Pgi Man Up And Tell Your Programmers To Fix That Spider Hitboxes
#1
Posted 21 May 2017 - 03:16 AM
#2
Posted 21 May 2017 - 03:23 AM
Encountered an Huntsman in scouting on Grim Portico.
That guy ignored me while he and his guys where firing on my team mate.
I pushed more than twohundred SRMs at ranges between 100m and pointblank into him and he was barely orange.
Not nice but it simply happens sometimes.
Or you managed to get behind a Kodiak who is punishing your guys with AC fire. I was in my AS7-S and fired three alphas in to his back. He just turned after barely noticing the first two and killed me.
#5
Posted 21 May 2017 - 03:34 AM
The other big one is that for some reason unlike LRMs, srm volleys tend to get lost in the HSR system if there's some large ping differences.
#6
Posted 21 May 2017 - 06:04 AM
sycocys, on 21 May 2017 - 03:34 AM, said:
The other big one is that for some reason unlike LRMs, srm volleys tend to get lost in the HSR system if there's some large ping differences.
That isn't too much detail, that's too little-the map hitboxes are ****** and imprecise, to the point that a lot of hills, walls, and obstacles have meter+ high invisible walls that eat fire which should be going through gaps.
The Tormaline blocky ridges I can sort of understand (though why have stuff like that if you can't get the hitboxes right?), but there's no excuse for the disgustingly bad hitboxes on most of Polar Highlands.
#7
Posted 21 May 2017 - 06:18 AM
Had a medium getting full burns CT and it not reg, had another one get full burn CT, all regs on the arm. Had some issues with having to lag lead on lights. Some JJing hit reg shenanigans (PGI does admit that thier HSR doesn't work with JJ very well)
A few other dodgy reg issues the past few days but at distance/ under pressure/fast twisting so those would need watching in slowmo reviews to tell for sure.
#8
Posted 21 May 2017 - 06:28 AM
Missile spread=multiple meters
You can figure the rest out
#9
Posted 21 May 2017 - 06:34 AM
#10
Posted 21 May 2017 - 06:35 AM
#12
Posted 21 May 2017 - 08:43 AM
"I alpha the fast moving and twisting mech and it didn't die -- it's hit boxes must be broken"
"I've forgotten the very first rule of mechwarrior, shoot for the legs on lights -- must be the hit boxes"
#13
Posted 21 May 2017 - 08:45 AM
An Innocent Urbie, on 21 May 2017 - 03:16 AM, said:
The hit boxes are not the problem
This patch re-introduced Hit Reg issues like you would not believe. I have had hits dead CT of an atlas and NOTHING registers.
Hix Boxes are not the problem. The fact that PGI can not code right is the problem.
#14
Posted 21 May 2017 - 09:04 AM
Darian DelFord, on 21 May 2017 - 08:45 AM, said:
This patch re-introduced Hit Reg issues like you would not believe. I have had hits dead CT of an atlas and NOTHING registers.
Hix Boxes are not the problem. The fact that PGI can not code right is the problem.
I haven't noticed any hitreg issues myself, but there's definitely been some pretty crazy rubber banding episodes since the patch. Mechs just randomly walking in place and then teleporting 200m away. Dunno what's causing that, because every time I've seen it, everybody's latency's were fine.
#15
Posted 21 May 2017 - 09:53 AM
Tarogato, on 21 May 2017 - 06:35 AM, said:
it's not with the spider, like in the days, but with the game. I had this commando doing circles around me, i couldnt hit it until i started shooting 3 mech thick in front of him. Ive not had this kind of "lag" in a fps since bad company 2 where it was the norm to adjust to the server but it was for everyone. Now its mostly for light mech and just randomly. You cant have client side hit registration because cheats but it would be nice that my shots go where i aim.
#16
Posted 21 May 2017 - 10:29 AM
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