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Clear Example Of The Broken Hit Detection.


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#1 Tripzter

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Posted 23 April 2016 - 05:32 PM

My Mech does 48 alpha. I fired 4 c-spl and 2 c-srm6 at the target 2 times. that is 48 alpha per. the 2 c-srms6 did not get registered both times i fired them. The enemy mech was sitting still.

See vid.
https://youtu.be/3GNVOqmnsw4

#2 Dale Grible

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Posted 23 April 2016 - 05:36 PM

Ive noticed lately some wonky hit reg. Srms and ppcs. Pgi will prob not notice just to raise ttk

#3 Alan Davion

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Posted 23 April 2016 - 05:41 PM

SRM hit reg has always been iffy at best, and non-existent at the worst.

#4 Tripzter

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Posted 23 April 2016 - 05:47 PM

View PostDale Grible, on 23 April 2016 - 05:36 PM, said:

Pgi will prob not notice just to raise ttk

how do i do that? Never filed a proper ticket with pgi.

#5 Telemachus -Salt Wife Salt Life-

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Posted 23 April 2016 - 05:52 PM

Your shots splashed everywhere. nothing to do with hit registry and everything to do with aiming.

#6 Tripzter

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Posted 23 April 2016 - 05:55 PM

View PostTelemachus Rheade, on 23 April 2016 - 05:52 PM, said:

Your shots splashed everywhere. nothing to do with hit registry and everything to do with aiming.

Second hit i hit him dead center and did 0 dmg.. care to explain what i did wrong?

#7 Telemachus -Salt Wife Salt Life-

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Posted 23 April 2016 - 05:58 PM

View PostTripzter, on 23 April 2016 - 05:55 PM, said:

Second hit i hit him dead center and did 0 dmg.. care to explain what i did wrong?


Your reticle went red which means the shot hit, but the paper doll didn't flash, but that may have just been a one of PGIs many features. It may be just cause the damage was splashed everywhere and the paperdoll didn't take enough damage for the colour of the outline to change. Iunno what terrible programming PGI has for the paper dolls in the game, but the hit really hit, and you splashed it.

There is no such thing as "dead center" with SRMs, especially considering that fact that you don't have artemis and you're running SRM 6s.

PS: The paperdoll also ends flashing as soon as your SRMs explode, so the hit registry flash may have been at the tail end of the SPL splash.

Edited by Telemachus Rheade, 23 April 2016 - 06:01 PM.


#8 Ex Atlas Overlord

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Posted 23 April 2016 - 06:09 PM

View PostTripzter, on 23 April 2016 - 05:32 PM, said:

My Mech does 48 alpha. I fired 4 c-spl and 2 c-srm6 at the target 2 times. that is 48 alpha per. the 2 c-srms6 did not get registered both times i fired them. The enemy mech was sitting still.

See vid.
https://youtu.be/3GNVOqmnsw4


An oxide that refused to die....

I'm shocked.

#9 Crenue

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Posted 23 April 2016 - 06:12 PM

I think you were hitting him just fine. You just kept him everywhere vs focusing in on one spot.

the Oxide is the one with the hit registration issue.

#10 Tripzter

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Posted 23 April 2016 - 06:18 PM

View PostRatchada, on 23 April 2016 - 06:12 PM, said:

I think you were hitting him just fine. You just kept him everywhere vs focusing in on one spot.

the Oxide is the one with the hit registration issue.

At the end of the battle i had 62 damage. I had fired few rounds at other mechs though soo i had done about 30 dmg total to the oxide even though i had hit him 3 times with the 4 spls and 2 times with the 2 srm6s.

Edited by Tripzter, 23 April 2016 - 06:44 PM.


#11 Mcgral18

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Posted 23 April 2016 - 06:59 PM

The Oxide was fresh at the start (notice the pristine paint)

Your SRMs seemed to mostly hit
Your lasers failed miserably. Maybe 40% of your burn hit? That's not very much damage. "But mah 72 damage!" if you fired lasers 3 times
40% of that 72, under 30 damage in reality


But let's Math it out. From 100% to 82ish% on an Oxide

That's
  • 16 to either leg
  • 12 to either arm
  • 8 to either ST
  • 11 to the CT
So, 83 plus the base IS of 125 and armour of 238
Total HP of 446

446*.82=367 rounded up
80 damage total dealt

You fired your SRMs twice (48) and they all seemed to hit
You fired your Lasers three times (72), but you failed miserably at hitting anything with them. I'd give you a generous 50% burn on target, 36 damage

48+36=84 damage


Huh, look at that, it adds up.

#12 Tripzter

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Posted 23 April 2016 - 07:03 PM

View PostMcgral18, on 23 April 2016 - 06:59 PM, said:

The Oxide was fresh at the start (notice the pristine paint)

Your SRMs seemed to mostly hit
Your lasers failed miserably. Maybe 40% of your burn hit? That's not very much damage. "But mah 72 damage!" if you fired lasers 3 times
40% of that 72, under 30 damage in reality


But let's Math it out. From 100% to 82ish% on an Oxide

That's
  • 16 to either leg
  • 12 to either arm
  • 8 to either ST
  • 11 to the CT
So, 83 plus the base IS of 125 and armour of 238

Total HP of 446

446*.82=367 rounded up
80 damage total dealt

You fired your SRMs twice (48) and they all seemed to hit
You fired your Lasers three times (72), but you failed miserably at hitting anything with them. I'd give you a generous 50% burn on target, 36 damage

48+36=84 damage


Huh, look at that, it adds up.


Except the part where i only did 30ish damage to the oxide ;) stop ASSuming things.

#13 Mcgral18

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Posted 23 April 2016 - 07:11 PM

View PostTripzter, on 23 April 2016 - 07:03 PM, said:

Except the part where i only did 30ish damage to the oxide Posted Image stop ASSuming things.


I'm telling you the truth behind the numbers

Accept whatever you want, but don't ignore the reality.

#14 Deathlike

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Posted 23 April 2016 - 07:17 PM

It is actually hard putting SRMs on target, especially if it's vs a Light.

Then again, it's just as hard applying it AS the Light.

Sometimes you have to play against the "netcode matrix" gods AND RNGesus.

#15 Tripzter

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Posted 23 April 2016 - 07:23 PM

View PostMcgral18, on 23 April 2016 - 07:11 PM, said:


I'm telling you the truth behind the numbers

Accept whatever you want, but don't ignore the reality.


And i'm telling you your math is wrong otherwise i would have had more damage at the end of the battle.

#16 Johnny Z

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Posted 23 April 2016 - 07:26 PM

The damage the game tracks is very accurate. The damage SOME mechs take, or rather the damage they don't take is a huge problem. I have done 400 damage(post match screen numbers) to a Commando and not brought it down just in the last week and have had similar problems for a very long while off and on. Since the newest update this problem has been worse and is maybe 10x to 20x or maybe even like 50x or 100x worse. No kidding.

A couple days since the update I have had this 9 matches out of 10 in scouting matches.

I do expect the situation to improve though.

Also this problem has been an equal factor in creating stomps in faction play and regular play to any aim botters or wall hackers or synch droppers.

Edited by Johnny Z, 23 April 2016 - 07:35 PM.


#17 Mcgral18

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Posted 23 April 2016 - 07:44 PM

View PostTripzter, on 23 April 2016 - 07:23 PM, said:


And i'm telling you your math is wrong otherwise i would have had more damage at the end of the battle.


The Math is right
What else is shooting the Oxide?

None of your allies are on the other side of the mountain. He took 17% damage, no if, ands, or buts.

It's possible the quirks don't factor into the HP total, which could mean 363HP

363*0.17=61.71 HP


Well, look at that. Exactly what your previously listed 62 damage comes up to.
I guess you didn't hit his friends for any meaningful damage, and the paperdoll may be borked when it comes to quirks.


Not very surprising

#18 Not A Real RAbbi

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Posted 23 April 2016 - 07:51 PM

View PostTripzter, on 23 April 2016 - 05:32 PM, said:

My Mech does 48 alpha. I fired 4 c-spl and 2 c-srm6 at the target 2 times. that is 48 alpha per. the 2 c-srms6 did not get registered both times i fired them. The enemy mech was sitting still.

See vid.
https://youtu.be/3GNVOqmnsw4


Pretty clear example there. Sure, the SPL hits weren't perfect (a couple pulses off one or two DID seem to miss, but overall good shooting!). But that enemy mech's armor should have been a LOT worse off for the number of SRMs that appear to have hit it.





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