared when his speed dropped to 15 Kph. The limp appears to be speed appears to be related the question is if 15 Kph true for all mech or it it based on a percentage of its legged speed.
#112
Posted 11 January 2015 - 04:56 PM
#113
Posted 11 January 2015 - 04:59 PM
Harbinger Prime, on 11 January 2015 - 04:25 PM, said:
I do not know where you are getting 5 seconds, but the video showed the limp went away at the 47 seconds when it reached 40 Kph but reappeared when his speed dropped to 15 Kph. The limp appears to be speed appears to be related the question is if 15 Kph true for all mech or it it based on a percentage of its legged speed.
*sigh* ok ...
So, again: the limp appears when your leg is destroyed or if it takes further damage afterwards.
It stays for 5 seconds AFTER the last damage was done to the leg and it limits your 'mechs speed to 15kph.
I recall the time "5 seconds" from when PGI introduced/modified this slow-down mechanic. I do not recall when exactly they did that and I don't really care enough to dig through dozens of pages of patchnotes to find it.
ShinVector is being shot at until about 0:42 in his video. We can't see them hitting his leg but it is not a stretch to assume at least some of that incoming fire, especially some of that last laser-beam, strafed his destroyed leg, seeing how almost every other part of his mech lights up. And oh look, about 5 seconds later, without receiving any further damage, his speed goes up from 15 to 40 kph. Weird, hu ?
He is being shot at again at 1:18. This time you can actually SEE them hitting his destroyed leg. Lo' and behold, his speed drops to 15kph again and he limps ... who'da thought. Sadly the video cuts out before the "5second timer" wears off after he is shot at again.
He is not going slower because he WANTS to, he is going slower because the game FORCES him to, for 5 seconds...
And as we have already established: there is a bug in the game that makes the limp "permanent" until the leg is damaged by weapons-fire if you lost the leg by jumping off something high. Wich accounts for his limping at the biginning of the video up until it he was shot at.
All of this has nothing to do with hitreg, though. If you want to learn more about how the game works, I suggest the new player help-subforum. It has guides and stuff.
Edited by Ironwithin, 11 January 2015 - 05:00 PM.
#114
Posted 11 January 2015 - 06:29 PM
Ironwithin, on 11 January 2015 - 04:59 PM, said:
*sigh* ok ...
So, again: the limp appears when your leg is destroyed or if it takes further damage afterwards.
It stays for 5 seconds AFTER the last damage was done to the leg and it limits your 'mechs speed to 15kph.
I recall the time "5 seconds" from when PGI introduced/modified this slow-down mechanic. I do not recall when exactly they did that and I don't really care enough to dig through dozens of pages of patchnotes to find it.
ShinVector is being shot at until about 0:42 in his video. We can't see them hitting his leg but it is not a stretch to assume at least some of that incoming fire, especially some of that last laser-beam, strafed his destroyed leg, seeing how almost every other part of his mech lights up. And oh look, about 5 seconds later, without receiving any further damage, his speed goes up from 15 to 40 kph. Weird, hu ?
He is being shot at again at 1:18. This time you can actually SEE them hitting his destroyed leg. Lo' and behold, his speed drops to 15kph again and he limps ... who'da thought. Sadly the video cuts out before the "5second timer" wears off after he is shot at again.
He is not going slower because he WANTS to, he is going slower because the game FORCES him to, for 5 seconds...
And as we have already established: there is a bug in the game that makes the limp "permanent" until the leg is damaged by weapons-fire if you lost the leg by jumping off something high. Wich accounts for his limping at the biginning of the video up until it he was shot at.
All of this has nothing to do with hitreg, though. If you want to learn more about how the game works, I suggest the new player help-subforum. It has guides and stuff.
I tell you what why do you not make a video proving what you say is correct, get your blown off have a team member shoot would led to get rid of the bug then walk for about 30 seconds then come to a complete stop the start walking again. You should never assume because you know the old saying "When you assume, you are making an ass out of you or me!" only go with empirical evidence.
#115
Posted 11 January 2015 - 07:06 PM
Alright alright it doesnt work everytime, but it does happen.
Edited by Omaha, 11 January 2015 - 07:10 PM.
#116
Posted 11 January 2015 - 09:28 PM
Harbinger Prime, on 11 January 2015 - 09:04 AM, said:
Thank you for the video, I appreciate getting to see this from a third person view. Quick question is there a setting where you can zoom out further out because when i try third person I do not see the whole mech just the head and shoulders.
Iron is pretty spot with his comments on the limping. Permanent limping seems to be a bug when you leg yourself not when an enemy/friendly mech shoots leg off.
There is no Zoom out button for 3rd person. PGI will probably never implement any PAN/Zoom function because people will scream it is exploitable.
The only you can see the full mech including the legs is to use small light mechs. Not huge mechs like assaults.
#117
Posted 11 January 2015 - 09:34 PM
ShinVector, on 11 January 2015 - 09:28 PM, said:
Iron is pretty spot with his comments on the limping. Permanent limping seems to be a bug when you leg yourself not when an enemy/friendly mech shoots leg off.
There is no Zoom out button for 3rd person. PGI will probably never implement any PAN/Zoom function because people will scream it is exploitable.
The only you can see the full mech including the legs is to use small light mechs. Not huge mechs like assaults.
Question was that video taken tin the training grounds?
#118
Posted 11 January 2015 - 09:39 PM
Harbinger Prime, on 11 January 2015 - 09:34 PM, said:
Question was that video taken tin the training grounds?
Other 'mechs were moving around and shooting at him, also there were "blue" marked 'mechs on the hillside.
Have you ever seen anything like that in testing grounds ?
#119
Posted 12 January 2015 - 05:58 PM

Seems like anyone with a ping > 70 is still having these issues. While I can't speak for others, this registration issue is really deterring me from spending much time on MWO these days.
Edited by R5D4, 12 January 2015 - 06:00 PM.
#120
Posted 12 January 2015 - 06:52 PM
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