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Hitreg & Srms


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#1 Weeny Machine

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Posted 06 June 2015 - 05:34 AM

I am sorry but I need to vent some steam now. I bought the Oxide and did several matches and honestly, hitreg is not bad - that would be a misnomer, it is just heap of steaming sh**.

Here an example:
I ran up to enemy mechs and fired point blank. There was no way any of the missiles could miss the assault mechs because my Oxide's nose was literally up their gyroscopes. These salvos were fired over the match on 3 different mechs.
8 salvos with 4x4SRMs = 128 missiles which should equal 256 damage

I also fired some other salvos on other mechs besides the mechs afore mentioned. How much of those hit - no idea but I saw several impacts. Therefore I left them out of calculation. However, I ended the match with 100ish of my 500 missiles.

The result: I did 142 damage.

Which means that about 40% of the missiles must have missed when you look only at the hits of which I am 100% sure. If I consider how many other hits I must have had, the miss rate, thanks to hitreg must be MUCH higher considering these numbers.

Granted minor glitches can happen and I do not mind those that much. However, such extreme results simply should not happen. That's a disaster.

#2 bad arcade kitty

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Posted 06 June 2015 - 05:37 AM

>my Oxide's nose was literally up their gyroscopes

not very decent -_-

#3 SovietArmada

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Posted 06 June 2015 - 05:59 AM

Its not just srms, its every single weapons, including streaks and lrms. It comes down to a combination of HSR and hitboxes, and really despite all the negativity PGI is getting from some of the community, this is my one gripe with this game. As a shooter, your hit reg should be working every time!

I've had AC-20 shots not do jack squat, lasers to a standing mech record less than half the intended damage, srms just magically do 0 damage. My favorite, when im trolling in a streakscrow, full alpha a light, and yes, 0 damage. That one just blows my mind at times, how a lock on weapon actually doesn't register any of the 30 missiles hit...

And no, im not exaggerating here, this really happens and it is infuriating at times. It's my, again, one biggest gripe with this game. Despite all the claims PGI has made to patch up hit detection, none of it has helped dramatically. I understand PGI want's to unleash a lot of new features in time for the steam release, but this has to be ONE OF THE MORE IMPORTANT ISSUES PGI has to look into fixing. I don't care if they need to spend 2 months of no new content, all resources just put into fixing hit detection/HSR/hit boxes would help this game a hell of a lot...

Needed that vent, been saving up :P

Edited by SovietArmada, 06 June 2015 - 06:00 AM.


#4 Stelar 7

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Posted 06 June 2015 - 06:05 AM

I have been running a Griffon a lot lately with SRM as my main punch, 4 four packs. I am posting damage in the 500 to 750 range regularly. Though I like to get close I'm not a proctologist. Get a little distance from your victim and see if that helps. Not much, I often shoot from under 10 meters. Just quit smelling their junk.

#5 bad arcade kitty

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Posted 06 June 2015 - 06:07 AM

>Its not just srms, its every single weapons, including streaks

i can say for streaks that i never saw hitreg problems with them, i wasn't very careful but sometimes when i died making only few salvos which hit fully i counted the damage and it was about correct, even slightly more than the base due to critical hits, if they don't hit or only a part of the salvo hits it means that they either hit an obstacle, which is pretty common, or that they traveled too long chasing a running mech

may be i'm wrong and if you shoot them at point blank they can have hitreg problems too but it needs an additional testing in a private lobby which i cannot do having neither premium time nor a partner for such a test

#6 SovietArmada

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Posted 06 June 2015 - 06:09 AM

View Postbad arcade kitty, on 06 June 2015 - 06:07 AM, said:

>Its not just srms, its every single weapons, including streaks

i can say for streaks that i never saw hitreg problems with them, i wasn't very careful but sometimes when i died making only few salvos which hit fully i counted the damage and it was about correct, even slightly more than the base due to critical hits, if they don't hit or only a part of the salvo hits it means that they either hit an obstacle, which is pretty common, or that they traveled too long chasing a running mech

may be i'm wrong and if you shoot them at point blank they can have hitreg problems too but it needs an additional testing in a private lobby which i cannot do having neither premium time nor a partner for such a test



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).

Edited by SovietArmada, 06 June 2015 - 06:10 AM.


#7 Darian DelFord

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Posted 06 June 2015 - 06:20 AM

The Buckton Fix has worn off, I mainly Pilot an Oxide with SRM 4's and a Jenner D with 2 SRM 4's. Hit Reg on alphas is bonkers. However I have noticed if I chain fire my SRM's on the oxide at the back side of an assault they appear to hit and damage recorded. But like many other oxide pilots I will do a Shoot and Scoot. I have unloaded Alphas in an undamaged Rear torso of DW's and had no damage register.

I do not know why or how, but its happening. I shoot under 100 meters usually on my SRM's and visibly they hit, however no damage recorded. My Ping is usually less than 80 so it should not be lag on my end.

Dunno but Hit Reg as a whole has been borked in this game since closed beta and rarely is it working properly. Case in Point At the bottom of a one of the Deep ravines in tourmaline I was killed by an AC 20 Round that was fired 5 seconds earlier from the DW that managed to get a Bead on me. I dropped down he was up top and i guess HSR caught up with me and blew out my CT. The DW and I were laughing our asses about it. But yeah thats just this buggy ass game

#8 Mr Ezzquizo

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Posted 06 June 2015 - 06:23 AM

View PostSovietArmada, on 06 June 2015 - 05:59 AM, said:

Its not just srms, its every single weapons, including streaks and lrms. It comes down to a combination of HSR and hitboxes, and really despite all the negativity PGI is getting from some of the community, this is my one gripe with this game. As a shooter, your hit reg should be working every time!

I've had AC-20 shots not do jack squat, lasers to a standing mech record less than half the intended damage, srms just magically do 0 damage. My favorite, when im trolling in a streakscrow, full alpha a light, and yes, 0 damage. That one just blows my mind at times, how a lock on weapon actually doesn't register any of the 30 missiles hit...

And no, im not exaggerating here, this really happens and it is infuriating at times. It's my, again, one biggest gripe with this game. Despite all the claims PGI has made to patch up hit detection, none of it has helped dramatically. I understand PGI want's to unleash a lot of new features in time for the steam release, but this has to be ONE OF THE MORE IMPORTANT ISSUES PGI has to look into fixing. I don't care if they need to spend 2 months of no new content, all resources just put into fixing hit detection/HSR/hit boxes would help this game a hell of a lot...

Needed that vent, been saving up :P


Yes!
Hate this bug reg

#9 Sarlic

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Posted 06 June 2015 - 06:47 AM

Same on my Atlai.

I reported this already like 3 times already. But it gets ignored all the time.

Hitreg on SRMs always have been wonky.

#10 Mavairo

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Posted 06 June 2015 - 06:50 AM

Deplorable hit reg right now.
Bout to pull off SRMs off all my mechs it's so bad.

Which means my timberwolf is getting shelfed again (LBX20, + SRM24.... )
When they hit, and the game decides that they did (and distance doesn't seem to matter.... 2 meters, or 270....), they do great.
Most of the time? PFFFFFFF

#11 Stelar 7

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Posted 06 June 2015 - 07:31 AM

What systems are you guys running the client on? I've got an i5 with a recent vid card and all my shots land. I play mostly at night but afternoons also produce fine hits. My ping is usually 30 to 85.

#12 bad arcade kitty

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Posted 06 June 2015 - 07:34 AM

View PostStelar 7, on 06 June 2015 - 07:31 AM, said:

What systems are you guys running the client on? I've got an i5 with a recent vid card and all my shots land. I play mostly at night but afternoons also produce fine hits. My ping is usually 30 to 85.


heh, if buying a video card might lower the ping or remove hitreg/lagshield problems

#13 Sir Wulfrick

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Posted 06 June 2015 - 07:47 AM

I've experienced incredibly good and bad hit registration in MWO. A couple of observations:

1. Hit registration seems to be sensitive not only to ping times but also to packet loss. If your ISP is clumsily traffic shaping you this can be a real problem.

2. Firing from very short distances seems to hinder rather than help hit registration.

3. Hit registration seems to suffer if your target is also being targeted by several other friendlies, i.e. focus-fire.

#14 Darian DelFord

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Posted 06 June 2015 - 08:23 AM

Granted Hit reg has always been a problem. However I noticed when we had our first Public Test of Clans Wave one on the Test Server that is when Hit Reg really took a nose dive, especially on PPC's and Balistics

Prior to that was not noticing it to much. After that it just went down.

#15 Mavairo

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Posted 06 June 2015 - 08:25 AM

View PostStelar 7, on 06 June 2015 - 07:31 AM, said:

What systems are you guys running the client on? I've got an i5 with a recent vid card and all my shots land. I play mostly at night but afternoons also produce fine hits. My ping is usually 30 to 85.


rocessor Information:
Vendor: AuthenticAMD
CPU Family: 0x15
CPU Model: 0x2
CPU Stepping: 0x0
CPU Type: 0x0
Speed: 3913 Mhz
6 logical processors
3 physical processors
HyperThreading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Supported
SSE42: Supported

Network Information:
Network Speed:

Operating System Version:
Windows 7 (64 bit)
NTFS: Supported
Crypto Provider Codes: Supported 311 0x0 0x0 0x0

Video Card:
Driver: NVIDIA GeForce GTX 650 Ti BOOST

DirectX Driver Name: nvd3dum.dll
Driver Version: 9.18.13.5286
DirectX Driver Version: 9.18.13.5286
Driver Date: 11 May 2015
OpenGL Version: 4.5
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 60 Hz
DirectX Card: NVIDIA GeForce GTX 650 Ti BOOST
VendorID: 0x10de
DeviceID: 0x11c2
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Number of Logical Video Cards: 2
No SLI or Crossfire Detected
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Desktop Resolution: 3200 x 1467
Primary Display Size: 26.65" x 15.00" (30.55" diag)
67.7cm x 38.1cm (77.6cm diag)
Primary Bus: PCI Express 8x
Primary VRAM: 2047 MB
Supported MSAA Modes: 2x 4x 8x

Sound card:
Audio device: Speakers (ASUS Xonar Essence ST

Memory:
RAM: 8137 Mb

my ping is generally in the 40s to 60s.
Also worth noting, I ONLY have problems with PPCs and SRMs.
My AC10s, 20s, and Gauss hit just fine. My lasers as well.

I have shot PPCs into mechs repeatedly, (well over 50 salvos total, with about 30 of them hitting), and die with less than 200dmg.
SRMs are better, but not much.
It's not a range thing on the PPCs as they are ERs generally, and fired at 400 meters.

My FPS tends to be in the 70s to 90s.

Edited by Mavairo, 06 June 2015 - 08:55 AM.


#16 Weeny Machine

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Posted 06 June 2015 - 09:50 AM

I have put now 3 SRM 4 + Artemis in that mech. Suddenly my damage massively exceeds the damage before. Maybe the missile spread causes a kind of overload and missiles get lost while a tighter grouping reduces the spread. Whatever...I am still fuming

#17 Stelar 7

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Posted 06 June 2015 - 10:01 AM

View Postbad arcade kitty, on 06 June 2015 - 07:34 AM, said:


heh, if buying a video card might lower the ping or remove hitreg/lagshield problems


Something has to explain it. I can hit and you apparently can't. If you are unwilling to accept thst means something in your ISP or fig is the issue I don't know eh at to tell you except, enjoy your permanent source of angst.


View PostBush Hopper, on 06 June 2015 - 09:50 AM, said:

I have put now 3 SRM 4 + Artemis in that mech. Suddenly my damage massively exceeds the damage before. Maybe the missile spread causes a kind of overload and missiles get lost while a tighter grouping reduces the spread. Whatever...I am still fuming


That might be it. My mech has innate missile clustering.

@ ma atom that looks fine to me, check out what Wolfrick said about ISP it was info I didn't previously have.

#18 LordKnightFandragon

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Posted 06 June 2015 - 10:04 AM

Yeah, hit reg in a game not working is the number 1 killer for me. I can rage at the rest but sorta L2P and get over it. But when I round a corner and unload 200 dmg into your ass and it registers about half that, and then because of that I die or dont kill whoever I was unloading into? Yeah, instant turn off. Its why I dropped Planetside 2 like a sack of hot potatoes....I deleted 2 toons, lvl 67 and 53...but got tired of over a year of 20-50 rounds not killing people...

MWO, yeah, ive put upwards of 200 dmg into CTs of mechs with stripped orange and red CTs and STs and arms and I cant even blow off arms and STs.....

#19 Nightmare1

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Posted 06 June 2015 - 10:24 AM

This weekend, I've been frustrated to watch AC/20 rounds impact, with full explosion graphics, at 300 meters and deal zero damage. It got me killed a bit ago; a Wolverine and I bother tangled. We were both open in the CT. He was mauled worse though; I only needed to hit him a couple times to kill him. My first round center-punched him, nearly killing him. The second round also center-punched him...and did nothing.

I never got a third shot. :(

#20 Mr Ezzquizo

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Posted 06 June 2015 - 10:35 AM

gauus, streak, srm, ac 20, ultras...
come on PGI!





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