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Broken Collision Boxes + Net Code


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#1 il1il

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Posted 04 July 2021 - 07:46 PM

Playing lights is ridiculous when you come by another mech you warp continuously into the same spot, their collision box is MASIVE because its not like the hit box its a cylinder at the widest point of the mech. and the server position is different than the client known position on your computer so you can walk into some one who isn't even there. While I realize some of this is hard to fix... something should be done.
possible help;
-Reduce collision boxes across the board.
-Don't continuously warp mechs and lock them onto one another. fix net code or what ever is doing this. I don't know.
-Remove the slowing that occurs when falling. which makes 0 sense even when just running around in a fast light

I don't know why running into lights and pinning them is not considered an exploit

#2 LordBraxton

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Posted 04 July 2021 - 09:20 PM

In an ideal world when you run into lights youd just knock them on their ***, like how it worked back when the game was better.

The hitching does need a fix tho.

#3 Leone

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Posted 04 July 2021 - 09:41 PM

Don't hug the mechs. I know it's a 'known tactic' but seriously. Even as a flamer light, I never wanna be that close to something that might stop my movement if I hit it. Assaults can hug all day, I don't care. They live to be punished anyways.

But lights shouldn't hug.

~Leone.

#4 il1il

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Posted 04 July 2021 - 09:49 PM

View PostLeone, on 04 July 2021 - 09:41 PM, said:

Don't hug the mechs. I know it's a 'known tactic' but seriously. Even as a flamer light, I never wanna be that close to something that might stop my movement if I hit it. Assaults can hug all day, I don't care. They live to be punished anyways.

But lights shouldn't hug.

~Leone.


I don't really try to hug mechs they usually just shoot you when you do. and thats not really constructive, since its a valid tactic that was just addressed with aim angle increase.

The problem occurs for me regularly while tying to pass by other mechs and getting trapped by walls where people ram you. i posted this right after getting trapped in a wall in a pirates bane. There are very real collision problems.

#5 Vxheous

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Posted 05 July 2021 - 07:37 PM

View Postil1il, on 04 July 2021 - 09:49 PM, said:


I don't really try to hug mechs they usually just shoot you when you do. and thats not really constructive, since its a valid tactic that was just addressed with aim angle increase.

The problem occurs for me regularly while tying to pass by other mechs and getting trapped by walls where people ram you. i posted this right after getting trapped in a wall in a pirates bane. There are very real collision problems.


What is your ping to server, and do you have any packet loss from your end? I have never experienced anything remotely similar to this in the 9ish years I've played this game, outside of when knockdowns existed and you warped to somewhere completely different than where you were when you collided.

Edited by Vxheous, 05 July 2021 - 07:37 PM.


#6 il1il

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Posted 05 July 2021 - 09:37 PM

View PostVxheous, on 05 July 2021 - 07:37 PM, said:


What is your ping to server, and do you have any packet loss from your end?


I have very good ping. I don't know about packet loss.

#7 My Lord and Saviour Jesus Christ

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Posted 05 July 2021 - 11:54 PM

Quote

-Remove the slowing that occurs when falling. which makes 0 sense even when just running around in a fast light


As I understand it, you have slowing when falling to stop you from blowing your legs off since fall damage is based on speed.

#8 Gagis

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Posted 06 July 2021 - 01:15 AM

This sounds like some extremely severe packet loss issues. Might be that your router is at ends of its lifespan or there is some wonky equipment somewhere on the route from you to the servers.

Games are a lot more sensitive to packet loss than other software.

#9 pbiggz

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Posted 06 July 2021 - 05:19 AM

You should try to rule out packet loss or bottlenecks inside your home network. See if there are any damaged network cables, or old equipment that might be failing. A quick tracert will also indicate if there's problems down stream. You probably cant do anything about those but you could call your ISP and complain and they might give you stuff for free if you do.

Are you using your ISP's provided router/modem/access point? Those devices tend to not do smart routing, rather they just divide up the total bandwidth of your local network by however many devices are present (your iphone gets as big a slice of the network as your gaming PC, which is silly). If you force your network through a third party router/access point you'll get big boosts in performance.

I live in canada, and have gigabit internet from bell. However, my PC was only getting about 60 down, 30 up. I changed the SSID on my bell homehub device, and put a netgear nighthawk r7000 router infront of it, and channeled as much of the wifi and hard wired network traffic through the homehub as possible. It's no fortigate, but it actually does routing, managing traffic so each device can share a larger slice of the pie. My speed went from 60 down 30 up to 500-800 down 500-800 up.

#10 Vyx

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Posted 06 July 2021 - 05:32 AM

Personally, I think it would be cooler/more realistic if the lighter of the two mechs in a collision was forced to stop.

And if the heaver of the two mechs wanted to continue forward, the result would be the lighter one getting pushed. The lighter mech would have to turn aside and move to avoid getting bulldozed.

I think this would be a fine compromise from the knockdown melees of yesteryear, and would bring some moderate "brute" strategic value to larger mechs rather than them simply "living to be punished".

Edited by Vyx, 06 July 2021 - 05:33 AM.


#11 The Basilisk

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Posted 06 July 2021 - 05:36 AM

Hmmm, I deem myself pretty critical but....regarding netcode hitreg and collision there aren't too much things I could complain about.
Most Instances of things going weirdo where connected to either havin ppl with extreme ping discrepancy encountering each other resuling in delayed deaths, or delayed zone destruction, sometimes a very smal ammount of rubberbanding or when ppl have very unstable pings with a high range of instability i.e. crossing the line of 300ms and going back to below 50ms.

But someone having a stable ping around ~100ms shouldn't have any noticable problems.

#12 RickySpanish

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Posted 06 July 2021 - 06:55 AM

View PostVxheous, on 05 July 2021 - 07:37 PM, said:


What is your ping to server, and do you have any packet loss from your end? I have never experienced anything remotely similar to this in the 9ish years I've played this game, outside of when knockdowns existed and you warped to somewhere completely different than where you were when you collided.


It is extremely common with even a slightly higher latency actually. E.g. If I accidentally play on Oceanic with a ping of about 250, none of my shots will register damage on my targets if they are moving at range. I have to purposefully shoot well ahead of my target to hit them server side, although in that case the visual effect of missing is extremely jarring. Host state rewind is supposed to work up to a ping of 500 apparently, but if that 250ms I see is not round-trip time, then yeah that's right on the edge of what the game can handle with respect to synchronisation.

#13 Gagis

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Posted 06 July 2021 - 07:14 AM

its round trip time.

but with high enough ping, your client may lag behind with making the cursor red even if you actually hit the target server-side. you should still aim on target. you'll see it when their paperdoll goes red.

#14 RickySpanish

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Posted 06 July 2021 - 07:18 AM

View PostGagis, on 06 July 2021 - 07:14 AM, said:

its round trip time.

but with high enough ping, your client may lag behind with making the cursor red even if you actually hit the target server-side. you should still aim on target. you'll see it when their paperdoll goes red.


They were taking no damage when my shots were landing on target, their paper doll did not flash.

#15 SafeScanner

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Posted 06 July 2021 - 07:25 AM

View PostLeone, on 04 July 2021 - 09:41 PM, said:

Don't hug the mechs. I know it's a 'known tactic' but seriously. Even as a flamer light, I never wanna be that close to something that might stop my movement if I hit it. Assaults can hug all day, I don't care. They live to be punished anyways.

But lights shouldn't hug.

~Leone.


dunno about you but i love hugging the backs legs of heavy/assualts blocking their escape and watching them flail around confused

my way of showing affection for being so small

Edited by SafeScanner, 06 July 2021 - 07:32 AM.


#16 Cerebus23

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Posted 06 July 2021 - 06:21 PM

some nasty rubber banding today on EU think, US it warped me and froze my entire squad in place several times during the match.

see it occasionally 120 to 160 eu ping, 220 oceanic. and ill have to note if i see it on US at all. worse in the last few days.

#17 Thorqemada

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Posted 07 July 2021 - 04:25 AM

But the faster the Mechs go, the higher their agility is, the easier to get Hitboxes out of sync with the grafical ingame display of the target and HSR is limited to what it can do even theoretical a 400ms ping is said to be compensated i think around >250ms at latest it starts to become unreliable.

And is there still the overheating bug that makes Hitboxes float away from your Mech (if moving very fast and then overheating makes it stop on the spot while the Hitboxes move farther and desync) or was that fixed at some point?

#18 Moldur

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Posted 07 July 2021 - 05:23 AM

The knockdown mechanic was hilarious and broken. It almost feels like a fever dream. That was actually in this game at one point haha. Man. They should sneak it back in for a weekend.

#19 TheCaptainJZ

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Posted 07 July 2021 - 01:48 PM

Could be the mech colliding with you has fluctuating ping or high ping which exasperates the problem. Locusts are one of the fastest mechs in the game and that doesn't help. You shouldn't ever have a problem with map geo, just when other mechs interact with you.

#20 Nightbird

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Posted 07 July 2021 - 05:48 PM

mech fine, replace pilot





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