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Light 'mech Hit Detection


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#1 Tyler Valentine

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Posted 07 February 2015 - 11:07 AM

I don't know if there is anything that can be patched/done but the hit detection on light 'mechs seems to be way off. I'll hit a Spyder or Raven with multiple pulse lasers, hold the targeting crosshair on the 'mech, even though it is moving, through the whole shot, and their armor will always be light yellow (or only slightly more damaged than it was) afterward.
If there is a good light 'mech pilot in a Jenner he can take down an Atlas, even if, from the Atlas pilots' eye's, the Atlas is constantly hitting the Jenner...

What's up?
Am I the only one experiencing this?

My build is 6 months old and hums along so I don't think it is a performance issue.

#2 Random Carnage

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Posted 07 February 2015 - 02:20 PM

There is definately a hit reg failure with lights. I am a dedicated Assult pilot and it is damed frustrating unloading 100 points into a light at point blank range only to have it wander off barely damaged.

This wouldn't be so much of a problem if the Dev's had sufficient clues to limit light mechs to light weapons, but having a light being able to melee an Assult with heavy weaps of it's own, and win, is just all kinds of fu*ked up.

#3 ilKhan_OrHan

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Posted 07 February 2015 - 02:23 PM

It's always been this way and always will be this way with this game. This makes lights top tier in the hands of the most talented players since their effective armor is double or triple with the lag shield. I believe it has to do with their choice of CryEngine 3, so the problem is hard coded and only dedicated work from PGI will improve it at all. It used to be even worse actually, they have made some netcode optimization passes already. Hit detection is not 100% in any online game, so some leniency has to be given for all games.

Edited by ilKhan_OrHan, 07 February 2015 - 02:38 PM.


#4 VinJade

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Posted 07 February 2015 - 07:09 PM

I remember someone once saying they poured over 300 damage into a light that seemed to barely notice it.
I didn't see it so I only can tell you what they said in chat while waiting for the game to start.

#5 ilKhan_OrHan

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Posted 07 February 2015 - 07:40 PM

This video demonstrates what I am talking about, skip to 23 seconds in for the demonstation. A heavy goes down with an 11 ER PPC alpha but a light hit with the same alpha simply smokes. A light has 2 to 3 times the effective armor with lag shield, possibly more.


Edited by ilKhan_OrHan, 07 February 2015 - 08:28 PM.


#6 Strykewolf

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Posted 07 February 2015 - 08:13 PM

Hit detection always seems to work properly when I pilot one. :angry: :angry: :D :ph34r:

#7 Aceramic

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Posted 07 February 2015 - 08:55 PM

Not going to comment on the video (too many unknown factors), or how silly it is to like your own posts.

I usually don't have a problem with hit detection against lights, unless I'm boating SRMs. I nearly always get good hits with dual Gauss (K2 or Dire Whale), PPCs usually register hits as well. I have noticed that lasers and non-Gauss ballistics don't seem to always register full damage, even if the hit registers.

#8 SirNotlag

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Posted 07 February 2015 - 09:01 PM

I honestly don't have a problem with hit detection against lights, when I actually do hit them they go down about as fast as they normally should. My ping is usually around 50 so maybe its just lag that causes the problem, not sure how PGI can fix it if that is the case.

#9 ilKhan_OrHan

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Posted 07 February 2015 - 10:06 PM

View PostAceramic, on 07 February 2015 - 08:55 PM, said:

Not going to comment on the video (too many unknown factors), or how silly it is to like your own posts.

I usually don't have a problem with hit detection against lights, unless I'm boating SRMs. I nearly always get good hits with dual Gauss (K2 or Dire Whale), PPCs usually register hits as well. I have noticed that lasers and non-Gauss ballistics don't seem to always register full damage, even if the hit registers.

That is interesting because that is almost the diametric opposite of what I experience when I hit lights with dual Gauss/ dual AC/20's. I find that the shots don't register a HUGE percentage of the time. I have people tell me in game that they hit me with multiple AC/20 shots but I continued to live in my light. I read on the forums of people experiencing the same malady of no damage registering on lights with the larger ballistics. If you haven't experienced this yourself and you run the larger ballistic builds, you either A ) haven't been playing very long or B ) are flat lying claiming this does not happen to you. "Nearly always" is for sure not what I experience with higher caliber ballistics on lights and is "silly" to me.

#10 Aceramic

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Posted 07 February 2015 - 10:17 PM

Obviously, you didn't see the last line of my post. When I use large non-Gauss ballistics (primarily AC/20, but sometimes AC/10 as well), sometimes the hits register, but it doesn't seem like it registers all of the damage. For example, putting two AC/20's into the rear side torso of a Firestarter will sometimes not completely destroy the armor. I don't know of any Firestarters that run 40+ armor on their rear ST. However, it IS registering the hits, as evidenced by damage being dealt. However, I have never once gotten a "miss" with dual Gauss that wasn't due to my sometimes very poor aim. I have one-shot many a moving light with them. Lasers have the same issue, in my experience. They hit, but don't deal full damage. But, I've noticed that with non-lights, too.

(Edit: Side note, I am making a distinction between hit registration and damage registration that may be where we disagree.)

Edited by Aceramic, 07 February 2015 - 10:19 PM.


#11 Firewuff

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Posted 08 February 2015 - 08:51 PM

You knownwith convergance its is highly.possible one of those shots is missing completely and you just cant see it under the splash of the other.

Not had any issues against light pilots except with srm. I am in australia with a 260iah ping

#12 Thunder Child

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Posted 08 February 2015 - 09:31 PM

As a Player with 250ms Ping, I can tell you now that Shooting at Lights with my Ping requires a Lead of about 5mm (on screen) with Lasers. Gauss generally needs a lead of about 10mm at 800m, with the lead getting longer the closer the target gets. This is assuming the target is travelling perpendicular to your firing line.

This is more noticeable, the lower the targets ping is. Put simply, the mech you are shooting at is no longer there.

Likewise, when being shot at, if you have a High Ping, you are more likely to get hit, because the evasive maneuvers you are pulling on your client don't actually register until after whatever you are attempting to evade has already hit you.

Edit: In a curious side note however, I have found my Locust to be strangely bullet resistant, and enemy Locusts, Commandos, and Jenners to register hits normally.

Edited by Thunder Child, 08 February 2015 - 09:32 PM.






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