Two Gauss Hits Registered, End Of Match I Had 10 Damage
#1
Posted 01 December 2012 - 01:19 AM
I hit him with two shots from my gauss. His torso registered red, his mech rocked. I also hit him with my medium lasers once. I'm lazy, what can I say?
Anyways, the end of match credited me with 10 damage, which must have been the one medium laser salvo. What the f**k? All visual indications told me I hit him with the two gauss rounds, and I didn't get credit for them. It wasn't like I was sniping. He was literally 100 meters in front of me.
I know lasers have a bad habit of showing damage that isn't actually damage, but this has never been a problem with gauss before.
#2
Posted 01 December 2012 - 01:21 AM
#3
Posted 01 December 2012 - 02:07 AM
Even had one match where 2 of us in brawler configs who where in combat the whole game shooting and getting component destroyed etc messages at end of game had 0 damage showing.
3 full alphas into the back of a Atlas atlas goes boom (missile atlas not paying attention) from a dragon with a 50 point alpha and 0 damage but dead mech so thats not down to net code just the screen seems a bit ho hum
PS the above may not make to much sense doesd up with cold cure's and feeling wobbly at the mo
Edited by Elfman, 01 December 2012 - 02:12 AM.
#4
Posted 01 December 2012 - 02:16 AM
#5
Posted 01 December 2012 - 07:28 AM
#6
Posted 01 December 2012 - 07:31 AM
#7
Posted 01 December 2012 - 07:45 AM
#8
Posted 01 December 2012 - 08:06 AM
#9
Posted 01 December 2012 - 08:08 AM
#10
Posted 01 December 2012 - 08:26 AM
RedDragon, on 01 December 2012 - 08:08 AM, said:
I have seen similar results with other fixed damage weapons. Here is something I considered:
If a mech's arm has 4 pts of internal structure left and I clip it with an AC/20 that continues on to not hit any other parts of the mech: I just blew off his arm by dealing 20 pts of damage, but I only scored 4 points of damage on the opponent.
0 Damage bug non-withstanding, when I get a damage result at the end of a match, it's usually pretty accurate. In full disclosure: I run with a ping between 30-70 all the time. I've heard that pings into the hundreds can make very strange things happen.
Edited by OldManKatan, 01 December 2012 - 08:27 AM.
#11
Posted 01 December 2012 - 08:47 AM
RedDragon, on 01 December 2012 - 08:08 AM, said:
This can happen if you run into a mech/etc so that you have some damage from hitting them - which does odd damage.
That is my guess anyway.
#12
Posted 01 December 2012 - 08:52 AM
#13
Posted 01 December 2012 - 08:56 AM
#14
Posted 01 December 2012 - 08:58 AM
#15
Posted 01 December 2012 - 10:01 AM
Lonestar1771, on 01 December 2012 - 08:56 AM, said:
Prepare to be white knighted! No really, this problem is way annoying, but it isn't a simple issue, basically this game has taken the Crysis engine and turned it into a mech simulator. Thats a people-shooting-people engine into giant-stompy-robot-with throttle-not-walk-shooting-other-stompy-robots game. The netcode, which for Crysis probably doesn't even care about player collisions (think of all the FPS games where your character just kind of ghosts through other players), has been modified from scratch. So you get wonky stuff like this, where the server ends up with offset hit box locations relative to where they actually get displayed in your game, and as far as it is concerned you are just shooting into thin air no matter what graphics your client displays.
#16
Posted 01 December 2012 - 10:05 AM
RedDragon, on 01 December 2012 - 08:08 AM, said:
Damage drops off slowly past max range, were you sniping at all?
#17
Posted 01 December 2012 - 10:25 AM
#18
Posted 01 December 2012 - 11:27 AM
Game #1: 19 Gauss HITS, over a dozen good hits with 2 med Lasers and a large Laser, 3 kills, 5 assists
Game #2: I got rid of the Gauss (Switched Chassis Variant), swapped for an LRM 20, had an almost identical game (same map, almost all members on both teams were the same... Nice matchmaking PGI), 4 kills, 4 assists.
In the first game, all Gauss shots were center-mass/torso.
EVERY hit caused damage.
At the end-of-game, I got three kills, with only 212 damage...
Second game, more than half of my LRMs failed to hit their targets at all.
LRM damage was spread all over torso/arms/legs/head.
At the end-of-game, I got four kills, 1,424 damage...
*In both games, I hauled 5 tons of ammo... 1st game it was all Gauss, 2nd it was all LRM (plus 5 HS)
Edited by T Decker, 01 December 2012 - 11:29 AM.
#19
Posted 01 December 2012 - 01:58 PM
Postumus, on 01 December 2012 - 10:01 AM, said:
Prepare to be white knighted! No really, this problem is way annoying, but it isn't a simple issue, basically this game has taken the Crysis engine and turned it into a mech simulator. Thats a people-shooting-people engine into giant-stompy-robot-with throttle-not-walk-shooting-other-stompy-robots game. The netcode, which for Crysis probably doesn't even care about player collisions (think of all the FPS games where your character just kind of ghosts through other players), has been modified from scratch. So you get wonky stuff like this, where the server ends up with offset hit box locations relative to where they actually get displayed in your game, and as far as it is concerned you are just shooting into thin air no matter what graphics your client displays.
I never said anything was simple, but you are talking about people who have specific training in designing and creating games. I would understand if they were English majors who decided to open a game studio, but they aren't. If you have talent and the know how it wouldn't be an issue, but it sure feels like PGI is lacking in at least one of those characteristics. This goes for just about everything.
#20
Posted 01 December 2012 - 05:28 PM
RedDragon, on 01 December 2012 - 08:08 AM, said:
If there isn't enough armor + internals in the spot you hit to soak up all of the damage...
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