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Hitreg & Srms


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#21 Monkey Lover

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Posted 06 June 2015 - 10:45 AM

Don't forget all the crit damage that is added if you think you missed 40% I bet you missed 60%+

#22 IceLom

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Posted 06 June 2015 - 10:47 AM

I am running a wolverine burst firing 3x SRM 6's and hit reg seems to be just fine for me.

In fact for me at least hit reg appears to be working perfectly for all the weapons I use.

There may be some truth to ****** connection, your ping might be fantastic but you could be dropping a ton of packets.

Or my next theory is you miss more then you think....

#23 KHETTI

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Posted 06 June 2015 - 10:50 AM

In a panther 10K, on river city night, match starts out good, us lights catch an enemy dire wolf crossing the water, it goes down fast!.
Match seems to be going our way, then suddenly a pile of our guys get wasted.
Anyway ends up just me and a badly damage Timber, i kill a couple of guys, Timber finishes off the enemy cicada, only a battlemaster left and hes red everywhere.
We spend best part of 5 mins putting damage into the battlemaster, and nothing is registering from either of us, he kills us both.
At end of game a lot on our team complain about the battlemaster not taking damage, moral of the story? Hit reg in this game is worse than bad, like sooooo many other things.

#24 Surn

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Posted 06 June 2015 - 11:06 AM

Khetti, the battlemaster is a girl...look closely. Everyone, these issues are frustrating but the may be cryengine anD network issues. I doubt pgi has the ability to fix these issues.

#25 KHETTI

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Posted 06 June 2015 - 11:19 AM

I've read that hit detection has been a problem with other games using the cry engine and that its actually an issue with the cry engine itself.
Not sure how true that is tho.

#26 occusoj

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Posted 06 June 2015 - 12:42 PM

SRMs are a total joke currently.
I spent a lot of time in a 5xASRM6 + 5ML Stalker. After the Buckton fix was released it wrecked stuff amazingly fast. Today I dont even bother dropping in it as its totally random. Sometimes all SRMs register, but often its about 20-50%. Even point blank volleys tend to vanish without causing more than some slight armor reduction.
But then, sometimes, people get totally shredded by it for no sane reason. Even though they directly face me in most cases, it seems to register on their back and insta-cores them. Or they didnt equip any front armor.

Same happens on the receiving end too. Stuff just flies through me. AC20 is the most noticeable as the animation (mech rocking, sound,..) gets played but there is zero damage dealt.
Hitreg is plain bad. Definately one of the worst Ive ever came across. And instead of improving, its the exact opposite happening.

#27 ScarecrowES

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Posted 06 June 2015 - 05:01 PM

Hit reg is always borked. I run about 55 ping average per match, extremely stable, no packet loss. Mass SRMs rarely hit for full damage, consecutive PPC strikes don't register at all. I sincerely think the game has difficulty tabulating complex damage. Lasers, ballistics... simple damage. Missiles, PPCs, etc have other things to consider. Splash, for example. I don't think the game can calculate standard damage very well when splash is present.

Clan ER-PPCs are probably the most consistantly inconsistant for this reason.

You can actually repeatedly demonstrate a loss of damage from second strikes that occur within a certain amount of time (while that splash damage indication is still blinking). Land a hit before the splash, damage. After the splash, damage. During, no damage.

PGI really needs to figure this out. It's bad enough that builds lean so hard against lasers to begin with, but to make other builds ineffective purely to poor hit reg is just... sad.

#28 masCh

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Posted 06 June 2015 - 05:11 PM

Did you factor in AMS?

#29 ScarecrowES

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Posted 06 June 2015 - 05:21 PM

I'm pretty sure AMS has no effect against SRMs.

#30 Mavairo

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Posted 06 June 2015 - 05:25 PM

View PostScarecrowES, on 06 June 2015 - 05:21 PM, said:

I'm pretty sure AMS has no effect against SRMs.


Actually it can shoot down SRMS. (also works on streaks)
It's not as effective, due to the range obviously, but it does work.

But let's be honest AMS isn't really a factor. Hardly anyone puts AMS on their mechs. Ever.
And after firing enough salvos, you get an idea whether or not there's a problem.

SRMs and PPCs are horrible right now.

I got alphaed... TWICE in the back today, by a jenner carrying SRM20 in my Fang.
Nothing happened to me. No, seriously nothing happened. He was like 10 meters away, the first time and like 100 tops the second.

Then I shot him, right in the head, and blew out his mech, with my 2 LPL and AC10.

Edited by Mavairo, 06 June 2015 - 05:25 PM.


#31 bad arcade kitty

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Posted 06 June 2015 - 06:13 PM

View PostSovietArmada, on 06 June 2015 - 06:09 AM, said:



Yes actually i should have been more specific with the streaks, if you shoot them at a very close range, they will end up doing 0 damage, I have not had the problem at longer ranges, but at longer ranges i still have noticed the full damage (when all missiles hit cleanly) dont register (same issue with lrms).



btw, in my last game i killed a jenner with point blank s-srm alpha and few games before that a timber cat the same way
both games were heavily hsr'ed so i still don't realize how i killed those (it was a bit mystical... i am almost sure i killed them before i pressed the button... but it's not possible, right?) but it was point blank (i think... it looked so for me) and streaks definitely did damage

so that problem doesn't happen always and for everybody (i think i personally never see it at all, i have ping 260-320 may be it's related)

Edited by bad arcade kitty, 06 June 2015 - 06:14 PM.


#32 Black Ivan

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Posted 07 June 2015 - 12:29 AM

Hoit reg is again very vad. I nearly loose 50 % of fire in some games due to bad hit registration. Worst was 8 rounds of Gauss just flying straight through an Atlas and impacting BEHIND it





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