

Ac20 Hit Registration - Tell Me I'm Not Crazy?
#21
Posted 01 November 2018 - 11:43 AM
If you hit a mech in the arm nub after they lose their side torso, the damage is greatly reduced before being transferred to the CT. In that clip a 2nd dual HGR volley to said arm nub, only transfers (IIRC) 8 of the 50 damage dealt to the CT.
#22
Posted 01 November 2018 - 11:57 AM
Throe, on 01 November 2018 - 10:21 AM, said:
*If* the ISP is doing funky things with traffic shaping in their back end, prioritizing certain traffic that isn't related to gaming(which is becoming very common), the end-user's gaming packets could be taking longer when they shouldn't. Anonymizing traffic with appropriate encryption prevents this from being possible, although, yes, in almost every other case they will cause *at least* a small performance degradation(unless the ISP is also blocking/throttling VPN traffic).
Also, it's known that IP in general will not always find the best path from point A to point B. This is affected by all sorts of things that are beyond the control of an ISP. Gaming VPN services attempt to ensure routing is optimal(they can even do this without actually acting as a VPN, assuming the issue isn't with ISP traffic funkery). It's an extreme case, and it's why I listed it as a last resort. They work for some people, although for most people they're strictly unnecessary.
A gaming VPN has nothing to do with bypassing local content filters(inside the WAN gateway). Although certainly it could be used for that, I'd wager to guess the organization's IT management is going to notice the obfuscated traffic on the end-user's session, which will eventually come full circle, so I wouldn't recommend doing this.
On the contrary, if you read up on ICMP, you'd know that it's entire purpose is for troubleshooting packet loss. Given the lack of any other tool provided by MWO that could be used to test for packet loss, and being unfamiliar with other options potentially available to OP, ping is a simple, freely available solution, that anyone playing MWO is *highly* likely to have access to(which means no software packages of questionable authorship).
So you work with BGP? Because that's literally how the Internet really works. Gaming VPNs would 99 times out of 100 increase latency/routing/hops by definition, and anything suggesting otherwise is marketing.
#23
Posted 01 November 2018 - 01:27 PM
Throe, on 01 November 2018 - 12:16 PM, said:
You were the one trying to convince others that gaming traffic was increasingly being throttled by ISP, and suggesting Gaming VPNs. If you are in fact a network engineer who deals with BGP, I'm at a loss based on the rest of your comments discussing ISP funkiness.
Back to made up stats, the biggest issue most gamers with awful ISPs are likely to deal with is IPv4 exhaustion/CGNAT or screwing themselves up by exhausting their own upstream (and the excessive assymetric plans I see some stuck with in these days of content creation).
#24
Posted 01 November 2018 - 06:37 PM
Acersecomic, on 24 October 2018 - 11:32 AM, said:
I run a yen-lo-wang with an AC 20 and I run into this all the time if I get a game over 200ms ping time. It is especially obvious when shooting fast light mechs but assassin's drive me crazy. I put 4 shots at point blank range, I see the mech shake with the hit but no damage on the wire frame. A single hit should have torn limbs off. Another game I thought I missed only to see the locust one shot die a second later.
If I have the choice of shooting a light or a assault I go for the assault.
#25
Posted 06 November 2018 - 07:28 PM
Im talking a deathstar destroying accurate shot just disappears in the air
Edited by Gristle Missile, 06 November 2018 - 07:28 PM.
#26
#27
Posted 07 November 2018 - 07:35 AM
Acersecomic, on 24 October 2018 - 11:32 AM, said:
It's not quite as noticeable with the ballistics vomit builds (AC/LBX boats, or RAC builds) because the hit registration seems to be at least 80% reliable, so when you're pumping out a buttload of rounds, it's harder to notice those that "should" be registering but don't.
Now... queue the naysayers, white knights, and gaussaphobes...
#28
Posted 08 November 2018 - 07:01 AM
the problems are there - always ahve been and they show up from time to time and then vanish again.
#29
Posted 08 November 2018 - 08:00 AM
#30
Posted 08 November 2018 - 03:23 PM
#31
Posted 10 November 2018 - 04:00 AM
Enemy AC20 users could confirm this.
Enemies who got hit for no damage also could confirm this.
#32
Posted 10 November 2018 - 07:59 AM
What's really weird is at times my ping will get well over 1k and others around low 100's. Even when the ping displays at acceptable levels everyone will rubber-band around for a couple of games here or there. Then everything goes right back to normal.
#33
Posted 10 November 2018 - 08:17 AM
#35
Posted 13 September 2020 - 08:33 AM
#36
Posted 13 September 2020 - 09:35 AM
MotherNature, on 13 September 2020 - 08:33 AM, said:
Some mechs have more than 200 hp in the CT total. If even one pellet hits a side torso, more mechs can survive 200 damage.
Share a video, it helps.
Edited by Nightbird, 13 September 2020 - 09:35 AM.
#37
Posted 13 September 2020 - 09:49 AM
Edited by Lanzman, 14 September 2020 - 12:18 PM.
#38
Posted 14 September 2020 - 02:01 AM
Lanzman, on 13 September 2020 - 09:49 AM, said:
... somehow i dont believe this. If u got this level of problems, post a video and check ur internet. Mwo is horrible if u have a bad ping, showing u a hit on the client, but server says no. By the way nice necro
#39
Posted 14 September 2020 - 09:18 AM

#40
Posted 14 September 2020 - 06:12 PM
http://mwomercs.com/...sible-hit-boxes
There's also a general issue of invisible walls (looks like many ingame items are cubes even though they look like round columns, hence invisible walls). Also this from above URL discussion link.
Trauglodyte, on 31 March 2016 - 01:51 PM, said:
...
Edited by w0qj, 14 September 2020 - 06:13 PM.
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