Paigan, on 14 November 2015 - 10:10 AM, said:
I was just observing an ACH sneaking up on a fresh TBT (100%).
He took his time, unnoticed, aimed for rear CT, shot, swept from rear CT to rear LT.
Result:
The TBT lost all his FRONT LT armor, while rear armor was only slightly damaged.
Yes, FRONT armor. I quad-checked it as I had nothing else to do, being just an observer.
Uhm.... what is rear armor again?
Paigan, there is an answer to what you witnessed and why you witnessed it - that no one is giving you for some reason. I do not know why they are not, perhaps they forgot. HSR is likely to blame.
HSR is the algorythm that makes you still score a hit when you see an enemy mech on your screen and shoot it accurately but due to that opponent being on the other side of the world, his version of events and ping make it totally different to where onthat version it should be a miss. It is a calculation that runs on PGI's servers and is considered the "real" version of events, making its decision as to what hit or misses, by sort of averaging the location and offsets due to lag and ping - supposedly compensating for lag on the one hand, while enforcing good hits if a player really DID hit what target is dancing all over his field of view from his point of view, preventing him from having to lead a target with lasers or hit a blank empty spot ahead or above a target as it runs eratically and spams jump jets. Sometimes HSR works against you too, when thy enemy accurately finishs you off killing you with their fast ping and your ppc shot that should have killed them doez not register, because HSR tells him that you shot after he already destroyed you so damage done to him did not count, even though you experienced being alive long enough o get the shot off.
In your case THOUGH, it sounds like HSR is to blame because it does not always take into account torso twist and "skeleton" state. This means that when it does its voodoo to see if you really hit, not just based on your screen but also possibly based on your or the enemy's bad ping, it is not looking at his hitboxes as you saw them when you fired. Rather, at least on some models and situations it sees where your shots hit on a static model, with hitboxes in position that is un -torso twisted. So this could mean, for example that if you slide in behind a timberwolf who is torso twisted hard to his right firing on his enemy, and you shoot a volley at what you see as the center of his back CT, sliding then left onto his rear LT, the game due to HSR may track those hits on a static or delayed model/hitboxes of that timberwolf where your shot at REAR CT actually hits the Left Front Torso and then as the shot tracked further left, just burnt more of that same torso - cause your position relative to the centerline timberwolf legs, and thus of the static hitbox model meant your hits scoring frontside LT.
PGI has previously acknowledged this happens, most recently when they announced improvements to their netcode making it easier to rewind the state of a mech to check for hit registration and mentioning that from that patch forward, models were being updated so that the skeleton state, e.g. leg raised, planted or extended in mid stride, as well as angles of torso twist could be rewound or checked by HSR, to give accurate hits dven with large ping difference. The implicit implication was that this update to give skeleton state, torso twist was ongoing and so as they had time, model by model it should improve.
With an old mech like the Trebuchet, I can imagine the dynamic skeleton state and torso twist still not correctly working with HSR, resulting in front left torso hits on a torso twisted trebuchet that you thought you would be rear coring. His twist to the right meant that for you to be close and directly behind him ACTUALLY made you to the left of him. A static, unupdated hitbox model not reflecting his right twist meant your rear CT shots actually hit the side of his left front torso. Thats what your damage readout then reflected, even though to you your view was onhis back. It can be very hard to tell exactly where these mechs are facing with their legs, torso when it is not the same andyou are trying to remain behind in their rear arc.
Edited by Mad Porthos, 14 November 2015 - 10:23 PM.