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Ppc Hit Regestration


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#41 8RoundsRapid

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Posted 20 December 2012 - 10:44 AM

I switched the LL on my cent for an ERPPC last night and found it to be outstanding. I'm not dismissing so many of your concerns, but I'm not having these problems. I plan on keeping the PPC, it was so much fun.

#42 Karl Split

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Posted 20 December 2012 - 10:45 AM

ER PPC'S do work, it could be your missing due to lag i often find when i shoot someone with a ppc their damage ragdoll shows damage on the arms where on my screen the shot impacted on the center torso.

Also there is still a 1/2 second delay on firing ppc's with me guess thats what i get living in europe half a world away from the canadian server :S

Edited by Karl Split, 20 December 2012 - 10:48 AM.


#43 Grokmoo

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Posted 20 December 2012 - 10:55 AM

It isn't just PPCs, all ballistics experience issues with shots that appeared to hit on your screen causing no damage. This is also compounded by the bug where the damage readout does not update, making it look like you did no damage when you actually did.

#44 Enigmos

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Posted 20 December 2012 - 11:04 AM

Beagle should help your tactical computer obtain better and faster damage estimates. Does it? I haven't experimented with it enough to know.

#45 Mechwarrior Buddah

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Posted 20 December 2012 - 11:14 AM

View PostOriginalTibs, on 20 December 2012 - 11:04 AM, said:

Beagle should help your tactical computer obtain better and faster damage estimates. Does it? I haven't experimented with it enough to know.


its wasted space other than detecting shut down mechs

so its wasted tonnage

#46 Steel Will

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Posted 20 December 2012 - 11:22 AM

I've been shot at several times with PPC's since the patch. I can't say for certain I've ever been hit because I've never seen them do any damage but I hear the electricity sizzle.

#47 Buckminster

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Posted 20 December 2012 - 11:38 AM

I've loved my PPCs since the patch. The improved projectile speed has made things much better, I'm able to precisely hit targets at a greater distance.

It's not all super easy, especially if we are both on the move, but I feel that PPCs are doing what they are supposed to, and that most misses are on my part. Although I will say that I'm in Maryland and have fairly good ping - so I don't know if lag is making things worse for others.

#48 80sGlamRockSensation David Bowie

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Posted 20 December 2012 - 11:56 AM

In all honesty, PPCs are better, some hit detection problems seemed to have been fixed, but not all of them (maybe the remainder of issues are related to the netcode and not weapon iteself). But having said that they're still far from perfect.

To start, the canon side effects (which PGI has announced they will implement at least) of either UI scramble, EMP effects or the potential of mild heat transfer. Secondly, another thing PGI has stated is looking at the heat and overall performance of ERLL, ERPPC and LPLs. If they reduced the heat of a ERPPC even by 1 would be good.

But outside of that, things I would like to see are a slight damage boost on the weapon such as moving the damage up from 10 to 12. Secondly, I would like the see the mechanic on the minimum range of the PPC change as well. In canon, inhibitors allow the minimum range to exist to prevent feedback damage to the weapon itself (mostly removed within Solaris VII combat). So why not have the minimum range do something, exactly like that?! Just allow us a button (much like the opening of missile bay doors) in which we could push to disable the inhibitor. As a consequence, the weapon now does damage to itself (depending on what range) and mild damage to the weapons location, too. That way we can still fire the weapon, and new guys who are shooting in can have some indication that "you're not supposed to shoot the weapon point blank" rather than just shooting it and do nothing, rather than looking like they're doing something (the impact animation within 90m is VERY misleading).

And for those who think it does zero damage at 89m or less, that is false. The minimum range mechanic works like the inverted max range mechanic. It decreases at a linear rate, doing 5 damage at 45m, and 3.4 damage at 30m.

But, those are just my 2 cents to bring the PPC to the state it should be. I don't know about you, but I think its pretty depressing people don't use a weapon described as a "mech killer weapon" in a game based on only fighting other mechs.

#49 Felicitatem Parco

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Posted 20 December 2012 - 11:59 AM

Be Aware that ER-PPCs go through BattleMechs.. so it can look like you're missing when you're not...

Also, as a side note (not to derail the thread) but there's a weapons update in the Command Chair.

#50 LaserAngel

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Posted 20 December 2012 - 12:33 PM

View PostProsperity Park, on 20 December 2012 - 11:59 AM, said:

Be Aware that ER-PPCs go through BattleMechs.. so it can look like you're missing when you're not...

Also, as a side note (not to derail the thread) but there's a weapons update in the Command Chair.
Sweet, thanks for that update. I checked earlier today and wasn't expecting yet another update. I know it's January but we have something to hope for after Tuesday's patch.

I agree that the Large Laser is very close to perfect. The PPC with double heat sinks is also very close as well. I might have to trade off between 1 or 2 PPC shots on my Awesome 8Q when I'm near 80% heat but a full strike is 30 damage!

#51 Daekar

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Posted 21 December 2012 - 10:48 AM

Would like to chime in and say that I feel like there is definitely a problem with hit detection for both PPCs and ERPPCs. Not only does a hit on my screen not actually mean anything, but the reticle turning red doesn't actually mean anything either when it comes to these weapons. I can be lag shooting and getting a red reticle like with every other weapon including ballistics, and the armor doll doesn't register damage a significant portion of the time.

#52 UrbatOrbi

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Posted 21 December 2012 - 11:05 AM

yes dont work after patsch

#53 GalaxyBluestar

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Posted 27 December 2012 - 10:58 PM

there are a bunch of these ppc threads emerging and i'm surprised it hasn't happened sooner cause it's been like this since open beta.

here's something i typed into one of the other threads. my experience with er ppcs are as follows:

I can only speak for erppc but i get the feeling those are very broken hitdetection and point of firewise. they must be ranged at 2000m cause the convergance is astronomical. your errppc is in the right arm of your awesome, you shoot at something 200m away right infront of you. if your reticle is dead on the torso of said target you expect your dud shot to fire past the enemy's left arm into the distance to reach it's x range spot. what actually happens is you get a blue streammer flash diagonally from bottom right corner to the top left one and see the bolt whistle 5m off his top right shoulder??? then there are those shots that can only be achieved by ppc's which is through the legs and under the armpit of atlases. plenty of times you'll see the blue stream go straight through and some damage registers an sometimes nothing. also have you seen those shots that suddenly appear 50m in the air and land into the ground 100m behind the target being shot at? i have and it's these flaws and more that's turned my 2 awesome's into med laser boats.

pgi in their wisdom adressed this last patch with a speed boost for ppc/erppcs something like 2000m/s sort of thing. all that does is tweak the leading of a gun to be a little easier. then they want to play with the heat. it does not address any of the problems mentioned above.

Edited by GalaxyBluestar, 27 December 2012 - 11:06 PM.


#54 Joseph Mallan

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Posted 27 December 2012 - 11:23 PM

View Postshadowrwolf, on 19 December 2012 - 06:39 PM, said:

ER PPCs only seem to register hits 1 of 3 times at optimal ranges

Not for me. I'm closer to 7 of 9 at Optimal Range.

#55 Pr8Dator

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Posted 27 December 2012 - 11:24 PM

There was one round in which the game was lost due to base cap real quick in which I got to only fire and hit with one shot of my AC20. The damage in the report reads only something like 11. That tells me that weapon damage isn't always as advertised.

#56 Elfman

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Posted 28 December 2012 - 01:37 AM

Just wish they would remove the random fire delay from the PPC and balistics that would help a lot the amount of misses due to wepaon firing late is stupid.

#57 Pr8Dator

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Posted 28 December 2012 - 02:05 AM

View PostElfman, on 28 December 2012 - 01:37 AM, said:

Just wish they would remove the random fire delay from the PPC and balistics that would help a lot the amount of misses due to wepaon firing late is stupid.


that has alot to do with latency in general which is nothing they can remove at will...

#58 Satan n stuff

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Posted 28 December 2012 - 03:27 AM

View PostRackminster, on 20 December 2012 - 08:56 AM, said:

I can't speak for PPC's, but I've been standing still scanning a battlefield or lining up a sniper shot when my Mech recoils with a hit - and I get the audio cue - but no damage is done.


That happens on a near miss as well as an actual hit, also you could be out of max range.

#59 Elfman

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Posted 28 December 2012 - 04:02 AM

View PostPr8Dator, on 28 December 2012 - 02:05 AM, said:


that has alot to do with latency in general which is nothing they can remove at will...


What I find weird though is that if I alpha PPC, SRM and Laser on same mech they all launch at different times with the PPC (or balistic) always the last to fire so fires in order of laser, SRM then PPC.

This seems to happen even if I use 3 mouse buttons with presssing PPC first lasers last. Also if the delay was constant within each match I wouldn't mind so much.

Other night ping stable at 95 (lower than the normal 110 I get) press fire .5 second delay fire again 2 second delay next shot 1 second. Makes trying to hit anything not moving directly towards/away from you nearly impossible even if its slow moving.

Also guy I play with from Canada who has a sub 50ms ping was having the same problem. So more of a server issue (?) than a true latency issue otherwise all weapons would fire with similar delay (as a guess)

Edited by Elfman, 28 December 2012 - 04:05 AM.


#60 Gen Kumon

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Posted 28 December 2012 - 04:47 AM

View PostElfman, on 28 December 2012 - 04:02 AM, said:


What I find weird though is that if I alpha PPC, SRM and Laser on same mech they all launch at different times with the PPC (or balistic) always the last to fire so fires in order of laser, SRM then PPC.

This seems to happen even if I use 3 mouse buttons with presssing PPC first lasers last. Also if the delay was constant within each match I wouldn't mind so much.

Other night ping stable at 95 (lower than the normal 110 I get) press fire .5 second delay fire again 2 second delay next shot 1 second. Makes trying to hit anything not moving directly towards/away from you nearly impossible even if its slow moving.

Also guy I play with from Canada who has a sub 50ms ping was having the same problem. So more of a server issue (?) than a true latency issue otherwise all weapons would fire with similar delay (as a guess)


Yeah, all ballistics have that firing delay, due to how the server handles them as far as anyone can tell. It's really bad for AC/2s, actually, as it ends up making the actual rate of fire something like a shot every 0.75 seconds instead of the listed 0.5.





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