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Hits Not Registering


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#21 Bulletsponge0

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Posted 28 January 2023 - 07:39 PM

I have confirmed in the testing grounds that if you fire a C-ERPPC and then another, the second one wont register if the paper doll is still flashing from the first hit. That bug has been around for a long time

#22 sycocys

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Posted 28 January 2023 - 09:51 PM

View PostBulletsponge0, on 28 January 2023 - 07:39 PM, said:

I have confirmed in the testing grounds that if you fire a C-ERPPC and then another, the second one wont register if the paper doll is still flashing from the first hit. That bug has been around for a long time

I wonder if its the same for streaming fire mrms - for mechs that they never adjusted the models to have enough tubes so it fires 10/10/10. Carry like 1600 ammo on my 4SP with the new build but have topped out around 4-500 damage. Some of that may be due to still figuring out mrm speed and grouping but I generally end up with a bunch of drop shots on turrets.

#23 Weeny Machine

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Posted 29 January 2023 - 12:06 AM

It has been since ages that PPC and AC20 bolts sometimes pass through a target and do nothing and the problem was never resolved

#24 marakesh

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Posted 29 January 2023 - 02:40 AM

Had a game last week launched 2 salvos of mrm40 and 3 mpl into the back of a light mech standing still less than 60m away and it just left armor still yellow.

#25 Gasboy

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Posted 29 January 2023 - 05:56 AM

The 1V Locust with a PPC has this issue. If you hold down the fire button, many shots will simply not do damage. If you tap the button, you get better results but still miss out on some damage. The 1V has a massive cooldown bonus for PPCs.

#26 FirstRock

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Posted 19 December 2023 - 02:27 PM

its a nerf they put in years ago

#27 Void Angel

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Posted 23 December 2023 - 11:50 AM

No, it isn't.

#28 KingCobra

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Posted 23 December 2023 - 03:02 PM

This issue has been with MWO since day 1 even in beta the testers tied to help PGI fix the issue but something in the net code is skipping packets which result in a few things accurate hit reg is way off visuals and mechs not being in the right place on the screen compared to where your reticle is even if it says red.

The net code in the source code and game engine are to fault. and PGI has never been able to optimize the game enough to fix many issues.

#29 Void Angel

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Posted 23 December 2023 - 03:03 PM

Partially because their support from CryEngine was kind of lackluster, as I understand it, but I could be wrong.

#30 ambosen

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Posted 23 December 2023 - 03:23 PM

Pretty much every weapon in the game has some degree of damage fall off over distance, particularly fairly hard hitting weapons like AC-20's, UAC-20's ect. PPC's can also occasionally spread creating a wider area of lower damage on the targeted mech as well when used in the less then optimal range. Snub PPC's in particular are pretty much designed to do that at virtually anything but ridicolously short ranges.

In some cases it is entirely possible you are in fact hitting, but losing a decent chunk of direct damage or instead getting a lower amount of spread damage over several locations because of these variables. This is especially noticeable with weapons that have some degree of inherent spread in firing,like a lot of the autocannons that fire in volleys, machine guns, most missile weapons aside from NARC beacons period, or LBX's in general which divy up their damage between multiple projectiles. Likewise, if an enemy mech turns at the right time, or your shot lands in an area where damage will be applied to one or more component's hitboxes, a lot of times the game effectively divies up the damage between locations with some degree of overall damage done reduction.

Some mechs in this game have kind of weird hit detection too, which can result in this happening even with shots that seemingly hit perfectly on one specific area, or even cause different areas to become damaged then the visual iindication of the hit would seem to indicate. For example, the Rifleman and Rifleman IIC will both sometimes translate what are seemingly clear hits to the arms to damage to the right or left torso, doing scratch damage to or seemingly not damaging the arms at all despite showing clear hits to them with certain angles with certain weapons.

TLDR: Hit boxes, damage fall off, and just overall wonkiness of spread mechanics all play a part in this.

#31 KingCobra

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Posted 23 December 2023 - 03:27 PM

View PostVoid Angel, on 23 December 2023 - 03:03 PM, said:

Partially because their support from CryEngine was kind of lackluster, as I understand it, but I could be wrong.

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I agree I can only imagine how much better MWO would have been with the unreal engine installed instead of CryEngine must have gave PGI a wonderful deal to use there product if not free for advertising CryEngine to like say Pc Gamer ETC.

#32 Void Angel

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Posted 23 December 2023 - 04:25 PM

I don't know why they went with it; maybe it was just that CryEngine was cheaper and they were on a budget, or maybe it was something about the specs. In retrospect, I wouldn't be surprised if they wish they'd gone with Unreal, but if wishes were fishes...

#33 Bulletsponge0

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Posted 23 December 2023 - 06:56 PM

View PostKingCobra, on 23 December 2023 - 03:02 PM, said:

This issue has been with MWO since day 1 even in beta the testers tied to help PGI fix the issue but something in the net code is skipping packets which result in a few things accurate hit reg is way off visuals and mechs not being in the right place on the screen compared to where your reticle is even if it says red.

The net code in the source code and game engine are to fault. and PGI has never been able to optimize the game enough to fix many issues.

and PGI hasn't actually had anyone that can work on the game code in years. Those people all left a long time ago.





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