

Light mechs and their lag shields are sort of ruining this game.
#1
Posted 02 November 2012 - 03:16 AM
Even mechs like MPL-Dragons that used to do a good job of destroying lights just can't even find their hitbox to hurt them and get wrecked.
Collisions are a whole other issue. Being unable to find their hitbox to even HURT them is what is wrecking this game.
#2
Posted 02 November 2012 - 03:20 AM
hashinshin, on 02 November 2012 - 03:16 AM, said:
Even mechs like MPL-Dragons that used to do a good job of destroying lights just can't even find their hitbox to hurt them and get wrecked.
Collisions are a whole other issue. Being unable to find their hitbox to even HURT them is what is wrecking this game.
People with 300+ ping are ruining the game for themselves. I get about 50 ping give or take and the hit detection is nearly perfect for me. It doesn't matter if I'm shooting at lights or assaults. It doesn't matter if I'm driving lights or assaults. It's all the same. Get a better connection or move to the same country the servers are located in.
Edit: And dragons were never good against lights.
Edit 2: And if lights bother you so much get a streak cat. Those are god mode against lights and lag is irrelevant to them.
Edited by Digital Ninja, 02 November 2012 - 03:23 AM.
#3
Posted 02 November 2012 - 03:22 AM
Digital Ninja, on 02 November 2012 - 03:20 AM, said:
Edit: And dragons were never good against lights.
oh, good everyone. He says it's our connection. Everyone who has had issues with being unable to hit lights just has bad connections! Everyone, everyone! All of you who get circle strafed every game, it's not the net code sucking, it's your connection!
#4
Posted 02 November 2012 - 03:24 AM
hashinshin, on 02 November 2012 - 03:22 AM, said:
Post a screen of your ping. We all play on the same servers and most people don't have this problem. There are only 2 explanations; bad connection or bad players looking for scapegoats.
Edited by Digital Ninja, 02 November 2012 - 03:26 AM.
#5
Posted 02 November 2012 - 03:27 AM
Edited by Balmung Boonhammer, 02 November 2012 - 03:27 AM.
#6
Posted 02 November 2012 - 03:29 AM
Balmung Boonhammer, on 02 November 2012 - 03:27 AM, said:
That would fall under the bad connection category. Hopefully Piranha will get you guys some local servers some day. This is yet another reason why non-MMOs should let players host their own servers.
Edited by Digital Ninja, 02 November 2012 - 03:31 AM.
#7
Posted 02 November 2012 - 03:30 AM
#8
Posted 02 November 2012 - 03:32 AM
Digital Ninja, on 02 November 2012 - 03:29 AM, said:
Bad location be more like it. My connection is just fine, get ping 25 to EU servers, it's just that my data packets need to travel all the way to the US east coast and back

#9
Posted 02 November 2012 - 03:33 AM
Balmung Boonhammer, on 02 November 2012 - 03:32 AM, said:

I didn't say it was your fault it was bad, just that it was.
#10
Posted 02 November 2012 - 03:35 AM
I think most of the problem is in how lasers do damage, a little commando can be very hard to hit and there isn't much opening to do damage.Since lasers are "damage over time" in this version, it makes them EXTREMELY ineffective against fast moving targets.
Pulse lasers seemed to help a little but its the same problem. Hit detection needs to be put back in, even in my slow first time raven.. escaping an Atlas is as easy as running straight through them....
also we are seeing lots of lights, because its the first mech you can buy.. and unfortuantely they are not weak in this game...
#11
Posted 02 November 2012 - 03:38 AM
#12
Posted 02 November 2012 - 03:45 AM

What should be happening though in the code is that the client should factor in where the client thinks the target is when they fire. The server should determine a hit based on where the client thought the target was when they pulled the trigger. This would eliminate the lag issue. It might create other issues, such as it limits the way a target can counter those attacks, and creates a problem for lasers which need to be held on target, but you can't counter every issue of lag in a game like this. Adjust your fighting style to limit it's impact.
What I have somewhat noticed is that contacts at close range are updated better in the clients than those at long range. You might want to consider close range mechs and tactics if your ping rates are high.
EDIT: Another way the code can counter lag is with better predictive code in the client so that breaks in data rate don't affect what the client sees as much. It's called dead reckoning.
Edited by Darkstang, 02 November 2012 - 03:48 AM.
#13
Posted 02 November 2012 - 03:54 AM
It's nothing short of Hawken and twitch gameplay. Motion sickness included.
If you think about it, it isn't even surprising.
No skidding, no collision damage, no slowing down due to terrain or turning.
If the infighting was a bit less twitchy, the netcode problem would probably be less aggravating.
Edited by John Norad, 02 November 2012 - 05:18 AM.
#14
Posted 02 November 2012 - 04:01 AM
Quote
Well that was smart. "I get 50 ping", I assume you're from US then. Problem number 1: server's in US, and European players can blame themselves right. Not very player friendly approach if developers want to attract customers. But there's one thing - I usually play DayZ (arma2 online mod) in US servers without any problems, with same ping (about 150). No problem hitting things. No visible lag. No problems at all. Would it be similar to MWO experience it would be almost impossible to play.
I can see the main problem in MWO, not only in players connections. Of course bad connection causes lag, but this netcode problem has also been acknowledged by developers. It was especially highlighted when buggy collision model was still present, and lag-issue has changed after every patch... I remember how laggy it was after one certain patch, totally unplayable. Next one was much smoother, but light mechs are still rubberbanding.
Edited by KKRonkka, 02 November 2012 - 04:08 AM.
#15
Posted 02 November 2012 - 04:02 AM
And for sure, it's not ruining the game! I already saw games wich had much more and more terrible bugs then MWO!
#16
Posted 02 November 2012 - 04:06 AM
Digital Ninja, on 02 November 2012 - 03:24 AM, said:
In that case maybe we should ask them to turn the EU server back on that they obviously switched off last patch.
#17
Posted 02 November 2012 - 04:08 AM
I never have any problems hitting any mech while it's moving, but lately I've had 3 occurences where I alpha a mech in the center of the back while it's shutdown & the damage doesn't register. In one case it was a Raven with no RCT armor, & it's back was orange. My 6 SL alpha directly to the center of the back should've killed it but it didn't even register. When it started up & got moving again I hit it somewhere in the side & it went down.
On an unrelated note, I think Streakcats are the Godmech against anything within range of it & that doesn't exclude much since they can be made to run up to 85kph & can twist their torso farther than anything else. Even the most ******** monkeys can win matches for their team in them pretty easily unless the opposing team has one of their own or make good use of LRMs & other longer range weapons. I have found no effective way in a 150kph Jenner of stopping one from killing half my team before I can safely lock it up for LRMs, or get the Streaks off of it myself. I see more of them than Gausscats now & as much as I hated & feared the Gauss, at least it required some skills. If you have weapons that can lock on & hit targets like that & knock them all over the place with no minimum range then why would the machine even need a pilot or the additional systems to accomodate one? Good tactics can get them I'm sure. I hope people get that figured out soon.
Anyone know where the Hawken servers are? I have no problems in that either & it actually works much better 'cuz there's no server related problems like there has been here after the last few patches.
Edited by Freeride Forever, 02 November 2012 - 04:15 AM.
#18
Posted 02 November 2012 - 04:20 AM
Digital Ninja, on 02 November 2012 - 03:20 AM, said:
As a player with 300+ ping and running a light mech temporary to grind C-Bills, all I can say that if I could have decreased my ping I would have done so already. The simple reality is, is that I can't as the distance to the server is just too great from my geographic location and is not related to my ISP or line quality. It frustrating for me as well!
As to your recommendation to just simply move to the country hosting the server...not practical at all. Only solution is to set up a sever that can cater for the southern region of Africa - but I doubt it would be financially feasible as there is probably is not enough players over here. An EU server will probably reduce my ping to the 220 - 260 range.
#19
Posted 02 November 2012 - 04:23 AM
I was in a brawl with a Hunchback which had red CT. I was constantly hitting and wondering where did the damage go. Once I had enough, I simply turned to the other side while me lasers still fired, so I can go cover because of LRMs that were more or less imminent. To my suprise, that shot 2 meters away from his CT cored him.

Edited by Adridos, 02 November 2012 - 04:26 AM.
#20
Posted 02 November 2012 - 04:25 AM
Darkstang, on 02 November 2012 - 03:45 AM, said:

What should be happening though in the code is that the client should factor in where the client thinks the target is when they fire. The server should determine a hit based on where the client thought the target was when they pulled the trigger. This would eliminate the lag issue. It might create other issues, such as it limits the way a target can counter those attacks, and creates a problem for lasers which need to be held on target, but you can't counter every issue of lag in a game like this. Adjust your fighting style to limit it's impact.
What I have somewhat noticed is that contacts at close range are updated better in the clients than those at long range. You might want to consider close range mechs and tactics if your ping rates are high.
EDIT: Another way the code can counter lag is with better predictive code in the client so that breaks in data rate don't affect what the client sees as much. It's called dead reckoning.
Client side hit detection leads to prodigious amounts of cheating. There's a reason nobody uses it anymore.
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