I am having some effects with hit detection and registered level of damage I inflict that I can't explain.
Today I was in a match with my Firestarter H with 6 med that means 30 alpha.
You know the situation of the queues %6 light so I was the only light mech in my team and the other team has only an Adder.
Ok at the beginning of the game, I caught the Adder when he was looking somewhere else and released a 30 alpha to his back then another 30 when he was running away but while he is running away may be it didn't register as full hit.
I didn't see that Adder until the end of the game. Then I hit him again into full CT with 30 Alpha when he was standing still, he was running with 2 ER PPC and he shutdown, another 30 Alpha to CT and I watch his paper doll only CT is flashed and I didn't spread the damage at all and then another 30 Alpha to CT when it is starting up.
And guess what still no kill. Practically that think tanked at least 120 damage. I know this can happen so the game didn't registered the whole damage (I know some is registered because of the paper doll flash) to a standing still mech but why?
The 2nd problem/question is the HSR (Hit State Rewind or whatever), I understand this correctly game engine rewinds the action for both mechs and look to their latency adjust the position to say a hit is registered or not but again for the light I can only hit them only shoot at least one mech in front of them but if the HSR is working actually I should gimp myself by doing that.
And my observation is HSR and damage registration screws up big time if both mechs have high pings, I am playing from Europe and I always around 150 ping I observe this behaviour specially if the other player also has high pings.
Otherwise many laser vomit builds can one shot my firestar leg even that I am running with 150km/h with 90 degrees to them specially if they have low pings.


I Am Lost
Started by speleomaniac, Jan 19 2015 04:28 AM
5 replies to this topic
#1
Posted 19 January 2015 - 04:28 AM
#2
Posted 19 January 2015 - 05:30 AM
Hitreg is very bad atm, deal with it or take a break.
Juts drop into the next match and play. It is annoying but we have what we have.
And meanwhile we all hope PGI fixes it soon.
Juts drop into the next match and play. It is annoying but we have what we have.
And meanwhile we all hope PGI fixes it soon.
#3
Posted 19 January 2015 - 05:48 AM
This is more not fully registered damage problem then the hit reg.
I just try to figure out a pattern, most of the software problems has a pattern the way the repeat themselves. I am just try to figure out the pattern here.
I just try to figure out a pattern, most of the software problems has a pattern the way the repeat themselves. I am just try to figure out the pattern here.
#4
Posted 19 January 2015 - 05:52 AM
My bet is the servers are taking a pounding from everyone playing. Hit registration has been funky all weekend.
I was standing near my teammates behind a mountain and all of a sudden I lost my ST and arm from nothing. I think the server lagged a bit on an ammo explosion but its a clanner with a case in the ST.
I was standing near my teammates behind a mountain and all of a sudden I lost my ST and arm from nothing. I think the server lagged a bit on an ammo explosion but its a clanner with a case in the ST.
#5
Posted 19 January 2015 - 06:14 AM
I have been playing this game since closed beta and I think I can count on one hand the number of times that hit registry has been somewhat correct. I think HSR helped but it is horribly inconsistant, they adjust and it gets better then the next patch screws it up again, it is just something that I don't think they have a clue how to fix in this game engine, it is also one of those subjects that PGI avoids like the plague!
#6
Posted 19 January 2015 - 06:33 AM
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