About 3pv and the jerky snapping and jumping effect, which is OFTEN being confused when spectated for an aimbot ( though a bad one). This is actually the behaviour of this games' built in weapon convergence system. Basically, when ever people in a normal first person shooter have a gun and an aim point reticule, it is usually instant convergence on the point you are aiming at for your shot to hit. Even if the game had you shooting from the hip, or firing gangsta style with the gun held sideways, most are drawing only one trajectory from your players gun tip to where your aim reticle is on top of the target. Further more, in most games, this is instant the firing and the hitting.
Mechwarrior Online, as a more complex quasi simulator is checking hit detection from many weapons at once, with originating points all over your mechs body, some on the left arm, some on the right arm 20 feet off set, some on the head near the center view of the cockpit, others on the torsos, lower below your view, off set to the left or right. If you fired at the far far horizon and somehow could see where all these weapons hit, when nothing is actually under your mechs targeting reticule, you would find that none of these shots would hit the dead center of the screen/reticule because they do not converge.
You can sort of imagine this like some robotic version of an old west gunfighter drawing his sixguns from left and right holster and just firing at a wall completely with out a target. Likely there would be two holes in the wall spaced exactly as far apart as the guns in the robots left and right hand are apart. This isnt aiming and it would be very hard to hit this way at all, firing from the hip, hoping to catch an opponent with the left hand or right hand shot. What actually has to happen is that to make both shots hit an actual target, they each have to angle inward a little, so that at the distance of the wall, the trajectory of the shots hit the same place, exactly under the reticule.
Notice how next to the reticule there is a number in meters. This is how far it is to the target exactly in the center of your reticule and this number is essential for your mech to accurately aim its arm mounted weapons inwards and perhaps down or up, so that they converge... both/all hit the same spot. If the number is weird/wrong, you probably are not pointing the right reticule on the target, or not keeping it consistently enough on the target that when you press fire it is actually angling correctly. When your reticule DOES actually happen to be on a target close enough/correctly, then the mechs arms will "instantly" snap/converge to give that angle so that your left arm lasers and your right arm lasers both angle inward to hit the same spot at 300 meters. This convergence even seems to happen for torso mounted weapons like lasers, ballistics, missiles where they angle slightly inward to hit that spot under the center reticule, if it is actually reading the right range to target when fired.
Where much of the problem comes in is on issues of convergence, which lead to what many believe are actually problems in hit registration, but are not. Many players will lead their targets with arm mounted, more responsive weaponry, hoping that by firing ahead of target, the travel time of ballistics, or some lag will be compensated for. Often, because their opponents are fast movers as well, that are sweving, weaving and dodging, at some points they actually end up under the aim reticule, while other moments the reticule will actually be reading a hillside, structure or rock hundreds of meters further away - instead of a circling mech 42 meters away. This means that both torso weapons on the mech, and the arm weapons on the mech will be angling their weapons to center on something 300 meters away AND in two different locations, rather than 42 meters away and nearly but not quite under your arm or torso reticule.
I have watched bad hit reg videos, "borked spider hit box qq threads", and most recently some hacker accusation, deliberate lagswitch accusation videos along these lines and each time seen convergence issues instead, because I know what to look for. This snapping is that instance of convergence as one fires and drags the reticule correctly onto the mech, getting the correct range to target and therefore an accurate trajectory/raytrace.
Very often when people are seeing bad hit reg when firing on a nearby shutdown or slow moving light, its because rhe light mech is fluctuating speeds a little and the person shooting at them is firing with arm monted and torso weapons... they are trying instinctively to "lead" a little with their arm mount reticule so it is off target and reading the back ground range (hill, building in distance) for those weapons to converge on, meaning the arm weapons may fire right past the target kinda like that robotic gunslinger firing from the hip example earlier. The torso mounted weapons may be much more accurate, firing to the center of the torso reticule, but even they may be converging to hit something at 300 meters, so the lasers, ballistic or missile trajectory is wide spread, perhaps many meters apart, bracketing your target - only gradually angling inwards so they could hit a target that would be under the center reticule at 300 meters. A few glance and the brilliant ray traces of lasers all show, maybe even the explosion of a ballistic impacting the ground because you were angling downwards to hit a light - but no kill. All because of convergence issues and how laser hit scan weapon burns can seem to show solid laser burns on targets when actally they only glance onto or off of the target.
Edited by Mad Porthos, 14 January 2015 - 10:36 AM.