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Lb10X Not Registering Damage?
#1
Posted 03 July 2019 - 07:03 AM
I just finished playing Crimson Straight. We were defending the saddle and I had a sniper's position over the pass with my Shadow Hawk. I had targets 200-550m away, clear line of fire. I shot a Vapor Eagle 6 times at around 480m and it registered 0 dmg. I finished the match, having fired 66 LB10x and only 191 dmg, most of which was from my medium lasers.
I know the mechanics of this game are wonky, but how in the hell do I HIT a target 6 times and do NO damage???
No. He was not hiding behind a light pole, either. Open shot to the upper torso with his bottom obscured by a building. Or is this the same terrain flaw that I noticed with LOW coming back to bite me in the butt again?
#2
Posted 03 July 2019 - 07:05 AM
It can also happen when a target is disconnected. Their hitboxes seem to desync from where we see them.
Edited by Appogee, 03 July 2019 - 07:07 AM.
#3
Posted 03 July 2019 - 07:08 AM
#4
Posted 03 July 2019 - 07:55 AM
I went back and looked at my combined IS and Clan LB10x stats. I saw an interesting trend:
LB2x (combined) - 1.89 avg dmg ; 5% loss
LB5x (combined) - 4.72 avg dmg ; 5.4% loss
LB10x (combined) - 7.78 avg dmg ; 23% loss
LB20x (combined) - 15.54 avg dmg ; 23% loss
It is interesting that PGI sought to tighten the LB2 and LB5 spread, to make them a better long range weapon, but left the LB10 and LB20 alone, even though they lose about 1/4 of their damage potential due to cluster spread. I don't engage much beyond 500m, which is well within the maximum effective range and should guarantee the greatest percentage of hits.
#5
Posted 03 July 2019 - 08:03 AM
Skrapiron, on 03 July 2019 - 07:55 AM, said:
I went back and looked at my combined IS and Clan LB10x stats. I saw an interesting trend:
LB2x (combined) - 1.89 avg dmg ; 5% loss
LB5x (combined) - 4.72 avg dmg ; 5.4% loss
LB10x (combined) - 7.78 avg dmg ; 23% loss
LB20x (combined) - 15.54 avg dmg ; 23% loss
It is interesting that PGI sought to tighten the LB2 and LB5 spread, to make them a better long range weapon, but left the LB10 and LB20 alone, even though they lose about 1/4 of their damage potential due to cluster spread. I don't engage much beyond 500m, which is well within the maximum effective range and should guarantee the greatest percentage of hits.
If even 1 pellet hits, it counts as a hit, so your math doesn't work.
#6
Posted 03 July 2019 - 08:27 AM
#8
Posted 03 July 2019 - 09:09 AM
34,361 LB10x fired, 17,990 hits. 136,962 dmg. Avg dmg per hit 7.78
Edited by Skrapiron, 03 July 2019 - 09:16 AM.
#9
Posted 03 July 2019 - 09:17 AM
#10
Posted 03 July 2019 - 09:25 AM
#11
Posted 03 July 2019 - 03:38 PM
#12
Posted 03 July 2019 - 03:45 PM
#13
Posted 03 July 2019 - 04:07 PM
i totally understand why it happens it situations where there are too many objects to track. there is only so much you can cram into a udp packet. your only 2 options are compression or reduction in numeric precision (sending float instead of double) and modern net code probably does both.
thats one limit but there are others. invisible or hidden terrain/objects is also a thing. another thing are invalid culls. where the game figures out its impossible to tell if a thing hit or not, usually en an edge case like hitting an edge of a collision hull, you just end up in the divide by zero singularity or some number thats too big or too small to compute correctly (usually resulting in a nan error). in these situations the game can either say 'ok we will just call it a hit', or 'we can ignore it'. i think cryengine does the latter.
#14
Posted 03 July 2019 - 05:46 PM
#15
Posted 08 July 2019 - 01:49 PM
#16
Posted 09 July 2019 - 04:55 AM
With a fast Server update tick rate say 30Hz, when a packets dropped/lost you don't have to wait long for the next update, so the effect is small regarding hit reg. You wait one thirtieth of a second about 33ms for the next update packet.
But if the Server update tick rate is low say 10Hz, you will have to wait longer for the next update packet in this case one tenth of a second or 100ms.
This combined together with high-ish ping say about 150 causes the problems imo.
If your PPC shot was in that lost packet, you get sheet reg. But the damage is counted some how on the end of game screen.
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I WANT THE DAMAGE NOW NOT END OF ROUND
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Do people with sub 100 ping report sheet reg too?
Please post if you do....FOR SCIENCE
Edited by OZHomerOZ, 09 July 2019 - 05:00 AM.
#17
Posted 09 July 2019 - 05:05 AM
The nature of online games.
Edited by Prototelis, 09 July 2019 - 05:05 AM.
#18
Posted 09 July 2019 - 05:09 AM
OZHomerOZ, on 09 July 2019 - 04:55 AM, said:
With a fast Server update tick rate say 30Hz, when a packets dropped/lost you don't have to wait long for the next update, so the effect is small regarding hit reg. You wait one thirtieth of a second about 33ms for the next update packet.
But if the Server update tick rate is low say 10Hz, you will have to wait longer for the next update packet in this case one tenth of a second or 100ms.
This combined together with high-ish ping say about 150 causes the problems imo.
If your PPC shot was in that lost packet, you get sheet reg. But the damage is counted some how on the end of game screen.
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I WANT THE DAMAGE NOW NOT END OF ROUND
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Do people with sub 100 ping report sheet reg too?
Please post if you do....FOR SCIENCE
I also have seen issues and I get between 40 and 62 ping. Lately however I have had my AC 20 shells' on my new Charger suddenly disappear milliseconds after leaving the barrel.
#19
Posted 09 July 2019 - 05:14 AM
Yeah it's happening more and more often. Seen it quite a few times aswell.
#20
Posted 09 July 2019 - 05:16 AM
I ask because there was a post by Lizzee last week on Reddit with some seriously wonky LBX mechanics. Perhaps your issue is related.
Edit: Just saw the post above.
Edited by Bud Crue, 09 July 2019 - 05:17 AM.
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