Is It Just Me Or Is Hit Reg Back To Pre-Patch State?
#21
Posted 13 July 2015 - 03:15 AM
I wouldnt say the sky is falling. If they are actually putting regional servers in place soon, we can see what happens then.
#22
Posted 13 July 2015 - 05:44 AM
MeiSooHaityu, on 13 July 2015 - 03:08 AM, said:
Don't get me wrong, the HSR was needed, but it still bums me out in my lights none the less. Time to step up my game I suppose :/.
Aye, same here. Mastering my Urbies over the weekend was... painful at times.
#23
Posted 13 July 2015 - 05:45 AM
#24
Posted 13 July 2015 - 06:14 AM
4 drops for my double XP on 3 mediums and I was done for the night. Wallet remains closed.
#25
Posted 13 July 2015 - 06:39 AM
280~300 ping connection.
before the patch, it would finish with sub 300 damage and 1 to 2 kills, now I'm hitting 500+ damage, even had a 1000+ damage game, with 3 to 5 kills frequently.
Edited by xengk, 13 July 2015 - 06:42 AM.
#26
Posted 13 July 2015 - 06:47 AM
This situation is infuriating, i thought it was the weekend, but it's clearly pgi **** up.
#27
Posted 13 July 2015 - 06:52 AM
It seems that a couple of players are aware of thier build in AT field.
#28
Posted 13 July 2015 - 07:13 AM
Using AC/20 and PPCs it seems to be working. Anytime that I feel like I may have had a ripped off shot I shadowplay it and rewatch it, but I just end up seeing my shot missing instead.
However there was an instance where I shut down in my huncback trying to pop a firestarter, and there was a PPC awesome behind me. As I shut down, i heard like 6 PPC fire off one after the other, I started back up, and the only thing that changed was my center rear armor was gone and my CT was light yellow (i only have like 8 armor back there..)?
I'm pretty sure (actually 100% sure) there's still issues related to mechs when shutting down, but mechs in motion seem to be really good.
People continually talk about hitting shut down mechs and seeing nothing (or very little) register... And that has been an issue that dates all the way back to closed beta. Maybe it's less noticable today, but I'm sure there's still a few bugs PGI needs to clean up.
It almost seems like there's instances where the mech stops, but the server doesn't concider the decelleration, so the mech continually travels... i dunno, I drew a picture.
What happened a long time ago is that the mech would "slide" forward, and you would see yourself way forward, while you saw people shoot at your ghost behind you.
I feel like this is happening still, except you no longer see yourself ahead, but the server does.
Edited by MoonUnitBeta, 13 July 2015 - 07:42 AM.
#29
Posted 13 July 2015 - 07:25 AM
So it's also inconsistent across weapon platforms.
#30
Posted 13 July 2015 - 10:14 AM
Was fine for 2 days.
Really only 2 days, it's every thing that you can do for this game?
#31
Posted 13 July 2015 - 10:24 AM
On top of that i just died on my jenner in one place only to find out i died 20 meters away from where i was standing.
Is it so hard to make a game works? i mean, i recall only battlefield being bitchy with the hitbox, other games in history were fine.
#32
Posted 13 July 2015 - 10:28 AM
Dashen, on 13 July 2015 - 10:24 AM, said:
I've had a couple of really laggy matches today, so it might just be that the Internet weather is a bit stormy today.
#33
Posted 13 July 2015 - 10:32 AM
One game, it took me forever to knock down this guy running around in a Mist Lynx, shot after shot and nothing registered until finally something got through and legged him for the kill.
Then same game, I sniped a spider-5v midair with a single ERLL shot to his crit torso, and he instantly popped.
Lights are and always have been a pain in the ass for hitreg, but I think each individual player's Internet connection is having an effect on what gets through and what doesn't.
I still frequently see guys rubberband, or teleport short distances after hitting one.
Last night on River city, my team started chasing the enemy out of their position, and I started tracking on an Awesome, as soon as I hit him, he instantly teleported 5 meters forward.. was like... wtf?
#34
Posted 13 July 2015 - 10:42 AM
I wish more people would try to record these things happening to them. I see these threads about registration and immediately have to consider that the person just doesn't connect with hits as well as they think. This is also my reasoning based on watching many many players attempt to kill mechs and fail miserably.
But hey, I hope you get it resolved...
#35
Posted 13 July 2015 - 10:46 AM
#36
Posted 13 July 2015 - 10:46 AM
I would screencap it, but honestly it's too hot in italy and i can't be bothered to provide proof on a forum that devs don't care to look at.
#37
Posted 13 July 2015 - 10:59 AM
#38
Posted 13 July 2015 - 11:07 AM
Shadow Magnet, on 13 July 2015 - 10:59 AM, said:
Record it, post it, put something other than words like "this happened"
If you actually care, take the time to do it proper. OBS is free, Twitch is free, not hard to simply stream a night playing and then highlight the parts where you were experiencing hit reg issues.
Plenty of options for recording out there. doesn't have to be super high-quality, just enough to see where you shoot.
#39
Posted 13 July 2015 - 11:20 AM
Solahma, on 13 July 2015 - 11:07 AM, said:
If you actually care, take the time to do it proper. OBS is free, Twitch is free, not hard to simply stream a night playing and then highlight the parts where you were experiencing hit reg issues.
Plenty of options for recording out there. doesn't have to be super high-quality, just enough to see where you shoot.
I would gladly do that I would know that some dev would actually look at the video.
But I think PGI has all the information they need, the server logs of every match. I have a hard time to believe that they can't write a program that evaluates the data automatically. Just scan for fired alpha strikes in the data and then check how much of the damage actually was applied to the target.
Then compare a period of tuesday after the patch against some period of the same length on the weekend. There must be a large difference in the average number of applied damage vs fired damage, I will bet a Wave 3 Executioner package
#40
Posted 13 July 2015 - 11:25 AM
Shadow Magnet, on 13 July 2015 - 11:20 AM, said:
I would gladly do that I would know that some dev would actually look at the video.
But I think PGI has all the information they need, the server logs of every match. I have a hard time to believe that they can't write a program that evaluates the data automatically. Just scan for fired alpha strikes in the data and then check how much of the damage actually was applied to the target.
Then compare a period of tuesday after the patch against some period of the same length on the weekend. There must be a large difference in the average number of applied damage vs fired damage, I will bet a Wave 3 Executioner package
So you would only do it if a Dev would watch it with you? Silly excuse. A proper video that actually shows the problem in multiple occasions would bring REAL attention to the issue instead of just a bunch of players posting "oh this happened to me, #hitregpls, why don't they die?" etc.
Doesn't matter if you assume they have data or that they don't care about it. There are several threads just on the front page talking about the issue. Why start a new one? Bring something definitive to the plate to make a difference, not the same discussions and complaints as everyone else. (Not just focusing on you, but posting about it in general).
There is always going to be some level of issue in an online multiplayer game. Perhaps people should start proving what they say is happening to them.
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