Ac Hit Reg Broken...again...
#1
Posted 15 July 2015 - 02:01 AM
Second, I know how to shoot straight, especially when a target has its back turned, and isn't moving. For those of you who have seen me in game, you'll know that I generally get high damage scores.
Ok, so that's the creds out of the way.
My Dire is currently running 2 CUAC10's, 3 CUAC5's and a CMPL. The UAC10's are on each arm, and the 3 UAC5's are torso mounted - so weapon convergence should not be an issue.
Tonight I unloaded some 150 rounds into a moving spider that was neck deep in water at about 30m and barely scratched him. I was a bit surprised, but figured maybe I was just having a suck game, though I would have backed myself to have killed him. Ah well.
Over several subsequent games, I kept an eye on things. Same deal with ballistic hits not registering on lights. The final straw was when a raven was about 40m away, standing stock still, with his back to me. Sweet! One alpha should do the trick. He gets slammed. Hit hit boxes barely change color. I immediately double tap a second alpha given my UAC capability to do so, and again, barely any damage registers. Off the bird waddles as some pedestrian speed (and I mean about 80k - not fast) and I get several followup shots into him, but off he goes.
At this stage I'm seriously f*cked off. I look right and there is an urbie staring at me. he backs up as fast as he can, and gets c*ck blocked by one of his teamies. I unload about 100 points worth of AC's into him while he's stuck, and damn near no damage gets registered. Off he waddles.
At this point I'm thinking "f*ck this sh*t..." and I log out.
Something has been badly broken with AC hit reg, particularly against lights. I didn't seem to have any real issue against other chassis types.
What gives?
#2
Posted 15 July 2015 - 02:50 AM
#3
Posted 15 July 2015 - 03:36 AM
Eider, on 15 July 2015 - 02:50 AM, said:
I considered that, and it may be a factor with moving targets, but it shouldn't have any bearing on static, or near static targets.
#4
Posted 15 July 2015 - 04:05 AM
Random Carnage, on 15 July 2015 - 02:01 AM, said:
At least in that situation, there's your answer.
Both lasers and ballistic damage is severely reduced when entering water; missiles explode on contact with it.
Edit: If you need dev confirmation, here you go.
Edit 2: In the situation with the Urbie, the game's collision code is still rather messed up. Most likely the server thought the Urbie was somewhere other than where he showed on your screen, so your shots missed. Reticule blinking is client-side (IIRC), so that's no guarantee.
Edited by stjobe, 15 July 2015 - 04:09 AM.
#5
Posted 15 July 2015 - 04:08 AM
stjobe, on 15 July 2015 - 04:05 AM, said:
Both lasers and ballistic damage is severely reduced when entering water; missiles explode on contact with it.
Edit: If you need dev confirmation, here you go.
That is one situation of several described. You are ignoring the actual point.
#6
Posted 15 July 2015 - 04:13 AM
Paigan, on 15 July 2015 - 04:08 AM, said:
That is one situation of several described. You are ignoring the actual point.
No he is not, and ballistics hit me just fine in my Jenner, I cower more and more in the corners since that last patch. I am sure Hit Reg is not completely fixed and there will always be issues. But that last fix was a decent jump. I am watching lights explode all over the place in my ELO bracket.
#7
Posted 15 July 2015 - 04:15 AM
Paigan, on 15 July 2015 - 04:08 AM, said:
That is one situation of several described. You are ignoring the actual point.
I've edited in a plausible explanation for the Urbie situation as well.
But as always, these kinds of threads are completely and utterly useless without video.
Record your matches people, the devs aren't going to take your word for it that hit reg is wonky.
#8
Posted 15 July 2015 - 04:22 AM
That was my last game yesterday.
Also had similar issues with a few spiders and firestarters yesterday seeming to not register hits, but at least they were moving.
How is it possible for hit registration to be so broken that static mechs can't even damage each other?
Edited by Shad0wsFury, 15 July 2015 - 04:23 AM.
#9
Posted 15 July 2015 - 07:09 AM
Random Carnage, on 15 July 2015 - 02:01 AM, said:
PROVE IT!
And I don't mean to sound rude, but you people experiencing issues should STEP UP and put some video proof out there showcasing the issue. So far I have seen zero effort from you people posting about this on the forums.
Look into shadowplay, obs, anything! doesn't have to be pretty or a heavy load on your system.
#10
Posted 15 July 2015 - 07:20 AM
stjobe, on 15 July 2015 - 04:05 AM, said:
Both lasers and ballistic damage is severely reduced when entering water; missiles explode on contact with it.
Edit: If you need dev confirmation, here you go.
I like how the pending feature in that link was talked about back in 2012, but so far nothing was done until now.
PGI pls.
#11
Posted 15 July 2015 - 07:33 AM
Yay, video game forums!
#12
Posted 15 July 2015 - 07:41 AM
However I noticed that the hitreg went down over the weekend. Had a lot of situations where my Lasers or SRMs barely registered. But besides that everything went well since the patch. I guess the servers were heavy loaded.
I see you're from New Zealand. Maybe it's a ping thing.
#13
Posted 15 July 2015 - 08:55 AM
Eider, on 15 July 2015 - 02:50 AM, said:
There are a lot more high ping players lately. I'm more inclined to believe there are many getting back into the game in anticipation of the EU and Oceanic servers coming online.
#14
Posted 15 July 2015 - 09:09 AM
Usually if I see the impact effect where I perceived (clientside I see it hit) the projectile to hit, it usually deals damage.
But often enough I see PPC's especially land on target, with no impact spark but the projectile does not continue on past the target as though it was a miss it just vanishes.
That or the Projectile hits the front of my target squarely on his front armor section, but will deal damage to his rear as though it teleported through him and hit him from behind.
I would say maybe the tickrate isn't high enough to deal with high velocity physics projectiles with the accuracy that it needs.
#15
Posted 15 July 2015 - 11:17 AM
#16
Posted 15 July 2015 - 11:48 AM
Other than that the new updates to hit registration have been pretty good for me. My ping is under 40 most days.
#17
Posted 15 July 2015 - 12:08 PM
Bilbo, on 15 July 2015 - 08:55 AM, said:
I would suspect this.
And I would imagine that in at least some cases of stationary mechs becoming incorporeal, either the shooter or the target has an interrupted connection.
Personally, I believe the effect of a little damage landing on adjacent sections is widely underestimated. A bit here or there -- I don't think it takes much to make your targeted section seem like it took a lot less than it should.
Additionally, ping isn't always stable, and I think HSR kind of needs it to be. Or does it? Can anyone more knowledgeable chime in?
I'm starting to feel a bit like an apologist or white knight. I don't think hit detection is perfect or ever will be. Certainly things like the OP describes should never happen. But, to echo what others have said, you've got to record it.
#18
Posted 15 July 2015 - 02:19 PM
Outside of that, I can confirm hitreg is borked again, atleast for AC's. I was in a match earlier in my ac20 BoomJack, brawling with a jenner. He overheated and shutdown infront of me. Armor in the orange. I ac20 him directly in the center and follow up with another 20 damage for a total of 40 directly to his shutdown CT. He comes back up with a cherry center. A firestarter comes around the corner, opened ST that magically took no damage aswell. Even had a few teammates commenting on it.
Even yesterday in my ac40 crab, completely red Scrow, one ST gone, the other open and cherry red... grazing it would have killed it under normal circumstances, i had to kill it with my lasers because shot after shot of AC fire simply vanished into nothing. Hitmarkers, sparks and paperdoll lighting up everytime, but no death. Again, many people on my team noticing it aswell.
It's working great for the most part, just AC's are iffy... I'm holding out hope that it's just pgi messing with the servers though.
#19
Posted 15 July 2015 - 02:30 PM
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