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Hitreg Terrible. Should Be Primary To Looked At


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#41 ThisMachineKillsFascists

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Posted 09 January 2015 - 06:54 AM

View PostRisen, on 09 January 2015 - 04:21 AM, said:

hitreg problems are worse in CW than normal matches, maybe it is due to the amount of brocken mechs lying around (yes they increased the despawn rate but still) and the smoke the generators, turrets and mechs create when being damaged / destroyed

on a second note I would really love to see to test server being brought up completely without HSR, just for a weekend if that was possible
"in the old days" you could always aim forward at the same pace if your ping was stable, now it's pointing at wonderland :(

i have massive hitreg problems in public drops. Cw is kinda normal

#42 Zypher

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Posted 09 January 2015 - 07:55 AM

View PostThisMachineKillsFascists, on 09 January 2015 - 04:38 AM, said:

Here we go. Cryengine MMO=bad is kinda a myth.There could be better engines for ultiplayer use but i cant imagine cryengine be that crap. It is a big player under the engines

Well MWLL was CE2, sure CE2 and CE3 were made by the same company, but they could be different enough that drawing comparisons might be legitimate.

#43 dubplate

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Posted 09 January 2015 - 08:18 AM

View PostEvilCow, on 09 January 2015 - 04:36 AM, said:


MWLL handled 28 players without problems and had beam lasers too. Hit reg has never been a problem there.


Was MWLL a server or client side for hit registration?

#44 Zypher

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Posted 09 January 2015 - 08:34 AM

View Postdubplate, on 09 January 2015 - 08:18 AM, said:


Was MWLL a server or client side for hit registration?

I am pretty sure it was client side, I recall it has punkbuster running in the background, and I recall it getting hacked once. It was pretty funny actually, they had an elemental flying like super man at mach 5.

Although I wouldn't think that's the issue with HSR, sure it would be more demand on the server, but you can always throw more hardware at it, unless the engine is not optimized for scaled out deployments, then yes, you hit bottlenecks real quickly.

#45 dubplate

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Posted 09 January 2015 - 08:39 AM

View PostZypher, on 09 January 2015 - 08:34 AM, said:


Although I wouldn't think that's the issue with HSR, sure it would be more demand on the server, but you can always throw more hardware at it, unless the engine is not optimized for scaled out deployments, then yes, you hit bottlenecks real quickly.


People are mentioning games that don't have a problem with hit reg, client and server side would make a huge difference on how well they work. If the other games are all client side it's not a good comparison. Also probably why you don't see as many games with server side. I imagine that is a fairly big overhead compared to other game servers.

#46 MoonUnitBeta

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Posted 09 January 2015 - 08:54 AM

I shot a Firestarter with (x8) C-SSRM6’s who was standing still pew pewing me with small pulse lasers. No AMS… ~100m away…
Two volleys only did 4% damage. FOUR PERCENT. Two lousy medium lasers would have done that... nevermind 48 missiles which only made his armor canary YELLOW.

As my second volley came off cooldown, a DW swooped around the corner and UAC/5’d me apart…
I didn’t mind dieing as much as how little damage those streaks did… Lately, all my bad experiences have been against Firestarters.
The Cicada before I encountered the Firestarter was just fine. Two volleys into that thing and it was orange and red armor.

#47 BigJim

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Posted 09 January 2015 - 09:11 AM

Agreed. Little point in a shooter where you can't shoot.

#48 Dimento Graven

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Posted 09 January 2015 - 09:11 AM

Yeah occasionally I run into these "super 'mechs", where you pound them and pound them and pound them, hitting red components repeatedly, watching them blink red when the hit registers, and... nothing, no blowy uppy like you expect.

Last night it was some build like a Thunderwub, or similar, where I put EIGHT dual gauss rounds into RED torsos, getting nice red blinks that the hit was registering, but the F'er would just not die. I get chased off by a few of his remaining compatriots and someone finally finishes it off with lasers I think.

I don't think there's a hit reg issue with lasers.

I think non-guided missiles and ballistics have a serious issue though.

I've definitely seen the mystical vanishing gauss rounds when firing at 'mechs, and I've seen the "shots in the back registering on the front" phenomenon.

What we have here, at a minimum, is the cumulative effect of SEVERAL issues:

HSR confusion
Hit Reg issues
Hit Box issues

I can go into Training Lab, find an Atlas, shoot it in the back from oblique side angles (well I'm greater than 45 degrees off parallel his facing direction) and have it end up hitting the FRONT torso.

When I run into people that I have a particularly bad time with, I'll hit tab and watch my and their pings. My ping runs at a stable 80 to 90ms, theirs is jumping from 50 to 300... Whether that person was doing something purposeful to effect their ping or not isn't the issue, the issue is that HSR seems to break down one side or the other has a 'wildly variable' ping.

That big ping swing is what also causes some of your targets to 'teleport' around too. You can tell it's not your problem when you have 12 enemies in front of you and only TWO of them are blinking around like Arilou from SC2.



#49 BigJim

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Posted 09 January 2015 - 09:28 AM

I don't so much see the "supermech" phenomenon, but running a Centy AH with just SRM 4's & a '20 for the past few weeks has really hit home to me how bad it is.
Almost every mech absorbs hits, from lights to slow moving assaults.

My ping is always a rock solid 97, never fluctuates, but every few shots the damage just doesn't apply.

Slow movers like Whales & other assaults are the most vivid example, because there is no way at all HSR could be fooled by their high speed, but the same thing happens; Every second or third shot from the '20 just bounces off them.

Obviously the SRMS seem to register more hits, but I would wager that's because there's so many individual projectiles, some are bound to register and flash-up as causing damage.


Yeah, I can miss like anyone else, but when you play a solely short range mech with very limited ammo, you make sure your shots will hit before you take them.

Edited by BigJim, 09 January 2015 - 09:29 AM.


#50 EvilCow

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Posted 09 January 2015 - 09:39 AM

View Postdubplate, on 09 January 2015 - 08:18 AM, said:


Was MWLL a server or client side for hit registration?


Client side I think, not that this matters much, MWO can be hacked quite easily in a variety of ways regardless its network architecture.

MW4 also had client side detection for lasers but hacks were next to non-existent because it had robust internal custom protections competently programmed (not punk buster). The few attempts at hacking it were defeated by the various mods.

#51 Ghogiel

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Posted 09 January 2015 - 09:58 AM

View PostLily from animove, on 09 January 2015 - 02:14 AM, said:


32 players is not equal to 24 emchwarriors who fire many more guns at the same time and even lasers who tick many times. a laseboat os propably causing the laod of 5 players or even more.

Aren't you the the armchair cryengine expert I already explained this to?

32 mechwarriors is MORE than 24 mechwarriors who fire the same amount of guns and lasers that tick many times a second.

Edited by Ghogiel, 09 January 2015 - 09:59 AM.


#52 ThisMachineKillsFascists

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Posted 10 January 2015 - 06:26 AM

View PostBigJim, on 09 January 2015 - 09:11 AM, said:

Agreed. Little point in a shooter where you can't shoot.

Yeah

#53 Triordinant

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Posted 10 January 2015 - 09:44 AM

It takes twice as long to kill anything since half the hits don't register.

#54 Sarlic

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Posted 10 January 2015 - 10:23 AM

I am still having major issues here. Abnormal and it shouldnt be happening in the first place.
Each patch makes the hitreg worse.

Few patches back the hitreg was way better.

Edited by Sarlic, 10 January 2015 - 10:23 AM.


#55 occusoj

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Posted 10 January 2015 - 06:55 PM

This shouldnt slide down to page two.
Glorious hitreg gambling again today.

Enemy LRM boat, most likely a noob, not moving, directly facing his back from about 120m. He unloaded lurms on my teammates far away while I unloaded 5x3ML in his back. Neither of us moved. He didnt even react to beeing shot in the back.
Result: His CT internals bright yellow after first volley, then literally nothing registered. ZERO. All other armor sections remained full, so it didnt spread. After 5 volley, some of his teammates noticed and wrecked me.

In a different match earlier today I killed a phract that moved straight towards me by shooting my lasers at least a half phract-width off to the left and into a wall behind him. Didnt even get the red crosshair btw.
Another serious WTF moment provided by PGI.

Much more but anecdotal rant wont help it. Back to recording games again.

Does PGI even acknowledge that hitreg is terrible atm or are they full-ignore?

#56 Rokuzachi

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Posted 10 January 2015 - 07:04 PM

Cherry red internals on a Shadowhawk charging towards my dual AC5 Jager at close range. Repeated volleys do nothing. He does significant damage to me because my shots aren't registering. He JJ's and suddenly is killed by my AC5s even though it looked like I missed. It's like his hitboxes were completely displaced or something.

Sadly this game will remain a joke competition-wise until such a fundamental element of it works right. It's too late for MWO to be a notable e-sport, but can you just imagine if it were? "Oh! Team Steven had this one in the bag, but hitreg decided to go bad at a crucial moment in the match and now it's all over for the underdog team that came so far!"

rip MWO, banished to obscurity due to incompetence

Edited by Rokuzachi, 10 January 2015 - 07:05 PM.


#57 Insects

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Posted 10 January 2015 - 07:40 PM

A server can only handle so much load before it cant process fast enough and has to start dropping a percentage of shots or looking at them on a reduced tick.
Thats the curse of server side processing, it stops a lot of hack problems but you have to throw a lot of $$$$$ at server hardware to keep them fast enough during peak periods.

Something this game lacks is a publicly viewable server load graph/value to show when the busy periods are and when to avoid.
Weekends are obviously going to get higher load. Just knowing if server load is green/orange/red would help avoid playing when overloaded. When someone chooses to avoid peak periods it helps everyone.

#58 Rokuzachi

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Posted 10 January 2015 - 11:31 PM

Guess I should just stop playing on the weekends. Every match tonight is an exercise in frustration with hitreg. Even multiple lasers and missiles are not registering a significant portion of the time. Twice in my last five matches I've had situations where I had someone on the ropes, fire what should have been the kill shot(s), only to see nothing happen and then die moments later. Bright red internals on the enemy CT? Ok, I'll just fire my large lasers and SRMs into them from 100m away... aaaand nothing.

Add to that the amount of exploiting shitheads trying to exploit JJ feathering in their timberwolves and this game is just bottoming out on the fun-meter.

What I don't get about this game is how someone can be backpedaling, straight-a-*******-way from you, and you are blasting the crap out of their exposed, red internals and nothing is happening. What kind of a joke is this?

Edited by Rokuzachi, 10 January 2015 - 11:46 PM.


#59 ThisMachineKillsFascists

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Posted 11 January 2015 - 01:12 AM

View PostRokuzachi, on 10 January 2015 - 11:31 PM, said:

Guess I should just stop playing on the weekends. Every match tonight is an exercise in frustration with hitreg. Even multiple lasers and missiles are not registering a significant portion of the time. Twice in my last five matches I've had situations where I had someone on the ropes, fire what should have been the kill shot(s), only to see nothing happen and then die moments later. Bright red internals on the enemy CT? Ok, I'll just fire my large lasers and SRMs into them from 100m away... aaaand nothing.

Add to that the amount of exploiting shitheads trying to exploit JJ feathering in their timberwolves and this game is just bottoming out on the fun-meter.

What I don't get about this game is how someone can be backpedaling, straight-a-*******-way from you, and you are blasting the crap out of their exposed, red internals and nothing is happening. What kind of a joke is this?

Those ct red structures and no hit reg drove me to open this thread





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