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Hit Reg?


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#1 Johny Rocket

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Posted 27 August 2018 - 08:21 AM

Or should I say what hit reg? Been noticing some issues this week but chocked it up to mrms not connecting or being shot down so I ran a rac2 on a cicada and dumped a ton of ammo into some fatties and walked away with 37 damage.
Big difference between the 700 damage and 37, even if I missed half my shots it should be 10x what I got.
Yes I was within range.


EDIT
I posted this on page two but will add it here as well.

I traded up to a RAC5 on the Brrrrtcada

As far as the RAC 2 and 5 go I'm starting to wonder if it's hit reg or something intentional on PGI's end. A RAC5 damage is measured in DPS and is rated at 10.913 DPS, first notice that it isn't an even multiple of 5, how do you fire a partial bullet a second? Slowed down a couple of youtube vids of RAC5 firing and it look like rate of fire is 5-6 rp/s meaning you are getting damage on 1 hit in 3 ish.

If this is the case I understand it, I don't like it but I understand it. It would be a bit OP to be able to mount a RAC5 on a 40 tonner and do the potential damage of the ammo you brought.

Edited by Johny Rocket, 28 August 2018 - 08:23 AM.


#2 Viking Yelling

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Posted 27 August 2018 - 08:45 AM

My highlander once registered 180 damage after 4 alphas of MRM 80 and 4 MPL. 100ish damage each in a low ping match.
PGI will just ignore it until something else catches the communities attention. Not only are they busy with MW5, development on MWO often seems pretty disingenuous for the most part.

#3 Spheroid

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Posted 27 August 2018 - 08:46 AM

video or it didn't happen.

#4 KodiakGW

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Posted 27 August 2018 - 12:29 PM

View PostSpheroid, on 27 August 2018 - 08:46 AM, said:

video or it didn't happen.



You mean like this?



Love to hear the people try to dismiss this one, or try and pick it apart like they do the ones showing bad hit reg on the shooter's side of the video.

Edit: LOL..and as expected, here they come. BTW - 40-50 ping on business class cable.

Edited by KodiakGW, 27 August 2018 - 02:25 PM.


#5 Mystere

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Posted 27 August 2018 - 02:04 PM

View PostKodiakGW, on 27 August 2018 - 12:29 PM, said:



You mean like this?



Love to hear the people try to dismiss this one, or try and pick it apart like they do the ones showing bad hit reg on the shooter's side of the video.


It's not a matter of dismissing things. Rather, it's a matter of providing verifiable proof which PGI can then look into.

#6 DrxAbstract

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Posted 27 August 2018 - 02:14 PM

View PostMystere, on 27 August 2018 - 02:04 PM, said:


It's not a matter of dismissing things. Rather, it's a matter of providing verifiable proof which PGI can then look into.

Which they won't...

It's been 2-3 weeks of this for me. Multiple SRM, AC and even Laser volleys squarely, unquestionably, impacting for 0 damage sometimes upwards of 3-4 consectuive times on the same and different targets alike. Between that and the inexplicable crashing/disconnects, my giveadamn tank is running on empty.

Most people won't wait the 3+ months it takes PGI to even acknowledge there's an issue.

#7 Nightbird

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Posted 27 August 2018 - 02:15 PM

View PostKodiakGW, on 27 August 2018 - 12:29 PM, said:



You mean like this?



Love to hear the people try to dismiss this one, or try and pick it apart like they do the ones showing bad hit reg on the shooter's side of the video.


This isn't proof, the shake is from client side collision. From the server side and the shooter side, he missed. Nothing burger

#8 Nightbird

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Posted 27 August 2018 - 02:20 PM

If you ping/internet connection is wildly unstable (high jitter), you may be able to record some 'server' issues, but most videos just show people missing or not understanding how damage transfer works, such as hitting a dead arm stump on a dead ST transferring only 16% of the damage to the CT.

I've even seen videos where a gauss shot goes through the armpit, pretty epic.

But not a hit reg issue.

#9 KodiakGW

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Posted 27 August 2018 - 02:24 PM

View PostDrxAbstract, on 27 August 2018 - 02:14 PM, said:

Which they won't...


Correct. Especially when according to some, any proof given is not verifiable to them no matter what is shows. There will always be an excuse.


#10 DrxAbstract

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Posted 27 August 2018 - 02:28 PM

View PostNightbird, on 27 August 2018 - 02:15 PM, said:


This isn't proof, the shake is from client side collision. From the server side and the shooter side, he missed. Nothing burger


The cockpit shake, impact audio and weaponsfire indicators all played; They do that after receiving a 'you got hit' signal from the server since, ya know, shot information has to go through the MWO server and run HSR before being sent to the receiving party. Could it just have been an issue with client side not reflecting it on the HUD? Sure... But the server, not the client, said he got hit because the client doesn't make that determination.

#11 Nightbird

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Posted 27 August 2018 - 02:29 PM

lol, people don't bother to learn how multiplayer games in a world with 100-200ms latency works.

Shots that hit you aren't aimed at where you are, but where you were 200-400ms ago. From your perspective, a slow projectile, even from a gauss, hitting you is actually over leading you. On the other hand, shots that seems to miss you actually hit. This is because PGI's net code prioritizes damage calculations from the shooters perspective.

Collision, sounds, done locally, damage is done server side.

Edited by Nightbird, 27 August 2018 - 02:31 PM.


#12 Bulletsponge0

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Posted 27 August 2018 - 02:37 PM

View PostNightbird, on 27 August 2018 - 02:29 PM, said:

lol, people don't bother to learn how multiplayer games in a world with 100-200ms latency works.

Shots that hit you aren't aimed at where you are, but where you were 200-400ms ago. From your perspective, a slow projectile, even from a gauss, hitting you is actually over leading you. On the other hand, shots that seems to miss you actually hit. This is because PGI's net code prioritizes damage calculations from the shooters perspective.

Collision, sounds, done locally, damage is done server side.

How would the local client know to register the hit (initiate the screen shake, play the gauss impact audio) if it weren't being sent that info from the server?

#13 DrxAbstract

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Posted 27 August 2018 - 02:42 PM

View PostNightbird, on 27 August 2018 - 02:29 PM, said:

lol, people don't bother to learn how multiplayer games in a world with 100-200ms latency works.

Shots that hit you aren't aimed at where you are, but where you were 200-400ms ago. From your perspective, a slow projectile, even from a gauss, hitting you is actually over leading you. On the other hand, shots that seems to miss you actually hit. This is because PGI's net code prioritizes damage calculations from the shooters perspective.

Collision, sounds, done locally, damage is done server side.


That you can visually see and hear a Gauss hit with neither damage direction indicator or shake triggering is what you're talking about, and sure that happens.

However the shake, damage direction indicator and paper doll DO NOT function in those instances because they are only triggered by a positive hit signal from the server itself... And that is exactly what happened in that video minus the paper doll because, like I said, it could be an issue with client UI or both.

P.s. 22 years in the online gaming, starting with 9600 baud... Pretty sure I know how latency works, thanks.

Edited by DrxAbstract, 27 August 2018 - 02:56 PM.


#14 Johny Rocket

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Posted 27 August 2018 - 03:09 PM

My ping is good, my aim is good I lead my shots if they are moving, been playing this game since 2013 I know when something is out of sorts and this is.
Why should I have to record every game so a company taking my money can fix what they are selling? I have put thousands of dollars in this game over the years, ie I'm not a free to play user I am a customer.

#15 Xaat Xuun

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Posted 27 August 2018 - 03:19 PM

when latency happens, it'll look more like this. copied frames from a vid I did a few months back.
notice on the second pic, was the part that confused me , why did it move the target frame over there ? then back, but not the aim where I was aiming . . . Latency
Posted Image
Posted Image
Posted Image

#16 Johny Rocket

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Posted 27 August 2018 - 03:33 PM

View PostXaat Xuun, on 27 August 2018 - 03:19 PM, said:

when latency happens, it'll look more like this. copied frames from a vid I did a few months back.
notice on the second pic, was the part that confused me , why did it move the target frame over there ? then back, but not the aim where I was aiming . . . Latency
Posted Image
Posted Image
Posted Image

If I missed a shot or two latency could easily explain it, I snuck up behind their assault mechs while my team was engaging them and dumped a ton of ammo in their backs from about 200-250m. Latency doesn't cause that to result in 37 damage when a 50% hit rate would be 350, been noticing this issue for a week but nothing as out right obvious as this.

#17 Bulletsponge0

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Posted 27 August 2018 - 03:34 PM

and as far as hit reg goes, its absolute crap in this game. SRMs, PPCs(all varieties), Ballistics.. all of those weapons the hit reg is spotty at best. hell, half the time, IF the ballistic or PPC registers, it registers the wrong spot (hit the front, register the rear, and vice versa)......HSR doesn't work, at all....

But I truly believe that PGI is at the limits of their capabilities as far as the hit reg goes and simply are incapable of doing anything to improve it

#18 Mystere

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Posted 27 August 2018 - 03:36 PM

View PostJohny Rocket, on 27 August 2018 - 03:09 PM, said:

Why should I have to record every game so a company taking my money can fix what they are selling? I have put thousands of dollars in this game over the years, ie I'm not a free to play user I am a customer.


We've signed contracts worth millions with both IBM and Oracle and yet we are obligated -- on request -- to submit test cases so they can replicate problems on their end. Maybe we should tell them to take a hike instead?

Edited by Mystere, 27 August 2018 - 03:37 PM.


#19 GuardDogg

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Posted 27 August 2018 - 03:51 PM

And people like to blame team mates for the losses "Stupid team". Not hit reg, lag, disco and some other problems.

#20 Nightbird

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Posted 27 August 2018 - 03:53 PM

View PostBulletsponge0, on 27 August 2018 - 02:37 PM, said:

How would the local client know to register the hit (initiate the screen shake, play the gauss impact audio) if it weren't being sent that info from the server?


Hit, shake, audio comes from the shooter sending packets says I fired in this direction, making its way to the server, to you, where your computer animates the projectile.

For the damage calculation, it actually might take place before you even see the shot firing. Completely separate.





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