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#21
Posted 28 January 2023 - 07:39 PM
#22
Posted 28 January 2023 - 09:51 PM
Bulletsponge0, on 28 January 2023 - 07:39 PM, said:
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
Posted 29 January 2023 - 12:06 AM
#24
Posted 29 January 2023 - 02:40 AM
#25
Posted 29 January 2023 - 05:56 AM
#26
Posted 19 December 2023 - 02:27 PM
#27
Posted 23 December 2023 - 11:50 AM
#28
Posted 23 December 2023 - 03:02 PM
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
Posted 23 December 2023 - 03:03 PM
#30
Posted 23 December 2023 - 03:23 PM
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
Posted 23 December 2023 - 03:27 PM
Void Angel, on 23 December 2023 - 03:03 PM, said:
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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
Posted 23 December 2023 - 04:25 PM
#33
Posted 23 December 2023 - 06:56 PM
KingCobra, on 23 December 2023 - 03:02 PM, said:
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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