Prototelis, on 13 September 2019 - 11:08 AM, said:
The hit marker is a client side effect, the paper doll is not.
Honestly this game has pretty good reg, their server authoritative implementation is really interesting.
Given what I see in game during high latency periods when connected to oceanic, where I will VISIBLY hit a target, then a second or more goes by before the cursor hit indication occurs tells this it is in fact SERVER side.
The server determines the hits and the client won't report a hit until the server tells it to.
There is no other explanation for a delay in the hit marker otherwise.
justcallme A S H, on 13 September 2019 - 05:39 PM, said:
No dude.
I've seen you complain about hitreg and stuff on your stream a few times when targets do not die because they are cherry CT or otherwise.
Yet if you look clearly at the video - the shot was aimed incorrectly on the mech - easily checkable by seeing where the reticule is vs where you think it was and the resulting damage. That is nothing to do with hitreg what so ever, that is player error.
It's a mistake many make.
Also paperdolls take time to load, remember there is a time delay because of sensor times etc. Often people that "R" a target immediately see a multi-flashing paperdoll @ 600m - that is not accurate if you've just hit R and shot at around the same time. Your damage will not show because there is a delay on the information of a mech - a delay which is affected by many factors/sensor range/equipment etc.
Either way what I shoot, I hit, it reg's there when the paperdoll eventually shows up and reflect this almost always. It would be 1% at best the amount of non-hitreg'd shots.
You obviously don't want my stream enough.
When I am at fault for a miss, I say, "my fault", or "I just plain f'd that shot", I know the difference and will admit to my own failings as they happen.
As far as your assertion that I'm aiming incorrectly, where my reticule targeted vs. where it hits, etc., are you keeping in mind that I'm typically firing weapons (ballistics/PPCs) that have a non-instantaneous flight time and that I have to accommodate for not only for any target movement, but my own as well?
Hence, where my target reticule at the time of firing is, is in fact me leading a target and will of course be not in alignment with the expected hit location.
When I really question/get annoyed by the hit registration/damage delivery is when I CLEARLY, VISUALLY, hit a target and there is either no hit detection at all, or when there is a hit that the server reports via hit marker, but no damage delivered to the paper doll, OR, if damage is delivered to the paper doll, I question it when I hit an open deep red critical location with dual HG/PPC and all that red location does is blink without destruction.
AND KEEP IN MIND, a lot of times when I REALLY notice this is when I'm observing OTHER people play. Considering that while I'm observing, 100% of the data being visually represented comes ONLY from the server. So when the server is showing me someone else firing, reporting a hit on a target, and that paper doll NOT reflecting any new damage, it's NOT because my PC is part of this equation. MY PC (and in fact the other player's PC) is COMPLETELY 100% out of the picture.
(caps for emphasis, not to shout) AT THIS POINT, WHEN YOU ARE AN OBSERVER YOU ARE BEING FED ALL THE INFORMATION FROM THE SERVER, THERE IS NO THIRD PARTY DATA SOURCE. You'd think that the information being received strictly from the server would be 100% in sync, but it isn't, very frequently it's not.
Or are you saying that PGI has somehow managed to program perfect hit detection/reporting/damage management, while still failing to program pretty much anything else in this game perfectly?
Edited by Dimento Graven, 14 September 2019 - 11:32 AM.