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Invincible Mechs? Hit Reg/hsr Ftw!


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#41 Impossible Wasabi

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Posted 15 February 2015 - 08:05 PM

The problem is that everyone has slightly different views of how hard it is to hit mechs.

Personally, the Space Pope hunts light mechs in most of his games, so killing Firestarters is not generally a difficult affair (in Jenners or Ravens).

However, given how bad hit reg is, the Space Pope could easily see that many people have different experiences.

Ultimately though, it is important to note that hit reg is **** for all mechs and while the Space Pope generally has good experiences, he plays enough to speak with some certainty regarding the fact that damage (especially high alphas) does not always register.

Edited by The True Space Pope, 15 February 2015 - 08:06 PM.


#42 Wintersdark

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Posted 15 February 2015 - 08:21 PM

I really want to see someone who has severe hitreg problems take video. I'm not denying that it happens, but the only videos I've seen (few of them) have been nowhere near as cut and dried as the poster made it out to be.

Of course, they were nearly exclusively with ballistics and ppcs. Lasers are much more direct and visual, so it shouldn't be hard to get a hitreg damning video, no? Someone?

Because posting video of it will really spur PGI into action in the way that anecdotal stories won't. I garauntee a large number of complaints come from people who just don't want to accept they've missed, or spread damage more than they think. And I bet PGI thinks that too.

Just say'n. I can't do this, as I said I don't have significant hit registration issues. But anyone who does? Here's your chance.

#43 Jman5

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Posted 15 February 2015 - 08:39 PM

I have two scenarios that seem to have fishy hit-reg issues, but other than that it's usually me just missing.

First is on shut down mechs. There seems to be some desync problem between the client and server when mechs shut down. This is usually what I see when people complain about hit reg.

The second problem I have noticed is that fast chain firing seems to screw things up. I don't have any solid proof, but it seems to take way more shots than it should when I chain fire. Sometimes I'll chain fire 6 or 7 lasers onto a red component and it still doesn't go down. Even if I missed a bunch of those shots, you would think some would find their mark. When I say fast chain firing I mean manually pressing the button rapidly to shoot faster than auto-chainfire would if I held it down.

Other than this, a lot of it simply comes down to me missing the component I was aiming for. Whenever I slow down the recordings, it becomes more obvious.

#44 PurpleNinja

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Posted 15 February 2015 - 08:39 PM

Just in case, I currently hate FS9.

#45 delushin

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Posted 15 February 2015 - 08:39 PM

Yep this weekend was very noticeable and I was in my Firestarters, could circle a target with another 4-5 shooting at me and it took way too long for them to down me. With that said I did next to no damage on my target so apart from a little distraction, the issue with hit registering is pretty bad.

#46 Bishop Steiner

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Posted 15 February 2015 - 08:48 PM

View PostWintersdark, on 15 February 2015 - 08:21 PM, said:

I really want to see someone who has severe hitreg problems take video. I'm not denying that it happens, but the only videos I've seen (few of them) have been nowhere near as cut and dried as the poster made it out to be.

Of course, they were nearly exclusively with ballistics and ppcs. Lasers are much more direct and visual, so it shouldn't be hard to get a hitreg damning video, no? Someone?

Because posting video of it will really spur PGI into action in the way that anecdotal stories won't. I garauntee a large number of complaints come from people who just don't want to accept they've missed, or spread damage more than they think. And I bet PGI thinks that too.

Just say'n. I can't do this, as I said I don't have significant hit registration issues. But anyone who does? Here's your chance.

Got bad news for you. I don't record just because, since it eats up significant hard drive space (especially in any quality to be worth doing). And since it ain't all match every match, it's rather hard to know when I SHOULD have had recording going.

Of course, I'm sure we're all just making it up or imagining things.

#47 Zordicron

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Posted 15 February 2015 - 09:23 PM

View PostBishop Steiner, on 15 February 2015 - 09:47 AM, said:

So, as we all know, hit reg can be....iffy at times. And Weekends, Especially Challenge/Tourney weekends doubly so, as the servers apparently get overwhelmed. And some chassis seem to combine size, speed and geometry to exacerbate this. That said, this is not an "I hate FS9s" thread, lol.

No, just more curious WHAT people are experiencing with hit reg.

Most of the time, I will just have random shots not register, seemingly more so when I put a large alpha, but not always.

But the last few days, while this still happened (and I'm sure some of it was HSR saying sorry.... that mech wasn't really where your screen says it was!!), it seemed that it was simply individual mechs affected, with little rhyme nor reason.

I slaughtered a Catapult, then turned to deal with his little Arrow buddy. Pumped over 5 times the firepower (3x LPL and an ac10) and never even took his armor down below orange.

Last night, killed a storm crow, then ran into an Immortal Mad Dog, and put over 2 tons of ac20 into the guy, in a 150 meter death circle, firing the medium lasers, and never breached armor.

And this happened many more times. So it is seeming, on my end like for reasons unknown,(PING deviations between me and them, maybe?) I will just intermittently run into a mech that the Servers have deemed to be Morgan Kell with his phantom mech ability, and I simply cannot significantly damage it.

And no, I'm pretty sure I am not just losing duels to significantly better pilots, or I would not live long enough to expend that much ammo.

Also, this seemed far less an issue, though hit reg was still not perfect, in CW. So I am guessing the disparate server populations for the queues maybe affects it too? IDK.

What is your overall experience this weekend? (and for those not having issues, I hate you all, lol!)

Heh, Bishop: welcome to my world for the last... I dunno anymore. Pretty much since the inception of HSR.

I will write a summation of what is going on here, as after several thousand matches of seeing this one way or another, I consider myself an expert and what you are witnessing.

First- to the "I have no issues" and the "ping doesnt matter" guys: you are wrong, and you are wrong for reasons you wouldnt understand or be able to prove/disprove, because of the nature of the beast.

It is entirely about ping, but it is about the ping between you and your target, and more importantly, fluctuating ping between a target and you, and how HSR tries so hard to balance that. Combine that with server load, and load spikes during combat, and the poor poor overwhelmed server just can't figure it out.

About the issue witnessed: very very common for me. I have Frontier Comm. for an ISP. they are bad. My ping is 50 on a weekday morning at 9 A.M central USA. because nobody in my tiny town is on the internet, so the hub can handle it, plus Frontier knows if they F over the local shops with the net service, they will have to close the doors here. Anyway, when it gets busy in town, my ping will shoot up as high as 550. During a normal game session after work, or a weekend, my ping fluctuates between say, 250(really good for me, unlikely) and 450. usually between 300 and 450. It bounces, a lot. Some other players have this also, very few with ping that high, but some do fluctuate by 100 or more(think 50-150) while others fluctuate almost NILL. So, player A in his fluctuating ping around 125, shoots at me, and my ping spikes by 150 right then as I shoot back. HSR is now frantically trying to figure out just where both of us actually were at the time because latency is messing it up. Now you combine that with durations of fire, or multiple projectiles, and where the hits land gets even cloudier.

On HSR: HSR drives the meta. Every time PGI has adjusted one section of the HSR, it has resulted in the meta getting altered. When we were pre ghost heat, and pre JJ nerf, most of HSR was all pretty similar. The main difference was: lasers did 0-100% of their dmg(lets say it averaged 50%), while things like AC20 did all or none. PPC and AC were popular, because reliability dictated they would be more consistent match to match allowing try hards to hone in on the aiming. things like SRM were borked, LBX was in the same boat(and is still messed up IMO) and giant blobs of LRM were murder gank piles for some players and giant clouds of pillows for others. Why would that be?

because the ping fluctuations, and also very high ping in general, created packet loss. The current HSR can deal with stable pings pretty well, high or low, low pings pretty dang reliably- provided the target is also stable ping. Fluctuations mess it up, and the bigger the swings of fluctuation, the more packet loss HSR ends up seeing(well, not seeing really) which leads too:

dun dun dun...... certain targets being in god mode for you(or another player) but getting insta ganked like a tool by your team mate. Why? because the combination of ping fluctuation/packet loss between you and that invincible player hit some kind of voodoo magic grey area where HSR just says " know what, **** it you all miss all the time just **** off i give up". you might have 11 enemies that die a bloody death by your hand, but that one guy? NO F"ING WAY, just move on, let your team clean him up because ain't no way you gonna bust through his magic HSR packet loss shields.

How this applies most recently: Laser HSR, and SRM HSR are the last two things to see big overhauls, improvements etc. Suffice to say, the meta has also followed this trend. laser vomit and SRM boat brawlers rule the field, with a few sniper and LRM players with stable ping filling in the blanks. The rest, well, some have good HSR with good ping stability and shoot other players with the same, and dont notice, some just dont notice the bad detection, and then there are some, like you here Bishop(and me for a long time now) that do see it and have to play around it.

Laser HSR combined with duration shortening and quirks also making duration shorter, has made lasers do consistent dmg to a target, more reliable than any other system. The reason is they are instant hits(no travel time) and durations are short enough, especially smaller pulse, that packet loss is minimized. SRM detection, well the range is short so travel time is minimal, they move quickly, and whatever they did with the HSR last made them pretty reliable, mostly. I still see some missing dmg on extreme cases of ping fluctuation(I spectated some guy in his wolverine trying to SRM a (C) phract on terra therma the other day, took him over 80 SRM to blow an exposed side torso off the phract) but mostly they work ok.

On these targets that dont take dmg, lasers will USUALLY still work, though you will witness fucky targetting where the crosshair isnt red for the whole duration, or you need to lead the target a little, or even varying amounts. Streaks by their nature will usually hit unless you fire some 5x SSRM6 clan boat, then somtimes the HSR gets overwhelmed with hit counts. AC? PPC? Forget it, t's a crap shoot and the dmg wont count many times evenif you score a lucky hit on invinci-mech: its like part of it is HSR can't resolve where you and your target actually are, so the range gets messed with too.

Bottom line(TL;DR): the events DO happen, and you aren;t alone in this despite the nay sayers. they might not be able to verify because of everyone having a unique situation with ping and such. I have no advice for PGI, because I do not think their current servers, and possibly even the code or game engine, can compensate for players with pings between 5 and 600, with fluctuations in ping, packet loss, etc. I do not think the game can support having servers in each continent, and as long as there are players like me with Frontier.net playing, you are going to run into this situation until PGI makes a very big commitment to a big overhaul of HSR.

#48 Mcchuggernaut

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Posted 15 February 2015 - 09:32 PM

I remember back when hit reg was REALLY bad. It's a million times better than it was then. This was in the months around the game's official launch, if I remember right. Spiders used to be the most powerful mech on the battlefield because you simply couldn't hit them properly. Now it's so much easier I feel like a world-class sniper when I fight them, and I know my aim hasn't improved that much. That being said, despite how much better it is I still run into an invincimech once in a while. I recently had a game where I was running my gauss boat (Dire with 4 gauss rifles fired in pairs from my left and right side.) on HPG Manifold and engaged a Firestarter in the basement beneath the dish. I hit that little sucker cleanly with 5 dual-gauss blasts, and he didn't even lose a limb. He ran off, someone else killed me, and I was spectating my team when I see someone target this guy who I think I had thrashed so badly that he was barely alive, and his HUD showed the sucker still had mostly yellow armor, and no limbs or torsos stripped. I then proceeded to watch the guy targeting the Firestarted blast it, and do almost no damage. By this time all the other enemies are dead, and the whole remaining team is raining fire down on this Firestarter, and it slowly gets whittled to pieces and dies. There were comments in the chat from the team about how they hit the dude clearly, got red indicators, his armor flashed, and practically nothing happened. This is a situation where you know it wasn't your bad aim or your lag that was to blame. I didn't notice the guy rubber-banding from lag either, and I was hitting everything else just fine. So who the hell knows what was going on.

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#49 Kiiyor

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Posted 15 February 2015 - 10:27 PM

Mostly an issue with lasers for me. Sometimes hits don't register with ballistics, but overall laser hitreg is the shakiest.. It mostly translates to doing lesser damage than I should be. "That whole beam was in his LT! Oh- wait, no, HSR says left arm and leg."

Whenever I want to complain about hitreg though, I just think back to how it was pre-HSR.

I had 0 chance of hitting lights, sometimes aiming at the leading arm of an Atlas facing you *barely* registered a hit on the trailing arm. I overcame this through SRM's. If you were close enough to initiate a mating ritual with an enemy, it was hard to miss.

I feel spoiled that i'm able to hit anything nowadays :)

#50 El Bandito

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Posted 15 February 2015 - 10:31 PM

View PostWintersdark, on 15 February 2015 - 08:21 PM, said:

I really want to see someone who has severe hitreg problems take video. I'm not denying that it happens, but the only videos I've seen (few of them) have been nowhere near as cut and dried as the poster made it out to be.

Of course, they were nearly exclusively with ballistics and ppcs. Lasers are much more direct and visual, so it shouldn't be hard to get a hitreg damning video, no? Someone?

Because posting video of it will really spur PGI into action in the way that anecdotal stories won't. I garauntee a large number of complaints come from people who just don't want to accept they've missed, or spread damage more than they think. And I bet PGI thinks that too.

Just say'n. I can't do this, as I said I don't have significant hit registration issues. But anyone who does? Here's your chance.


This is an old video but the result is just the same. Hit-reg is ****** up. I did way more than 25 total damage there. Especially during 00:34--00:37. The mech's body even turns red from shots supposedly connected but the paperdoll does not even register!



Spreading damage still does not explain why my LPLs yesterday did 5 times less damage than theoretical maximum even if the enemy was twisting around.

Edited by El Bandito, 16 February 2015 - 06:58 AM.


#51 DaZur

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Posted 15 February 2015 - 10:41 PM

I don't think anyone in their right mind can say hit-reg issues are not a real and palpable issue... We all have tales to tell around the camp fire about that one Spider that took 5 tons of AC/20 and walk away with scratched paint.

That said and I don't mean to denigrate anyone's opinion but I think as a whole HSR and hit-reg are likely in their best state in quite some while.

Point is... In a blur of thousands of matches those singular instances where hit-reg and HSR are fupped up tend to stick out like sore thumbs and those tend to paint our assessment of the situation as a whole.

Edited by DaZur, 15 February 2015 - 10:41 PM.


#52 Sarlic

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Posted 15 February 2015 - 10:52 PM

Still got wonky hitreg at times. Like SRMs not hitting.

But it is overall improved. Used to be alot worse.

Edited by Sarlic, 15 February 2015 - 10:53 PM.


#53 STEF_

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Posted 15 February 2015 - 11:26 PM

View PostEldagore, on 15 February 2015 - 09:23 PM, said:

....
words
.....

.

QFT.
Except for a thing.
During working week I have a very good stable connection, 180 ping, no matter; it can go 178-182 max, and no packet loss at all. But still, I have problems with laser more than with AC and srm and lrm; I could say that AC always register for me.

In the weekend, in the countryside where I go, I have a crappy connection that goes from 200 to 330 ping... and it's unplayable, totally. So yes, ping is part of the issue.
"Part of the issue" only, because if I decide to stay in town with that good connection (180 only for being in europe), still I have weird hit reg (above all with laser).
So, pgi could fix the main thing....buying a new server or two :)

#54 STEF_

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Posted 15 February 2015 - 11:32 PM

View PostEl Bandito, on 15 February 2015 - 10:31 PM, said:

This is an old video but the result is just the same. Hit-reg is ****** up. I did way more than 25 total damage there. Especially during 00:34--00:37. Spreading damage still does not explain why my LPLs yesterday did 5 times less damage than theoretical maximum even if the enemy was twisting around.


Yes that moments at 34-37 seconds were weird.
But also in the rest of the video you aren't "leading the target" with aiming reticule: that spider is clearly lagging as hell, so you were missing all the shots.

#55 LiGhtningFF13

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Posted 15 February 2015 - 11:33 PM

Still remember the Centurion long time ago, called the Zombie one. As well as the incredible Spider!

#56 HellJumper

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Posted 16 February 2015 - 12:13 AM

Its bad on the weekends cause on weekends we get higher number of players and the server cannot take the load...

its so sad.. a small increase in player numbers and servers go banana...

i shot an awesome in its rear with a direwolf.

4 Medium pulse lasers (3 volleys)
4 UAC 5 (idk a lot of ammo)

and it was close range..like 100 meters or so

for about 15 secs or more i kept firing in its rear (he got stuck in panic and i got a clear firing at its back)

it did not die..move a bit and got shot by another person (medium lasers)

#57 Jman5

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Posted 16 February 2015 - 12:20 AM

View PostEl Bandito, on 15 February 2015 - 10:31 PM, said:


This is an old video but the result is just the same. Hit-reg is ****** up. I did way more than 25 total damage there. Especially during 00:34--00:37.



Spreading damage still does not explain why my LPLs yesterday did 5 times less damage than theoretical maximum even if the enemy was twisting around.

As you say that is old. Nearly two years old. Did we even have host state rewind for ballistics then? I mean I don't care how bad you guys want to say hit reg is, it's not even close to that bad anymore.

#58 Sjorpha

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Posted 16 February 2015 - 12:31 AM

Most of the shots on that video are just missing. You have to shoot in front of where lights are moving, especially with ballistics.

I hope these issues improve for those who experience them. Myself I haven't actually had any serious hitreg problems yet in the 2500 matches I've played, so it seems to be an issue that affects some people more than others.

What I have seen from time to time is situations where I have to lead extra much due to lag, but as long as I nail that lead correctly I'm hitting just fine.

#59 Kjudoon

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Posted 16 February 2015 - 12:46 AM

View Postjoelmuzz, on 15 February 2015 - 12:41 PM, said:

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.


We obviously have far different experiences at that hour. I call the hours between 1am and 5am eastern as "punks and drunks" time. I experience more hinky things at those hours then at any other time with the bad game play, crashes and rubberbanding, suspicious damage from nowhere and indestructible mechs.






#60 Wintersdark

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Posted 16 February 2015 - 04:28 AM

View PostBishop Steiner, on 15 February 2015 - 08:48 PM, said:

Got bad news for you. I don't record just because, since it eats up significant hard drive space (especially in any quality to be worth doing). And since it ain't all match every match, it's rather hard to know when I SHOULD have had recording going.

Of course, I'm sure we're all just making it up or imagining things.

Come on, I deserve better than that, i think. I tried to be as clear as I could with this post and my previous one that I do think its a problem for some people, and I see it occasionally myself on really busy weekends. I'm not saying it never happens, that "yer all just bad and missing".

I *am* saying that in every hit reg debate (whether there is a problem at that time or not, buts *especially* if there is), I'm certain that a lot of people who are jumping on the bandwagon are people who've just missed or whatever else and don't want to admit it. This doesn't mean the majority of complaints are illegitimate or that I'm sitting up on my perch putting people down.

So I'll be as clear as possible: I don't doubt you have hit registration issues.

I'm saying the anecdotes are useless. PGI is going to look at these claims with an eye to a Occam's Razor sort of solution. Sure, hitreg isn't flawless, but how bad is it? Is it very bad, or just an occasional small problem blown out of proportion by people who are just missing/not accepting what's going on? A much simpler answer is that its only an issue under heavy server load, or maybe for specific players, as it clearly doesn't happen to everyone.

Even if they don't think the above, "Hit reg sometimes doesn't work" isn't a helpful bug report. And because of the above reasons, anecdotal complaints aren't helpful either - theyll need answers to questions like: What exactly was your ping when it happened? What was your targets ping? Are there any common variables we haven't noticed?

You'd need current video, showing it happening ideally with lasers, as hitscan weapons remove a huge number of potential obvious problems, followed by flashing up the scoreboard to show pings and such.

Not to prove its a problem at all, but to show that hitreg was the culprit in that specific ibstance and to provide useful information in determining what causes it.

View PostEl Bandito, on 15 February 2015 - 10:31 PM, said:


This is an old video but the result is just the same. Hit-reg is ****** up. I did way more than 25 total damage there. Especially during 00:34--00:37.



Spreading damage still does not explain why my LPLs yesterday did 5 times less damage than theoretical maximum even if the enemy was twisting around.


Not what I'm talking about. I know what bad hit registration looks like, I've been around a while too. As I said above, I'm not saying it never happens. I'm just saying this isn't useful for PGI to find the problem. A really old video is useless, because there could be entirely different problems now.

It doesn't exist for everyone. It exists but isn't very severe for many. Clearly, its a complex problem, so solving it is going to require more than forum complaints... Or will at least happen faster.

I garauntee if you pop a current video of your LPL's clearly hitting with 100% of their beam duration but doing no/trivial damage on Twitter to Rudd, he'd get right on it.

Look, while this isn't a problem for me, I'm on you guy's side. Being able to damage what your weapons hit is pretty important for the health of the game. But this is a problem where you need more than bad hitreg stories to get things fixed.

I understand that many can't take video, and that's too bad but unavoidable. But surely, given how many people are affected by this, [I]someone[/] should be able to get good, conclusive video?

Hell, tools like MSI Afterburner or even Raptr will do background recording, that gets thrown out unless you hit a key to save the buffer allowing you to save the last few minutes and what happens forward, so you don't even need to know before you drop whether to save video or not/waste space recording and keeping every match.

Edited by Wintersdark, 16 February 2015 - 04:29 AM.






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