Broken Collision Boxes + Net Code
#1
Posted 04 July 2021 - 07:46 PM
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
Posted 04 July 2021 - 09:20 PM
The hitching does need a fix tho.
#3
Posted 04 July 2021 - 09:41 PM
But lights shouldn't hug.
~Leone.
#4
Posted 04 July 2021 - 09:49 PM
Leone, on 04 July 2021 - 09:41 PM, said:
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
Posted 05 July 2021 - 07:37 PM
il1il, 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.
#7
Posted 05 July 2021 - 11:54 PM
Quote
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
Posted 06 July 2021 - 01:15 AM
Games are a lot more sensitive to packet loss than other software.
#9
Posted 06 July 2021 - 05:19 AM
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
Posted 06 July 2021 - 05:32 AM
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
Posted 06 July 2021 - 05:36 AM
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
Posted 06 July 2021 - 06:55 AM
Vxheous, 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
Posted 06 July 2021 - 07:14 AM
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
Posted 06 July 2021 - 07:18 AM
Gagis, on 06 July 2021 - 07:14 AM, said:
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
Posted 06 July 2021 - 07:25 AM
Leone, on 04 July 2021 - 09:41 PM, said:
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
Posted 06 July 2021 - 06:21 PM
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
Posted 07 July 2021 - 04:25 AM
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
Posted 07 July 2021 - 05:23 AM
#19
Posted 07 July 2021 - 01:48 PM
#20
Posted 07 July 2021 - 05:48 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users