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No Damage Cheat ?


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#21 Zeusus

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Posted 11 June 2015 - 06:06 AM

View PostAnimus41, on 10 June 2015 - 07:48 PM, said:

That sounds like something a cheater would say. <_< Let's take a look at your mechs please.


Sure let's go full which hunt mode... That always ends well...

How much money you invest in your cheats? I seem to recall there was a certain someone accusing others of cheats before they themselves were banned. Maybe it is YOU we should be looking at closely...? History tends to repeat after all.

This is said by someone who is tired of seeing chicken little posts over and over and over written by people who have no understanding or how computers and networking works.

#22 KodiakGW

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Posted 11 June 2015 - 07:10 AM

View Postsycocys, on 10 June 2015 - 07:37 AM, said:

HSR gets backed up a lot


Yep. That's what happens when you take server code for 16 players and slap 24 players into it to save money. Had a situation just a couple of nights ago in my X5 - 2LL, 2ML.

Setting: VIridian Bog - Last enemy mech standing.
Do a full bore of all weapons, while standing still, into a cored Mad Dog that had stopped to shoot at me.
No damage.
Me: "WHAT THE F..."
Mad Dog dies. Victory music plays. I go get a stiff drink.

It seems you need to come to a complete stop in order for HSR to register your damage most of the time. Which, to a CIcada, is asking to be destroyed. If you and the targeted mech are both moving, forget about it.

#23 Anarcho

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Posted 11 June 2015 - 07:11 AM

View PostZeusus, on 11 June 2015 - 06:06 AM, said:


Sure let's go full which hunt mode... That always ends well...

How much money you invest in your cheats? I seem to recall there was a certain someone accusing others of cheats before they themselves were banned. Maybe it is YOU we should be looking at closely...? History tends to repeat after all.

This is said by someone who is tired of seeing chicken little posts over and over and over written by people who have no understanding or how computers and networking works.


Dude, I really understand how it works, and that why I opened this topic, because the cases seen are TOO bizarre to be a mere case of hitreg or hsr... and Im not alone, more people are seeing stuff WAY far out the lag problem...

And yes, Im going to watch you sir, you sound like a cheater... *roll eyes ironic smile*

#24 Zeusus

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Posted 11 June 2015 - 07:26 AM

Well then report the cases to pgi and let them deal with it. PGI banned one group, and I'm all for seeing more.

But everything you said could be explained by HSR messing with hit reg. I don't see any technical way for a no damage chest to be possible short of hacking the servers and embedding code. And anyone with the know how to do that ain't bothering with MWO, they are stealing CC #s. Although I'll admit the last bit is an assumption, I suppose they COULD do both...

#25 bobobobobiy

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Posted 11 June 2015 - 07:30 AM

BTW, what's the difference between HSR and hitreg? I thought they were the same thing.

#26 Zeusus

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Posted 11 June 2015 - 07:36 AM

Hit reg is determining when say a missile has connected with a target. Basically has missile's xyz cooridinates intersected with a hotbox of something.

HSR is when you fire the server looks at your ping. Sees you fired say 300ms ago, and then rewinds the game by 300ms to try and see what you saw. Then it plays out your actions from that state to try and see if you would have hit if your reality was server reality. If yes you hit, else no. Which is why you can get hit from under cover as you weren't under cover on their screen.

#27 Burktross

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Posted 11 June 2015 - 08:17 AM

View Postsycocys, on 10 June 2015 - 07:37 AM, said:

HSR gets backed up a lot, especially when you have a lot of boated lasers on the field.

It's trying to calculate all the offsets for each plink count of each laser against the pings of all the players/their locations and whatnot. Sometimes at the most hectic firing times it seems to lose track of where mechs are "supposed" to be or have been and puts the shots against a location that mechs are not located on the server (but are located on your client).

There's no real good solution for it, ballistics suffer at the same time. Sometimes missiles might function a little better but then you are adding the same problem of 15-45+ individual hits the HSR is trying to track.

The more you shoot, the less you do.
4 medlas > 12 medlas :^)





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