

Fix Light Hit Registration Or Implement A Lower Speed Cap
#61
Posted 06 March 2016 - 08:44 AM
Once anything is moving faster than 120 kph in game, the hitreg goes out the window, and gets worse the faster it goes past 120.
#62
Posted 06 March 2016 - 08:54 AM
10 - 2.78 - 0.09
20 - 5.56 - 0.19
30 - 8.33 - 0.28
40 - 11.11 - 0.37
50 - 13.89 - 0.46
60 - 16.67 - 0.56
70 - 19.44 - 0.65
80 - 22.22 - 0.74
90 - 25.00 - 0.83
100 - 27.78 - 0.93
110 - 30.56 - 1.02
120 - 33.33 - 1.11
130 - 36.11 - 1.20
140 - 38.89 - 1.30
150 - 41.67 - 1.39
160 - 44.44 - 1.48
170 - 47.22 - 1.57
180 - 50.00 - 1.67
190 - 52.78 - 1.76
200 - 55.56 - 1.85
You should know, that if size of target is smaller then quantization error, then target can become ghost - i.e. projectiles may start passing through it.
And this is 'Mech position quantization error only - there are also other quantization errors, like projectile position quantization error, twist angle quantization error, etc. So if you try to implement something, your servers can't handle - then it's completely your fault. The fact, that we have so small Lights and so high speed caps - is intentional conscious implementation of flawed hit reg. And it's we, who have to suffer from it.
Edited by MrMadguy, 06 March 2016 - 08:55 AM.
#63
Posted 06 March 2016 - 08:55 AM
Mister D, on 06 March 2016 - 08:44 AM, said:
Once anything is moving faster than 120 kph in game, the hitreg goes out the window, and gets worse the faster it goes past 120.
I agree with this . However, bad hitreg doesn't help the kitfox or panther (<120kph) and to a certain extent the jenner. (Insanely easy to hit due to profile)
#64
Posted 06 March 2016 - 08:58 AM
Matt2496, on 06 March 2016 - 08:55 AM, said:
It's all about speed vs horizontal size of hitboxes. More "thin" Lights, like Arctic Cheater, Spider and Firestarter - are more affected by this problem.
#65
Posted 06 March 2016 - 11:10 AM
MrMadguy, on 06 March 2016 - 08:58 AM, said:
Thats funny cuz i play cheeto allmost all day every day and i get hit at top speed with no problems from compitent pilots..perhaps if you focused on practise and training as much as you do whinning you may..one day...be able to hit me too?
http://fukung.net/v/...430ff16a08a.gif
Edited by SplashDown, 06 March 2016 - 11:18 AM.
#66
Posted 06 March 2016 - 02:30 PM
#67
Posted 06 March 2016 - 02:50 PM
Anakha, on 05 March 2016 - 09:02 AM, said:
Not an issue - reason: I play lights, and I've shot them too.
Hitting a light in a light is also far easier than hitting a light in something slow like an assault. As an Assault a light looks visually smaller and a harder target to hit than it would if you were in a light. Its easier to stray your lasers over multiple hitboxes or miss entirely (legs especially since they're moving in relation to the mech).
#68
Posted 06 March 2016 - 03:36 PM
Edited by LordNothing, 06 March 2016 - 03:37 PM.
#69
Posted 06 March 2016 - 03:49 PM
Same mech, moving at same speed, but 600m away is significantly easier to hit. Just something to consider in the "hit reg is affected by speed" discussion.
#70
Posted 06 March 2016 - 05:03 PM
Kaisha, on 05 March 2016 - 04:25 PM, said:
To be fair. This same behavior happens again all mechs of all classes. I've drilled DireWolves that were cherry red CT, and had the game go "nope, didn't happen.". The most recent was drilling a BLR in the RT-Rear, TWICE, with a HBK-4P, and 0 damage registered. I have a 150 ping and while the majority of the time, hit reg is just fine, on occasion it will give you the finger.
#71
Posted 06 March 2016 - 05:13 PM
SplashDown, on 06 March 2016 - 11:10 AM, said:
http://fukung.net/v/...430ff16a08a.gif
Maybe you get hit because you're not a competent light pilot

Also, the different chassis matter a lot. Playing a ACH feels like god-like survivability compared to playing a RVN.
#72
Posted 06 March 2016 - 05:17 PM
Been in some games where my NARC will only register after 2 or 3 seconds after the missile connects. That's obviously a PING problem.
#73
Posted 06 March 2016 - 09:10 PM
#74
Posted 07 March 2016 - 12:11 AM
Kaisha, on 05 March 2016 - 04:25 PM, said:
dario03, on 05 March 2016 - 04:45 PM, said:
The other day I Put 15 lpl into a ct yellow structure atlas and it didn't die. They weren't all perfect hits but it was only about 100m away and he barely moved so I would say 12lpl would be fair but even if only half of the shots went ct he should of been dead. And not to long ago had a match where I put 20 plus csl shots into a blood red ct Mauler before he died.
Its not a light mech issue, its random hsr/hitreg issues.
nehebkau, on 05 March 2016 - 07:17 PM, said:
Wolfways, on 05 March 2016 - 08:00 PM, said:
Put two pc's side by side and spectate the same mech on both of them.
One pc will show that the mech being spectated has a red ct and orange st's and 80AC rounds left, and is firing lasers on target at a mech with yellow ct and four working weapons.
The other pc will show that the mech being spectated has an orange ct and red st's and 50AC rounds left, and is firing to the right of the target which has an orange ct and only 2 working weapons left.
How confident are you that what you see on your screen in your own mech is what is really there?
Note: A couple of weeks ago I ran after a disarmed (i.e, all weapons red and no arms on the paperdoll) Direwolf in my Raven. I ran up behind him and started firing. He slowly turned, and just as I noticed that he did still have his right arm he fired. Gauss and LPL straight through my ct killing me.
Believe your HUD at your own risk.
El Bandito, on 05 March 2016 - 08:07 PM, said:
Light mech hit-reg is still an issue. Your eyes lack pupils, it seems.
Mister Blastman, on 06 March 2016 - 06:11 AM, said:
Mister D, on 06 March 2016 - 06:28 AM, said:
Any mech moving faster than 120kph starts to have warped and shrunken hitboxes, and the faster you start moving beyond 120, damage is reduced.
We tried it on the flat lowgrounds of Frozen city, with Commando, Spider, ACH, Wolfhound. every single one of them we set to move fast, damage barely registered on.
It was taking 200 damage worth of medlas to deal 30 damage to get through armor at full speed, seem silly?
because it is.
There is something pretty messed up with how the netcode is handling these high speeds and keeping correct damage calc.
Cabusha, on 06 March 2016 - 05:03 PM, said:
-----> https://obsproject.com/download#mp
Merry Christmas. Now you can all actually show PGI what you're seeing. If you can't show them, it doesn't exist. Record every match.
No, you're not allowed to complain about "muh frameratez!" because I play on a fu**** laptop that can't get 30fps most of the time. You have no excuse, go start recording.
MrMadguy, on 06 March 2016 - 04:19 AM, said:
-> video
Well, this is amusing. First you say this build is terrible because it can't support a team. Now you're using it as an example of something so powerful that lights shouldn't even be allowed to do it. So which is it?
#75
Posted 07 March 2016 - 03:00 AM
#76
Posted 07 March 2016 - 03:13 AM
Zolaz, on 07 March 2016 - 03:00 AM, said:
You should distinguish real hitreg problems from convergence problems. Any weapons, that require leading - have their convergence killed, when shotting Lights, thus their dmg spread is increased. This won't be solved, till some kind of "converge on current target" feature won't be implemented. What you should do now: is not to hurry to shoot immediately and try to hit Light, when he moves towards you or stops. High Alpha/Speed weapons, like Gauss, also help much. Never try to hit flying Light. Despite of this has never really helped me (dmg isn't registered anyway, so it's just a waste of time - there is bigger chances to kill Light, if you aim at his torso), it's also suggested to aim at his legs, cuz they're the parts of Light, that are closest to ground, where convergence should be the best.
Real hitreg problems - is when you shoot strait into Light's face and dmg doesn't register. Via lasers for example. Every one of us experienced this situation many times: Light circling around you, but you have enough twist speed to track him - you put one laser Alpha into his face right after another, so this amount of damage could have drilled 10 Atlases already, but nope - Light's armor isn't even orange. And if in the past it was ping, that could be blamed, today with perfect ping there is nothing to blame, but server hitreg itself.
Edited by MrMadguy, 07 March 2016 - 03:26 AM.
#77
Posted 07 March 2016 - 03:55 AM
sycocys, on 06 March 2016 - 09:10 PM, said:
Do you mean Alpha strikes, or do you mean group fire? If you mean group fire*** then what should be the limit? Chain fire only? 2 weapons? how much damage? At what range? Does it matter if it spread vs pin point?
See, its not as easy as saying 'Stop da alphastrikes piggy'
***which you do, because alpha strike is defined as meaning 'all weapons on the mech' and any restrictions on that can easily be bypassed by adding a single MG or SL that you never fire.
#78
Posted 07 March 2016 - 04:45 AM
sycocys, on 06 March 2016 - 09:10 PM, said:
Lights have never been supposed to facetank Assaults, sorry. If you got used to "Light brawling" so much - then it's only your problems. This happened only as side effect of servers being incapable to handle such small size/high speed and PGI refusing to fix it some way - via implementing real or virtual (via increasing Lights' hit boxes to compensate quantization errors) auto aim.
#79
Posted 07 March 2016 - 04:50 AM
The problem is making lights playable for the Underhive makes them OP for skilled players.
#80
Posted 07 March 2016 - 05:10 AM
MechWarrior5152251, on 07 March 2016 - 04:50 AM, said:
The problem is making lights playable for the Underhive makes them OP for skilled players.
Lights are not OP in the hands of skilled players..they are just OP to you becuz you cant hit them..only other skilled players can.
http://fukung.net/v/...430ff16a08a.gif
Edited by SplashDown, 07 March 2016 - 05:12 AM.
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