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Anyone Else Having Missiles Damage Rear Armor From The Front?


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#21 Jackal Noble

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Posted 03 August 2018 - 08:39 AM

View PostLordNothing, on 01 August 2018 - 08:45 PM, said:

i just added hit detection to my game engine and i know why. a shell going 2000m/s is going to move 33 meters between frames (assuming 60 physics frames a second, and that may not be the case, if it was like 30/sec then 67m). unless you have a continuous collision detection system, that is a system that can detect collisions that occur between frames. that 33 meters is more than enough to completely pass through some mechs. even srms will move 6 meters between frames.


So why don’t you just make it a hit-scan in all but name, then you can have the projectile move whatever velocity you want it to and it won’t affect registry, whether it is 0.03m/s or 30000 m/s. If Object A shoots and has trajectory line on Object B and shoots at Object B, and Object B is location Z in the timeframe where hitscan projectile is due to be traveling (at X m/s) it is a hit registered.

Oh hitreg of moving objects not straight line projectile. Igetit

#22 KoalaBrownie

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Posted 03 August 2018 - 12:33 PM

View PostjtyotJOTJIPAEFVJ, on 03 August 2018 - 02:17 AM, said:

Shouldn't that be the bare minimum standard of quality rather than something impressive? It's really not as hard as you make it out to be. I had working collision detection in my 0-budget game engine and I had no clue what I was doing.


Was your 0-budget game multiplayer over the internet?

#23 LordNothing

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Posted 03 August 2018 - 04:08 PM

View PostJackal Noble, on 03 August 2018 - 08:39 AM, said:

So why don’t you just make it a hit-scan in all but name, then you can have the projectile move whatever velocity you want it to and it won’t affect registry, whether it is 0.03m/s or 30000 m/s. If Object A shoots and has trajectory line on Object B and shoots at Object B, and Object B is location Z in the timeframe where hitscan projectile is due to be traveling (at X m/s) it is a hit registered.

Oh hitreg of moving objects not straight line projectile. Igetit


you can break a projectile weapon into a series of hit scan calls in theory. scan between the current position of the projectile and the next tick position estimate (position+velocity*dt, and technically speaking whatever dt is doesnt matter because you end up with parallel vectors no matter what). you do that every physics tick. if the hitscan says the collision occured on the front box but the box-box collision said it was on the rear box, then you trust the hitscan call and toss the box call.

Edited by LordNothing, 03 August 2018 - 04:25 PM.


#24 razenWing

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Posted 04 August 2018 - 01:46 AM

Is it just projectile? Because I just rage quit a game over this happening with lasers. Massive back damage from running away making a wrong turn at Albuquerque. But yellow front armor (about 50% value left)

Met scumbag on an isolated path. Decide, hey, I have like 2 HP left on back, and like at least 60HP in the front, gonna go face tank this guy and GG win.

Shot me with MPL, died. WTF???? Somehow, part of laser was able to negate front armor and hit my back, did 2 damage and killed me. (and before some come in and like "you torso twist too much." Nope, I made sure to literally STARE at him so that I know I have ZERO chance of being hit in the back.)

Ragequit game afterward.

This issue honestly doesn't bother me or should anyone 80% of the time, because usually, it's not 1 or 2 HP situation that kills you. Usually, a 20% take down of HP to death matters very little if incidental damage gets transferred to the wrong place. But on occasions like I just had... where literally 1HP matters, this is !@#$!#@$!#@$ annoying as @!$#!@#$!@#.

Honestly, with all those devotion into stupid rage inducing balances, just fix the god damn game. There are at least 10-20 areas that can polished in terms of interface, and 5-10 bugs that can/should be fixed.

But nah, let's tweak laser numbers. Cause... meh.

Edited by razenWing, 04 August 2018 - 01:51 AM.


#25 evilauthor

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Posted 04 August 2018 - 06:42 AM

I can see why PGI doesn't fix this issue and it's not just pure laziness. There's been a consistent effort to extend TTK, and short TTKs are often blamed on MWO's ability to focus damage on single locations which isn't possible in the TT Battletech game. So I can PGI seeing this as a GOOD bug because it gives some randomness back to hit locations, which in turn extends TTK.

Also, this bug might encourage players to put more armor on their backs. Posted Image

#26 Jman5

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Posted 04 August 2018 - 07:18 AM

I find it happens most often when you have some mech face hugging you. The more distance you can keep, the less likely it will register on your back.

#27 Grus

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Posted 04 August 2018 - 07:23 AM

View PostMyriadDigits, on 01 August 2018 - 04:34 PM, said:

I've noticed its especially bad with my panther, which currently has 16 Rear CT armor so it can survive an LRM volley to the face. However I've had my heavier mechs die to rear damage facing the LRMs that fell me.


"Hit boxes"

#28 Bulletsponge0

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Posted 05 August 2018 - 09:25 AM

View PostEl Bandito, on 02 August 2018 - 09:08 PM, said:

Solaris full of such shenanigans. Sometimes shots hit the back, other times they do not register.

and if you submit a report about it, PGI will act as if they've never heard of it before..

I don't think they are actually capable of diagnosing the issue, let alone fixing it

#29 Vellron2005

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Posted 06 August 2018 - 01:34 AM

View PostMyriadDigits, on 01 August 2018 - 04:34 PM, said:

I've noticed its especially bad with my panther, which currently has 16 Rear CT armor so it can survive an LRM volley to the face. However I've had my heavier mechs die to rear damage facing the LRMs that fell me.


Welcome to the glory that is nerfed LRM spread. We hit backs now. And legs on lights.

Now say "Thank you PGI"..





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