Inflatable Fish, on 15 October 2015 - 12:00 AM, said:
that analogy is just plain stupid. the reticle not flashing doesn't mean the shot didn't register. you still deal damage if you hit, you just can't know for sure unless you either have the enemy targeted or have some other cue like armour glow. and that's it. noone's taking away your 360 noscope dual gauss headshots.
Ok. I am not going to reply to people that have this deluded "use eyeballs mk1" mentality. The idea in their heads is that you can use visual cues to know if you hit or not, like armour glow, and think the rest of us are just really stupid for not knowing the obvious, "well look if you hit".
They fail to understand the concept of hit detection even though its been explained here a few times, not to mention they should know better before all of this went down, so no more replies to this.
When i see person after person posting this, I just want to give up and not even try.
http://mwomercs.com/...56#entry4766256
Livewyr, on 15 October 2015 - 04:11 AM, said:
At close range, you know because you watch it hit.
know because you watch it hit
because you watch it hit
watch it hit
At long range, you can either observe the graphic of a Guass round hitting (sparks) or you can follow it with your eyes with advanced zoom.
observe the graphic of a Guass round hitting (sparks)
observe
hitting
sparks
or you can follow it with your eyes
follow it with your eyes
with your eyes
eyes
Lykaon, on 15 October 2015 - 01:04 AM, said:
This is only ludicrus because you personaly do not lock targets.From a game mechanics standpoint it makes sense with the intent of the information warfare alterations.Also how do you determine where to hit a target if you have no armor status? do you just always aim CT ?
I would say you are one of those players I find less than optimal on a team because you do not provide any transmited target data because you refuse to press the "R" key.You may not see a value in transmited target data from a team mate (or maybe you do but are to lazy to pitch in by pressing one button) but be assured there are several benefits to locking targets for the rest of your team.
This also makes sense from a perspective of how mech sensors should function.Why would your mech's sensors know to register damage if the target is not locked in to the battle computer.How would the sensors know that you are targeting a mech or just discharging weapons into some random object unless the target is locked?
With the proposed information warfare alterations locking targets becomes very important.If a target is within your sensor range it will not neccissarily be in a teammates sensor range.If you refuse to lock that target only you will be aware of that target.With no lock no information is transmitted down the line to the rest of your team.
If your team is blind to the enemy location they will not neccissarily know to move in to back you up.So you die alone and outnumbered because nobody knew you were fighting 5 mechs because you never locked onto anything.
Its not true that this is an issue just because I don't tend to lock targets, though it is true that it would negatively affect some people more than others, and I am one of them, but unfairly so, and thats a bad thing.
The notion that you need a hit detect marker has been explained here a few times, it has nothing to do with whether you lock targets or not as a player. But if you must know, I generally aim for the area where I think I will land a shot. Its not always the CT, sometimes its thin air, sometimes the the shoulder of a mech if only a part is exposed.
Trying to isolate a component on a moving mech is pointless to me, its too unpredictable to matter because the shot rarely registers where I see it due to my poor internet. Especially back in the day when the hit detection was much much worse than it is now. So I just have never had good reason to use the paper doll. Its an unfair disadvantage, but its one I've learned to work with. I'm ok with it, as long as the shot registers at all I am happy.
Credit to PGI though, hit detection now is the best I have ever seen it, I can isolate components on slower moving mechs, but still not good enough to do away with a hit detection marker, that just never happens on a server side game, you always need it continually.
You have to understand that no matter how good PGI code their game, there will always be uncertainty in the internet connections of the world, meaning no matter what mistakes will be made, and you need to know when that is happening.
Yes I agree with you that it doesn't make sense that your mech should know if it hit or not, even though you could argue it should, I perfectly understand where people are coming from when they say this and i what may surprise many is I perfectly agree with them.
The problem is it also doesn't make sense to shoot a mech and have NO damage register, the shot just disappears into thin air. That makes much less sense to me than worrying about how your mech can know if it it did damage or not. So obviously something is wrong and a comporise has to be made.
So, What is the problem?
The problem is on a server side game, what the client sees and what the server says happened are two totally separate things.
So you need some kind of way of knowing that what you saw on your end, was also seen on the server side. Thus the idea of the hit detection notification is born, and has been implented since the dawn of gaming, including the dawn of MWO.
There is a reason is exists and why MWO has had it all this time. Changing this is like changing round wheels to square ones. There is just no need for it, its like that for a reason. There is a reason wheels have been round since they were invented, and they should stay that way.
Edited by l33tworks, 15 October 2015 - 05:32 AM.