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Is It Just Me Or Is Hit Reg Back To Pre-Patch State?


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#21 Zordicron

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Posted 13 July 2015 - 03:15 AM

I would agree with server load being a culprit- it was good during the week for me, and I only saw some weirdness on the weekend.

I wouldnt say the sky is falling. If they are actually putting regional servers in place soon, we can see what happens then.

#22 stjobe

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Posted 13 July 2015 - 05:44 AM

View PostMeiSooHaityu, on 13 July 2015 - 03:08 AM, said:

HSR seems the same to be still at post patch levels to me. I'm still reeling from the changes. Makes it a bit harder to use the Urbie, that's for sure. So long +1 KDR :(.

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 Mechteric

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Posted 13 July 2015 - 05:45 AM

Maybe one of those hotfixes had to peel back some of the HSR fix code?

#24 KodiakGW

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Posted 13 July 2015 - 06:14 AM

Noticed poor hit reg last night. Dual Sparky PPCs not registering on a Atlas barely moving. Then three LL WVR coring a Stormcrow CT, registering kill only after I turned away to present dead arm for shielding return fire. No ammo explosion there.

4 drops for my double XP on 3 mediums and I was done for the night. Wallet remains closed.

#25 xengk

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Posted 13 July 2015 - 06:39 AM

My PPC Awesome 8Q have been doing splendidly ripping components and coring mechs since the patch and over the weekend.
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 Dashen

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Posted 13 July 2015 - 06:47 AM

i got hit in my right hand when the enemy was shooting at my left hand, sometimes the initial burst of laser is like instant full damage, making torso twist irrelevant, i seem to get hit in my hbr right torso even when i was hit on the other side.


This situation is infuriating, i thought it was the weekend, but it's clearly pgi **** up.

#27 B L O O D W I T C H

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Posted 13 July 2015 - 06:52 AM

4 clan ER large lasers on a stationary panther at 800 meter. No damage applied, he didn't even bother to move.
It seems that a couple of players are aware of thier build in AT field.

#28 MoonUnitBeta

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Posted 13 July 2015 - 07:13 AM

Taking down folks easier than I was. Definately haven't noticed it be back to where it was.
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.
Posted Image

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 Lugh

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Posted 13 July 2015 - 07:25 AM

I had match Friday night on Mordor, where I was shooting at a raven ERLL with my C Large Pulse laser. The pulse laser Hit him once of two volleys. But the Gauss round I fired head shot him nicely.

So it's also inconsistent across weapon platforms.

#30 Michal R

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Posted 13 July 2015 - 10:14 AM

Everything is ok. Bad like always. Bitchin but stable.
Was fine for 2 days.
Really only 2 days, it's every thing that you can do for this game?

#31 Dashen

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Posted 13 July 2015 - 10:24 AM

It's totally unplayable for me, clan laser weapons i see them for like an istant and i take instantly full damage, ppcs hit me in the most surprising places, torso twisting is totally useless, i have more chances to be hit in the arms by standing still, and i'm NOT joking.

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 stjobe

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Posted 13 July 2015 - 10:28 AM

View PostDashen, on 13 July 2015 - 10:24 AM, said:

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.

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 Cyborne Elemental

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Posted 13 July 2015 - 10:32 AM

Yeah I don't get it..

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 Solahma

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Posted 13 July 2015 - 10:42 AM

Played a few matches solo queue Sunday night, didn't notice any odd hit registration that wasn't just bad aim on my part. Not holding on a component or the enemy spreading damage. I do remember easily hitting STs of the only 3 firestarters I shot at. I didn't kill them outright, meaning all of my alpha didn't hit his ST while he was running, but they were always open and orange after a nominal burn. Each one was easily explainable by aiming and his movements. Still felt 100x better than it did a week ago. I mean, i'm aiming for that torso and hitting it with the majority of my damage, isn't that how it's supposed to work?

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 Summon3r

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Posted 13 July 2015 - 10:46 AM

funny that Russ made such a big deal on the town hall about how glorious this new hit reg would be but there seems to be nothing but issues.......... standard pgi operating procedure........ get to twitter as pgi doesnt use its own game forum!!

#36 Dashen

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Posted 13 July 2015 - 10:46 AM

i would honestly trade my good hitreg for that of enemies, whenever i get hit by the initial burst of laser weapons i'm already in critical damage, so fast that i can't even torso twist to spread it, and when i do the damage doesn't spread.

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 Shadow Magnet

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Posted 13 July 2015 - 10:59 AM

I twittered Russ earlier today, no reaction so far. Just had 3 matches with my 2 LPL 4 ML Ebon - all three had extremely bad hit reg. Too bad :(

#38 Solahma

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Posted 13 July 2015 - 11:07 AM

View PostShadow Magnet, on 13 July 2015 - 10:59 AM, said:

I twittered Russ earlier today, no reaction so far. Just had 3 matches with my 2 LPL 4 ML Ebon - all three had extremely bad hit reg. Too bad :(

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 Shadow Magnet

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Posted 13 July 2015 - 11:20 AM

View PostSolahma, on 13 July 2015 - 11:07 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.


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 B)

#40 Solahma

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Posted 13 July 2015 - 11:25 AM

View PostShadow 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 B)

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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