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Invincible Mechs? Hit Reg/hsr Ftw!


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#1 Bishop Steiner

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Posted 15 February 2015 - 09:47 AM

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!)

#2 goggles2

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Posted 15 February 2015 - 09:50 AM

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

#3 Mudhutwarrior

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Posted 15 February 2015 - 09:54 AM

Yep, its pretty bad at times. I met two mechs under in HPG in my Dakka Dire, Mad dog and a storm crow. I was full dakka and unloaded half my stores into both before they got me. All within 25 mtrs and my damage was 125.

Sure speculate on my aim but I regularly do 1000+ with it with ammo left over as I did in the next match.


Hit detection is fully borked at times.

#4 STEF_

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Posted 15 February 2015 - 10:13 AM

Yep, but this time it happens a "reverse" experience to me!

I was in my cent in canyon network in the upper edge of E3, and I've been "hit" by one ER-LL. I clearly saw the beam hitting me near the head (so CT) and going toward my left torso, and I clearly heard the beam's sound hitting me.
I got cover and watched the armor value..... still 100%!!!! The enemy was in the lower edge of C4.

#5 Bishop Steiner

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Posted 15 February 2015 - 10:24 AM

View PostStefka Kerensky, on 15 February 2015 - 10:13 AM, said:

Yep, but this time it happens a "reverse" experience to me!

I was in my cent in canyon network in the upper edge of E3, and I've been "hit" by one ER-LL. I clearly saw the beam hitting me near the head (so CT) and going toward my left torso, and I clearly heard the beam's sound hitting me.
I got cover and watched the armor value..... still 100%!!!! The enemy was in the lower edge of C4.

yeah, I don't mind as much if it's a hit here, or a hit there. But when you have a mech that simply will not take damage, it drives me nuts. And that seems on the uptick for some reason.

Was running dual HBK-4Gs one match a couple weeks back, with one of my buddies who is much better than I am (regular 800-1000+ damage 5 kill performer type of guy, though he usually pilots bigger stuff than HBKs). On Trampoline Desserts we come across a Splat-Dog by his lonesome. We engage in a circle of death, both of us with at least half ammo load (I carry 28 rounds in my HBK, I think my friend, 21). So, 2 AC/20s, 6 Mlasers. My friend and I both run our ACs out of ammo, with my last shot FINALLY taking a side torso out of the game. The Mad Dog finishes of my friend, and after about another minute and a half, I finally core his other ST and kill him with my Mlasers.

Same night, about 2 matches laters, same mechs for my side, we come across a solo/suicidal Mist Lync on River City near the dropship. Same scenario, except neither of us die, but after pumping over 20-25 ac20 rounds into the guy, most showing a "hit" reticle, he dies from about 500 LRMs crashing on his head.

*SMH*

And Like I said, in another thread, and like you, there have been times where I have been the guy who seems to take little to no damage..... Had a SCR prime unloading in my largely non moving back of my Banshee on that match I couldn't kill the Arrow.... and when I did die, it was from the Arrows MGs to my front, not the laser vomit in my back which STILL had not been breached, lol.

#6 Cyborne Elemental

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Posted 15 February 2015 - 10:27 AM

Guys rushing straight into you, looks like he should stop from the collision, ends up teleporting through you and blows your back out.

Lights eating enough laser and cannon/srm fire that could cut down 2 atlas, running away giggling while still spamming SPL.

Lasers that make the enemy glow, and turn your crosshair, but don't deal hardly any damage. ect ect.

AC-20 phasing through your enemy and hitting the wall behind him.

SRM's landing squarely on an enemy's front, but damage his back. ect ect.

You know, the usual.

#7 STEF_

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Posted 15 February 2015 - 10:58 AM

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 propable 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).

Edited by Stefka Kerensky, 15 February 2015 - 10:59 AM.


#8 Wintersdark

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Posted 15 February 2015 - 11:06 AM

I guess I'm just lucky. I seethe occasional hiccup, but overall I don't experience bad hit registration at all. The odd day can be bad ( particularly on tourney weekends) but outside of that things tend to be pretty good for me.

#9 Impossible Wasabi

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Posted 15 February 2015 - 11:09 AM

Hit reg is pretty random (some days the Space Pope has great hit reg, other days a Daishi eats 5 alphas to the face with no damage), but it does definitely seem to correlate with server pops.

Edited by The True Space Pope, 15 February 2015 - 11:09 AM.


#10 Bulletsponge0

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Posted 15 February 2015 - 11:11 AM

put a few alphas into a cataphract..it died

put over twice the alphas/damage into a firestarter...and nothing.....

but firestarter pilots claim there is nothing wrong with them

#11 Alaskan Nobody

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Posted 15 February 2015 - 11:14 AM

View PostBulletsponge0, on 15 February 2015 - 11:11 AM, said:

but many firestarter pilots claim there is nothing wrong with them

Fixed that for you
Many?
Most?
Only a Few?
I would not know
I can only comment on mine, and mine does not survive that kind of firepower

I would well believe that others do though, since hit-reg has never seemed to work in my favor.

Before HSR, I had to keep my lights slow, because it hurt me worse than it hurt them :rolleyes: hard to learn to lag-shoot when you do not survive long enough to shoot after all

#12 STEF_

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Posted 15 February 2015 - 11:15 AM

View PostWintersdark, on 15 February 2015 - 11:06 AM, said:

I guess I'm just lucky. I seethe occasional hiccup, but overall I don't experience bad hit registration at all. The odd day can be bad ( particularly on tourney weekends) but outside of that things tend to be pretty good for me.

Yes, it's during the weekend that I suffer a lot about hit reg. A lot of players---> a lot of issue
For this reason I'm worried about steam release.

#13 Impossible Wasabi

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Posted 15 February 2015 - 11:18 AM

There are a number of issues like Hit Reg, that PGI need to address unless they want the Steam release to flop like a fish.

Edited by The True Space Pope, 15 February 2015 - 11:18 AM.


#14 Bishop Steiner

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Posted 15 February 2015 - 11:33 AM

View PostBulletsponge0, on 15 February 2015 - 11:11 AM, said:

put a few alphas into a cataphract..it died

put over twice the alphas/damage into a firestarter...and nothing.....

but firestarter pilots claim there is nothing wrong with them

I think part of that is when one is running around like a rabid squirrel on meth, one doesn't notice the number of times that they "should" have been hit, or hit harder and were not. Of course, another part is a lot of people want to pretend their success is 100% skill.

It's just a shame we already had the RVN-3L and the Spider fiascos that the apologists for made the same denials. Fact is hit reg can be inconsistent, period, but certain chassis seem to benefit from it a higher % of the time. But of course no one want's their favorite toy touched.

Regardless, not terribly concerned about the FS9, as stated, that is a matter for another thread entirely, since that is a more consistent issue, this is just Hit Reg in general/this weekend.

#15 Bulletsponge0

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Posted 15 February 2015 - 11:42 AM

View PostBishop Steiner, on 15 February 2015 - 11:33 AM, said:

I think part of that is when one is running around like a rabid squirrel on meth, one doesn't notice the number of times that they "should" have been hit, or hit harder and were not. Of course, another part is a lot of people want to pretend their success is 100% skill.

It's just a shame we already had the RVN-3L and the Spider fiascos that the apologists for made the same denials. Fact is hit reg can be inconsistent, period, but certain chassis seem to benefit from it a higher % of the time. But of course no one want's their favorite toy touched.

Regardless, not terribly concerned about the FS9, as stated, that is a matter for another thread entirely, since that is a more consistent issue, this is just Hit Reg in general/this weekend.

hit reg, in general is poor, true

nothing like seeing a cherry internal, nailing it..and...its still a cherry internal....

#16 Anarcho

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Posted 15 February 2015 - 11:42 AM

My experiences so far?

When they annouced that they found and fixed a laser hitreg bug, I noticed that yes, lasers were more acurate, my 12xspl nova were sweet. After a while it became fucky again.

Against the firestarter, yes, it OBVIOUS it has problems, everybody knows. 3 alphas with 6xSSRMs6 in one, and it only got light orange... Not a limb down...

#17 Bigbacon

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Posted 15 February 2015 - 11:54 AM

yea I love this why trying to mess around with some meta builds on the hellbringer (the MPL one and the ML+LPL one)

I've love seeing a non-moving target, you alpha straight on into their CT and.....like nothing happens. Do it again, nothing happens. Talking like 48 DMG alphas...they finally turn, face me and blammo...I'm near toast...

I still feel that the more laser weapons you fire simultaneously, the worse the hit registration is.

Had the same above scenario against an atlas, 3 full on alphas against its CT, while it was standing still... Armor was only red, it should have dead.

Edited by Bigbacon, 15 February 2015 - 11:54 AM.


#18 Bishop Steiner

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Posted 15 February 2015 - 12:03 PM

View PostBigbacon, on 15 February 2015 - 11:54 AM, said:

yea I love this why trying to mess around with some meta builds on the hellbringer (the MPL one and the ML+LPL one)

I've love seeing a non-moving target, you alpha straight on into their CT and.....like nothing happens. Do it again, nothing happens. Talking like 48 DMG alphas...they finally turn, face me and blammo...I'm near toast...

I still feel that the more laser weapons you fire simultaneously, the worse the hit registration is.

Had the same above scenario against an atlas, 3 full on alphas against its CT, while it was standing still... Armor was only red, it should have dead.

could be. I'm thinking that since they have to be monitored their whole duration, that's gotta be a lot of data going, especially with this much laser vomit.

#19 War Beast

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Posted 15 February 2015 - 12:05 PM

It's pretty ****** hit detection. Just in a match where me, in a medium, dueled a spider. I kept planting solid hits on my screen, as in I fully see it burn on his torso for nearly full pulse. Yet the crosshairs did not light up 1/2 of my hits. Thats not just him not taking damage, its him not being hit at all. It was getting stupid and I just barely pulled the duel off. The enemy should have been dead after my 3rd or 4th alpha. Instead it took almost 15 exchanges of fire to finally bring him down. Thats with me slathering 5 med pulse lasers into him on each exchange. And of course the whole duel he kept doing jump jet tapping to further exploit the issue.

I am a very good shot usually.

Yesterday and today Ive been having it worse than usual with putting full alphas into enemy mechs for little or zero result. Getting old.

If you have to lead a mech anyways to land a shot, why in the F! do we have HSR anyways ?!?

#20 War Beast

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Posted 15 February 2015 - 12:25 PM

You know what let me one up that last horror story. A firestarter knows we are out numbered and charges straight across 500M of open terrain right at me. I plant 4 volleys of 5 medium pulse into his left torso. He is running straight at me, im twisting and moving backwards slightly off angle. After the 5th volley, guess what ? His armor was yellow, and not breached...

Seriously WTF ! And a big finger to the people who allow this to exist for so long.

Edited by War Beast, 15 February 2015 - 12:25 PM.






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