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Hit Detection Still Inadequate

v1.0.134

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#81 AlphaPiAlpha

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Posted 05 November 2012 - 10:58 PM

Running directly behind an opponent, straight on, straight shot with lasers I get glowing armor but NO hits (based on the top right target indication) ... *sigh*

#82 Melcyna

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Posted 05 November 2012 - 11:08 PM

View PostWireball, on 05 November 2012 - 10:37 PM, said:


I've often wondered why aimbot prevention has to be done in realtime. Why not allow it, but cross-check and compare to see when it's happening? It should be possible to detect clients that are sending data that's significantly deviant from other clients and flag those players.

E.g. Client sent us data saying they were doing this. Then they hit this target over here. Calculating...at the rate of turn of this mech, there's no way they could have brought their weapons to bear. Aimbot detection tripped - no credit for match. Or flag player for review.

Because aimbot are not that simple and dumb, there are perhaps some rudimentary ones still behaving in such manner but generally speaking they are now sufficiently advanced that if the user is careful it's extremely difficult to differentiate the action with that of a really good player.

The aimbot is not limited to simply snapping the aim at inhumane speed...

One can simply alter an aimbot to say track a single component accurately at X rate where X is some arbitrary maximum speed to prevent the aimbot from appearing as if it's snap shotting everything.

Set this to be say the head... now what? The aimbot gives him the ability to track a mech head automatically, all he needs to do is just concentrate on moving, the gunnery is essentially automatic... and are aimed towards the target head, heck he can even set the aim to deviate at regular basis by any given amount...

These kind of things are trivial to add to an aimbot behavior, once they figure out how to get the aimbot to recognize where the target is that needs to be hit.

and we can't really tell the difference between this and someone who is simply good enough to track a mech head accurately through high speed motion because there are in fact ppl good enough to do this out there.

#83 Roadbuster

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Posted 06 November 2012 - 02:46 AM

Good that this is a top priority for PGI.
It's frustrating if you fight another mech (especially lights) and see your shots hit at a constant rate, then check the damage display of the mech and see that you don't hit him at all.
Sometimes it's so bad that, to hit the other mech, I have to aim so far ahead that I lose missle lock if I want t o shoot my lasers.
Using ACs is pretty useless atm except the LBX.

That's also the reason why LRM and StreakSRM boats are "overpowered". Because the aiming part is no longer required.

#84 White Nitro

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Posted 06 November 2012 - 09:39 AM

Its not ''rock solid'' perfect now, but is above averaze hit detection wise. I don't experience much hit detection on my side (ping: 15-25). But sometime im being shot and the registered shot is greatly delayed. No damage.. then 10 secs later im damaged.





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