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Laser Hit-Reg Fix Has Rolled Out


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#1 InnerSphereNews

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Posted 18 December 2014 - 10:40 PM

Greeting Wubwarriors,
We rolled out a fix to resolve laser hit-reg!
This was only a server change so no patching is required.
Thank you for your patience!


#2 Brut4ce

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Posted 18 December 2014 - 10:49 PM

Wow! Have the PGI offices been taken over by telepathic aliens or something?? I was just about to start putting a thread up about laser hit reg going down the drain the last few weeks and BOOM, you beat me to it :D !

Great Job people! This is great work!

#3 Jman5

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Posted 18 December 2014 - 10:51 PM

This explains why I'm suddenly doing ludicrous amounts damage.

Edited by Jman5, 18 December 2014 - 10:52 PM.


#4 The Luggage

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Posted 18 December 2014 - 10:54 PM

This make my week! Great job guys!

#5 Averen

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Posted 18 December 2014 - 10:56 PM

So that means my thunderwub did 1.1k dmg in it's second match while the laser hitreg was borked. Oo

Scary stuff.

Edited by Averen, 18 December 2014 - 10:58 PM.


#6 Basskicker

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Posted 18 December 2014 - 10:58 PM

Sneaky hotfix is sneaky.

#7 hazeman

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Posted 18 December 2014 - 11:02 PM

ohh no wonder i was doing 800 dmg in my gargoyle. before this it was 300-400dmg per game. i was about to make a rage forum post complaining that the HSR is broken. this is good news!

#8 Túatha Dé Danann

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Posted 18 December 2014 - 11:04 PM

Finally! The game might be playable now. Next: Get rid of Ghost Heat and replace it with a good system. Its taking shape... slowly, but consistently.

#9 GreyNovember

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Posted 18 December 2014 - 11:04 PM

Hide yo legs. Hide yo lights.

But in all seriousness, a technical question.

Is Laser hit reg different from projectiles?

#10 The Great Unwashed

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Posted 18 December 2014 - 11:14 PM

Nice; I hope the #1 killjoy is dead.

#11 Jungle Rhino

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Posted 18 December 2014 - 11:15 PM

Great news, although you may also need to take a look at SRMs - I noticed quite a few magically flying through a Blackjack the other night from 20m away.

#12 Mobile Ordnance Platform

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Posted 18 December 2014 - 11:21 PM

i just want to express a big thank you to PGI for this fix !

its made the game fun again now that some of my favorite mechs and builds are effective again :wub:

im so happy :lol:

#13 MrMadguy

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Posted 18 December 2014 - 11:25 PM

I hope now it's "real" fix - not one of those "hitbox fix"/"framefate fixes" deceptions, that haven't actually fixed anything.

#14 Shadow Magnet

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Posted 18 December 2014 - 11:36 PM

Tested with a couple of lasers boats - no change noticeable for me.

#15 Kjudoon

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Posted 18 December 2014 - 11:42 PM

I have but one complaint.






...




I CAN'T PLAY TILL MONDAYYYYYYYYYHEEHEEHEEE.... ::::GASP:::: WHAAAAAAAAAAAAAA!!!!!!!!!! :(

#16 meteorol

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Posted 18 December 2014 - 11:52 PM

View PostJman5, on 18 December 2014 - 10:51 PM, said:

This explains why I'm suddenly doing ludicrous amounts damage.


Just did around 2k damage with 2 laservomit crows in a CW match. Yesterday i was lucky to do half of that damage with 2 mechs.

#17 Macster16

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Posted 18 December 2014 - 11:54 PM

So I don't need to aim 50m in front of that sprinting light to hit it anymore?

Hallelujah!!!

View PostEonai, on 18 December 2014 - 11:04 PM, said:

Hide yo legs. Hide yo lights.

But in all seriousness, a technical question.

Is Laser hit reg different from projectiles?

Good chance I'm mistaken here and someone more knowledgeable will probably want to clarify, but I believe projectiles (ACs, PPCs, etc.) are client-side registered while hitscan weapons like lasers and such are server-side. I play with 250+ ping and I have a much easier time with projectiles - if I see it hit the enemy mech on my side, it's a hit and it registers. It's a different story with lasers where I often have to aim in front of the direction the enemy mech is moving in in order for it to register as I have to account for the latency between my comp and the server.

#18 Kmieciu

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Posted 19 December 2014 - 12:07 AM

View PostMacster16, on 18 December 2014 - 11:54 PM, said:

Good chance I'm mistaken here and someone more knowledgeable will probably want to clarify, but I believe projectiles (ACs, PPCs, etc.) are client-side registered while hitscan weapons like lasers and such are server-side.

Everything is servers side, but the're essentially using 3 different HSR systems for:
1) DOT hitscan weapons (lasers, machineguns and flamers)
2) projectile weapons (autocannons and ppcs)
3) missile weapons

#19 Macster16

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Posted 19 December 2014 - 12:25 AM

View PostKmieciu, on 19 December 2014 - 12:07 AM, said:

Everything is servers side, but the're essentially using 3 different HSR systems for:
1) DOT hitscan weapons (lasers, machineguns and flamers)
2) projectile weapons (autocannons and ppcs)
3) missile weapons

I see.

Kinda weird though that projectiles seem to register a lot better for me than hitscan. I guess hitscan are treated much differently to prevent aimbots and such.

Anyway, just played 2 games and hitscan is day-and-night better. Was able to zap a jumping Spider in its back CT midair. Before hotfix, I would be lucky to register any damage on a jumping light no matter how much I'd try account for direction of movement.

#20 Kmieciu

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Posted 19 December 2014 - 12:30 AM

View PostMacster16, on 19 December 2014 - 12:25 AM, said:

I see.

Kinda weird though that projectiles seem to register a lot better for me than hitscan. I guess hitscan are treated much differently to prevent aimbots and such.

Anyway, just played 2 games and hitscan is day-and-night better. Was able to zap a jumping Spider in its back CT midair. Before hotfix, I would be lucky to register any damage on a jumping light no matter how much I'd try account for direction of movement.

Lasers in MWO are simply a bunch of small hits per second. Just shoot the snow with a laser and count all the small dots. I bet the server was overloaded by them.





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