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"damage Received" Stat


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#61 Stormpaw

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Posted 12 October 2019 - 07:29 AM

View PostLTC Kilgore, on 12 October 2019 - 06:57 AM, said:

this game does have problems with hit reg though...


Sure, but the vast majority of times people complain about it is actually just because they missed and need an excuse

#62 Prototelis

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Posted 12 October 2019 - 09:17 AM

View PostLTC Kilgore, on 12 October 2019 - 06:57 AM, said:

this game does have problems with hit reg though...


NO online game has perfect hitreg.

THIS game has good hitreg.

#63 Gilgamecc

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Posted 12 October 2019 - 09:20 AM

View PostQuakeRiley, on 27 September 2019 - 12:40 PM, said:


That already exists on the paper doll and in fact would give you a better idea of how well you twisted by looking at it. Got like 800 damage and all your torsos are open? Good job, you twisted well and did a good amount of damage.



The paper doll doesn't display hard values, and it doesn't accumulate throughout waves in faction either. You should think about what you say before you type it dude.

#64 Dimento Graven

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Posted 12 October 2019 - 10:23 AM

View PostPrototelis, on 12 October 2019 - 09:17 AM, said:

NO online game has perfect hitreg.

THIS game has good hitreg.
I wouldn't say "good". "Ok" would be more accurate. I've seen worse, but it COULD be better...

#65 Prototelis

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Posted 12 October 2019 - 11:00 AM

Well, you're wrong lol.

#66 Jman5

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Posted 12 October 2019 - 12:11 PM

If I can hit lights while playing a light with ~300 ping on Oceanic server, I say hit reg is solid.

The guy they brought in to build their hit detection system was really good. I recall he was invited to give technical talks about how it works at some conferences. He left PGI after a few years and is now a principal engineer at Amazon.

#67 Prototelis

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Posted 12 October 2019 - 09:45 PM

View PostJman5, on 12 October 2019 - 12:11 PM, said:

If I can hit lights while playing a light with ~300 ping on Oceanic server, I say hit reg is solid.

The guy they brought in to build their hit detection system was really good. I recall he was invited to give technical talks about how it works at some conferences. He left PGI after a few years and is now a principal engineer at Amazon.



As far as I know dude still works at PGI.

Here is a really interesting article he wrote about MWOs hit detection;

https://www.gamasutr...rior_Online.php

#68 arcana75

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Posted 13 October 2019 - 02:39 AM

View PostPrototelis, on 12 October 2019 - 09:45 PM, said:

As far as I know dude still works at PGI.

Here is a really interesting article he wrote about MWOs hit detection;

https://www.gamasutr...rior_Online.php

Thanks for the link. The article illustrates why a game like MWO should be seen as a scientific achievement.

#69 Jman5

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Posted 13 October 2019 - 05:21 AM

View PostPrototelis, on 12 October 2019 - 09:45 PM, said:

As far as I know dude still works at PGI.

Here is a really interesting article he wrote about MWOs hit detection;

https://www.gamasutr...rior_Online.php

Ah thanks, I was mixing up people and different talks.

https://www.gdcvault...in-Asynchronous

Edited by Jman5, 13 October 2019 - 05:29 AM.


#70 TheArisen

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Posted 14 October 2019 - 01:52 PM

It's clearly useful in context like comparing trends but as it is there are caveats which hold it back but it also means understanding the nuance of each mech, their builds and how they're played, etc. However without that context it's just there, without meaning.





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