

Hit Registration Since The Last Patch
#1
Posted 28 April 2016 - 02:22 AM
Has anyone else noticed some funky hit reg issues since the last patch?
I have been taking hits on the front of my mech and been registering damage on the back as well as the front as one example.
Wasnt happening before the last patch.
#2
Posted 28 April 2016 - 02:34 AM
Same thing over and over again.
Hitreg is decent for a brief moment, then slowly gets worse and worse as time goes on.
#3
Posted 28 April 2016 - 02:38 AM
Edited by ScoutMaster, 28 April 2016 - 02:39 AM.
#4
Posted 28 April 2016 - 02:46 AM
Should have taken a video of that...
#5
Posted 28 April 2016 - 03:12 AM
#6
Posted 28 April 2016 - 03:17 AM
Jun Watarase, on 28 April 2016 - 02:46 AM, said:
Should have taken a video of that...
That's just cuz the guy who shot u had a big ping difference with you. On his side he didn't hit you cuz of the netcode. This has nothing to do with hit reg.
#7
Posted 28 April 2016 - 03:22 AM
#8
Posted 28 April 2016 - 03:26 AM
Carl Vickers, on 28 April 2016 - 02:22 AM, said:
Has anyone else noticed some funky hit reg issues since the last patch?
I have been taking hits on the front of my mech and been registering damage on the back as well as the front as one example.
Wasnt happening before the last patch.
I swear: EVERY patch, there is more less the exact same thread popping up.
Especially the "Has anyone else noticed some funky hit reg issues since the last patch?" part.
The "funky" might sometimes be replaced by "weird", but it's basically the same sentence.
Edited by Paigan, 28 April 2016 - 03:27 AM.
#9
Posted 28 April 2016 - 03:27 AM
Jun Watarase, on 28 April 2016 - 03:22 AM, said:
No, what happened is that you didn't get hit server side. You got hit client side on your end. You mostlikely didn't actually get hit, unless it rly was a hit reg issue.
#10
Posted 28 April 2016 - 04:31 AM
Paigan, on 28 April 2016 - 03:26 AM, said:
Especially the "Has anyone else noticed some funky hit reg issues since the last patch?" part.
The "funky" might sometimes be replaced by "weird", but it's basically the same sentence.
Well thats useful, thanks for chipping in.
#11
Posted 28 April 2016 - 04:33 AM
Now with twice the time between each patch

There is no hard data how much Hitreg "balances" the game...
#12
Posted 28 April 2016 - 05:22 AM
Jun Watarase, on 28 April 2016 - 03:22 AM, said:
Nah, the server concluded that the other guy missed. Which is what he probably did. On your simulation which is not the same as the servers or crucially in this case, the other players simulation, on his screen he missed,
say his mech was firing 2m off to the right in reality but on your screen he wasn't off target at all, and the shot hit you from your perspective. This is a vital function of HSR. You are not supposed to be able lag shoot to get a hit, you have to follow your own simulation when firing... but not when taking dmg, in which case you have to lag twist and lag hide.
The other end of HSR is seeing the enemy projectile missing wildly over your head yet taking dmg. Or back up behind cover, the incoming shots hitting the terrain, but still taking dmg.
Edited by Ghogiel, 28 April 2016 - 05:24 AM.
#13
Posted 28 April 2016 - 05:30 AM
Carl Vickers, on 28 April 2016 - 04:31 AM, said:
Well thats useful, thanks for chipping in.
Indeed it is. It is a rhetorical figure telling you, that it seems to be a common misperception or misinterpretation of the not perfect hitreg in general.
Meaning:
When there was no patch, people notice hitreg problems and think "Oh, well, hitreg isn't perfect."
But when there was a patch shortly before, people seem to overreact and misinterpret: "OMG, a shot didn't hitreg properly, must have been the new patch. Must have been!"
If that was too subtle for you, here a rather direct contribution:
The problem lies most probably in your head, not in the game.
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