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Hit-Reg Question For The Faithful


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#1 Felbombling

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Posted 14 September 2017 - 10:17 AM

This is a question that comes up time to time while I am putting together Mechs in the Mech Lab.

Do you fine folks trust hit-reg when it comes to massed values, say with double LB 20-X cluster shots, or a massive SRM strike? When it comes to the sheer volume of calculations being performed simultaneously, do you trust that everything is landing and being calculated correctly?

I am on the fence as to the viability of putting a build like 4x SRM 6 w/Artemis or 2x LB 20-X on anything, given some skepticism on the issue above. Your thoughts?

#2 Bombast

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Posted 14 September 2017 - 10:50 AM

In my experience, most LB-X and SRM builds are fine. Sometimes it seems like you're losing hits, but its probably just stuff going in between legs and the like.

Super-massed MRMs seem to lose a lot of hits, and I seem to recall one of the bigger units actually testing this.

#3 sycocys

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Posted 14 September 2017 - 10:55 AM

Just speaking from my experience with SRMs - hit reg seems highly dependent on 2 things -
1. The lowest vs highest ping in the match
2. How long its been since the servers were restarted had their maintenance done

Playing N/A with N/A players in the first week after a patch or maintenance cycle - 99.9% of actual hits will register.

After that it get fuzzy and far worse the more shots in a salvo.

Edited by sycocys, 14 September 2017 - 10:56 AM.


#4 Exilyth

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Posted 14 September 2017 - 01:17 PM

Have been having some weird experiences with rocket launchers lately, but most other weapons seem fine atm.

Alsp one in a dozen PPC shots going straight through the enemy, but that's a known issue.

#5 El Bandito

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Posted 14 September 2017 - 05:44 PM

MRMs and RACs lose a lot of hits to bad hit-reg, specifically when boated.

#6 Felbombling

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Posted 15 September 2017 - 08:32 AM

Thanks for the input. I was unaware of the MRM and RAC issues, Bandito. I figured, being a stream, they'd have less problem registering than, say, the 40 LB-X clusters simultaneously.

#7 Juodas Varnas

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Posted 15 September 2017 - 08:45 AM

To be honest, after having played the newest Quake game, MWO's hitreg is surprisingly reliable.

The only weapons, i seem to have issues with might be MRMs and RACs.
Everything else seems to hit when it should have hit.

#8 Paigan

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Posted 15 September 2017 - 08:54 AM

View Postsycocys, on 14 September 2017 - 10:55 AM, said:

Just speaking from my experience with SRMs - hit reg seems highly dependent on 2 things -
1. The lowest vs highest ping in the match
2. How long its been since the servers were restarted had their maintenance done

Playing N/A with N/A players in the first week after a patch or maintenance cycle - 99.9% of actual hits will register.

After that it get fuzzy and far worse the more shots in a salvo.

Really? If that is true, that's some really messed up servercode, there.

---

On the topic in general:
I evolved into a "lasers only guy". But every now and then, when another Mech just obliberates my HP-quirked assault with just a few SRM-salvos, while I pump dozens of damage into him with hardly any effect, I try SRMs.
My experience with them EVERY time is:
I get in range.
I shoot.
The SRMS deal absolutely no damage. Not to mention the giant spread.
I switch back to lasers.
And then the next SRM guy comes, magically places all his SRMS on one component and blasts me away again.
Maybe it's the lag (I have ~22 on EU and ~110 on N.America). Or it's just me. I dunno.

Edited by Paigan, 15 September 2017 - 08:55 AM.


#9 Kiiyor

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Posted 15 September 2017 - 09:22 AM

Yes.

Even in Australia, where Ping is iffy to just about everywhere, hit detection for splat weapons is fine.

Heck, I even somehow managed to KERBLAMMO my way to one of the #1 spots in the Madcat MKII challenge a while ago with a splat build.

#10 sycocys

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Posted 15 September 2017 - 09:26 AM

View PostPaigan, on 15 September 2017 - 08:54 AM, said:

Really? If that is true, that's some really messed up servercode, there.



Those are the only two things I've been able to correlate towards it.

The ping thing comes into play because of the HSR code - its trying to compensate between the lowest (mine in N/A were always ~30 if I didn't have netflix or other games running, then it'd bump up to ~40) and the highest ping where it can be anywere from a couple hundred MS to 1k+.

What I've seen is that the larger that gap between the lowest and highest the more often the server loses shots, and it gets more sketchy when unloading salvos of anything, srms just showed to be most noticeable because you could actually see all the missiles hit the target pretty clearly but it does the same for all the weapons that have big chunks of damage/ticks to process.





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