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Invincible Mechs? Hit Reg/hsr Ftw!


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#21 goggles2

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Posted 15 February 2015 - 12:30 PM

this should be issue number one for bug fixes should have be fixed long ago

#22 Tarys

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Posted 15 February 2015 - 12:36 PM

for me it is a totally broken **** that lets me think about retiring once more ... ac20 aint hitting around 90% of the time (or better they aint causing damage), rest of the acs do only about half the damage even with everything hitting the same spot.

but often enough it looks like one team gets the broken hitreg and the other just stomps over the team.

on top of that we still have the totally broken mechs who absorb damage like they are running around with a black hole projector.

#23 Insects

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Posted 15 February 2015 - 12:41 PM

I play at USA 4am or so.
So quiet period, hitreg is excellent in comparison to weekends when I can get on during peak times.

Its bad for all mechs in peak, you just get used to shots not registering.

Just servers overloading. It is a very hard thing to manage, game servers only cope with a surprisingly low number of players so it is a very expensive operation keeping them optimal.

#24 Bishop Steiner

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Posted 15 February 2015 - 01:26 PM

seems more consistently worse sinc ethe server change.

#25 Sup4hsl4p

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Posted 15 February 2015 - 01:31 PM

IMHO they need to chalk up HSR as a failed experiment, remove it completely, and get collisions and convergence back into the game ASAP instead. And I'm a light pilot.

#26 Cyborne Elemental

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Posted 15 February 2015 - 01:37 PM

View PostStefka Kerensky, on 15 February 2015 - 10:58 AM, said:

I have a bad feeling with steam release coming.
A lot here are long time fan of BT and MW, so we have fun sitting in a cockpit... but a newbie trying and seeing these issue... no wonder if after a probable initial success, there will be a lot of desertions.

Really really hope PGi will buy some servers for that release. (IF the reason of hit reg issue stands in overcrowded server; I'm not 100% sure).


If hitreg doesn't get resolved soon, its going to really hurt MWO once this gets a huge publicity boost that steam will give it.
Its going to be a major contributing factor to the success or failure of the Steam release more so than just about any other flaw.

I think there will be a massive influx or new players once its on there, and I suspect that a good # of people will stay around after the initial flood, but an equal amount if not more will just as quickly bail.

Gameplay is pretty good, graphics are good, art and sound is good, game balance is getting better, older maps and Bog need some serious work done, but hitreg is totally unacceptable for us right now, and even more so for opening up to big communities like steam whom will rip this game to shreds over the littlest things wrong with reviews.

Competitive league gamers, such as are involved in CounterStrike and TeamFortress2 expect a pretty top notch game in regards to hitreg quality.

#27 Johnny Z

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Posted 15 February 2015 - 01:38 PM

Yep seen an invincible Wolverine, lost its arms and bright red torso armor. He took many alphas after that and the torso armor didnt give. He knew he was invincible and even seemed to relish the fact and some players ran up point blank to shoot his ct and it didnt give.

Was in some other funny matches damage wise also. This was only on saturday that I am sure about.

Edited by Johnny Z, 15 February 2015 - 01:39 PM.


#28 Impossible Wasabi

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Posted 15 February 2015 - 01:39 PM

View PostMister D, on 15 February 2015 - 01:37 PM, said:


If hitreg doesn't get resolved soon, its going to really hurt MWO once this gets a huge publicity boost that steam will give it.
Its going to be a major contributing factor to the success or failure of the Steam release more so than just about any other flaw.

I think there will be a massive influx or new players once its on there, and I suspect that a good # of people will stay around after the initial flood, but an equal amount if not more will just as quickly bail.

Gameplay is pretty good, graphics are good, art and sound is good, game balance is getting better, older maps and Bog need some serious work done, but hitreg is totally unacceptable for us right now, and even more so for opening up to big communities like steam whom will rip this game to shreds over the littlest things wrong with reviews.

Competitive league gamers, such as are involved in CounterStrike and TeamFortress2 expect a pretty top notch game in regards to hitreg quality.


That is the problem is it not?

Everything else can be great but if hit reg is bad as it currently is, most players on Steam are just going to skip MWO, because bare minimum people expect good hit registration in a quasi-FPS type of game.

Edited by The True Space Pope, 15 February 2015 - 01:40 PM.


#29 SweetJackal

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Posted 15 February 2015 - 03:35 PM

Something I've commented on about the issue with Hit-Reg and fast moving mechs in general is how the instant pinpoint convergence actively works against you if you are using projectile weapons. This is due to the convergence point of whatever weapons you are using being the object under your crosshairs. If you are aiming at a light 300 to 400 meters away but the background object you have your crosshair resting on is 600 or more meters away then the projectiles aren't going to pass through the point of space that is your crosshair at the range you are leading, it will be to the right or left of that depending on where the weapon is mounted.

Just one of the many factors that leads players to believe that Lights have some sort of broken hitbox invincibility, when there has only ever been one case of that in a light mech (reproduced video showing a space on the Spider that projectiles wouldn't register hits.) The Raven 3L fiasco was them having a slim profile and speed in a time where hit reg in general was completely borked and running around with the Jesus Box. The adjustments to the Raven Leg Hitbox was a temporary fix so that they could be hit while the system was in that broken state and when the system was fixed the Raven (to my knowledge) didn't get it's leg hitboxes shrunk back to the model. You can hit the air near the Raven Legs, not the actual model, and deal damage to the legs.

Reality is that Hit Reg favors all mechs equally. It's seemingly random factors that will have shots that do land vanish into the aether and players better remember the times when it borks them on Light Mechs because of perceptions. They believe they are hitting the fast moving slim profile objects more than they are for various reasons including the one listed above and when it does happen to heavier mechs it doesn't stand out due to those mechs having more armor and internal HP. There is a perception that when you hit a light you will be doing massive damage, when one volley misses or gets eaten it becomes very obvious and the reverse is true for heavy and assault class mechs. You are expected to lay into them with several volleys to have an effect on them so when a volley vanishes into the aether with no visible effect it's more likely brushed aside as armor and internals working as they should.

That isn't to say that there aren't massive problems with Hit Reg. There have been times in the past that I've needed to consistently lead the target with lasers to the point that I was aiming more than a full mech length ahead of a Raven to hit it. There is also the case as to how Jump Jet Pumping affects Hit Reg and how other issues compound onto each other to bork it. It is more obvious on smaller objects, both in the distance of the desync and how much effect a single volley hitting should have but I have had AC/20 shots vanish on a stationary Atlas as many times as I have had seen invincible Firestarters running through fire. (Edit: And as many times as I have had my shots clip into terrain and explode yet gotten a confirmation hitmarker from my crosshair, dealing damage to the target when it was behind cover from my view.)

I'll also fully admit that this affects me less than other people as I often check of how the hit reg is broken and what needs to be done to get around it, where I need to aim to actually hit instead of trusting the model to be accurate. Keeping that in mind makes for an easy offset to plant shots more reliably.

Mind you that should be fixed as we are no longer in the 90s and aiming weapons that travel at the speed of light ahead of the target no longer has the technical limitations of dialup to make that acceptable.

Edited by SuckyJack, 15 February 2015 - 03:40 PM.


#30 Xetelian

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Posted 15 February 2015 - 03:42 PM

So I've put 6 rounds of AC 20 into the back of an AFK SCR...

#31 Zoid

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Posted 15 February 2015 - 05:21 PM

What's really silly is seeing it on the receiving end. I got tired of all the invincible firestarters and so I took one out. I took a LOT of laser fire that barely scratched my armor. As in, even on my side it looked like I should be dead but nope, 4% armor loss.

#32 Greenjulius

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Posted 15 February 2015 - 05:23 PM

I'm so tired of seeing Firestarters eat dozens of LPL shots and take no damage. Fix the damn hitreg already. It's making the game impossible to play when you're against just a few decent FS9 pilots who exploit that outrageously bad hitreg.

#33 DaZur

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Posted 15 February 2015 - 05:27 PM

I must be an exception to the norm... With very few occasions hit-reg is not an issue for me.

Oh, to be sure... once in a blue moon I run across the nigh indestructible mech but for me it's so rare that I admittedly scratch my head when I see / hear all the complaints surrounding hit-reg and HSR.

Huh?

Edited by DaZur, 15 February 2015 - 05:46 PM.


#34 Bows3r

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Posted 15 February 2015 - 05:32 PM

Hate to say it, but I'm not having any hitreg issues whatsoever. :P

#35 oldradagast

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Posted 15 February 2015 - 06:18 PM

View Postgoggles2, on 15 February 2015 - 09:50 AM, said:

hit reg is horrendous most of the time

teleporting and rubberbanding mechs is worse

but yea this weekend has been bad for these issues pgi really needs to stop and look at this again


Agreed.

Normally, it's not terribly noticeable, but when the surviving leg of a *legged* Firestarter survives 50+ points of damage, with the stupid thing somehow still being standing - and killing you - you know something is off. Had that one this weekend, along with a few of the classic "hit them with everything dead center and watch them lose a few points of health" nonsense.

#36 WarPickle

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Posted 15 February 2015 - 06:38 PM

I alpha'd an Atlas with my 2 AC20 crab... we were practically holding hands we were that close... he was standing still... undamaged...

After strike..... undamaged... all shots went CT... but nothing.. I cried a bit :blink:

#37 Greenjulius

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Posted 15 February 2015 - 06:50 PM

I've had many times were I've hit center CT on an unmoving mech and no damage flash happened. It's a problem with ACs at the least. Really buggy hit detection.

Edited by Greenjulius, 15 February 2015 - 06:50 PM.


#38 El Bandito

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Posted 15 February 2015 - 06:53 PM

Puts seven 3xLPL Alphas into the enemy at brawl range before dying. Death screen shows only 79 damage done.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

Posted Image

#39 Greenjulius

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Posted 15 February 2015 - 06:57 PM

View PostEl Bandito, on 15 February 2015 - 06:53 PM, said:

Puts seven 3xLPL Alphas into the enemy at brawl range before dying. Death screen shows only 79 damage done.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

Posted Image

It's terrible. I've got low ping (Always under 100) and hit detection is a complete joke.

#40 GreyNovember

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Posted 15 February 2015 - 08:00 PM

Please do post your pings if you feel hitreg is an issue. I regularly run in 300+ and I don't have an issue smashing a firestarter's side torso open with gauss/ppc.





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