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Hit Detection Off? Server Need Reset?


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#21 semalferuzA

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Posted 26 December 2012 - 10:13 PM

View PostHRR Insanity, on 26 December 2012 - 09:42 PM, said:


If you are moving laterally and your target is stationary, there are still situations where you can completely miss damage on a target despite seeing a hit on your client if the latency and movement is a perfect storm against you.

The optimal way to hit a stationary target when you suspect lag effects is if you are:

1) Also stationary (not a good idea)
2) Moving directly towards/away from the target.
3) Aiming at center of mass (not the tip of the Raven's nose) and ideally slightly low and towards the 'front' of the 'Mech (the direction their legs will be facing when they power up.

Sadly, the netcode is that bad.


I was stationary, aimed center mass, and the raven was ~80-100 meters away. I figured a single volley should have been enough to kill him since he was already damaged. Only two of us were left alive. My team was confused as to why he didn't die because they saw me hit him as spectators.

When I hit moving targets and damage doesn't register it doesn't bother me that much. I'm used to it I suppose. But when it starts happening on a stationary target I get annoyed. Granted, it's only happened on stationary targets in a couple of instances that I can recall. None as bad as that raven.

#22 Thirdstar

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Posted 26 December 2012 - 10:14 PM

View PostHRR Insanity, on 26 December 2012 - 10:04 PM, said:

Agree. The best light killer is probably 2-4xLL aimed low and in front until you find the right spot. Even a few damage packets from a large laser is enough to knock some armor off the legs... and once that first leg is gone... dead Light.


That's quite true actually. IF, and that's a big if, you can spare a slot for even a single LL in your mech build you have a small chance to counter fast ECM mechs.

#23 Irreverence

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Posted 26 December 2012 - 10:20 PM

View PostsemalferuzA, on 26 December 2012 - 10:13 PM, said:

When I hit moving targets and damage doesn't register it doesn't bother me that much. I'm used to it I suppose. But when it starts happening on a stationary target I get annoyed. Granted, it's only happened on stationary targets in a couple of instances that I can recall. None as bad as that raven.

The Raven wasn't actually there. What you saw was just a residual image of the Raven. The actual Raven was somewhere ahead of it, in it's forward direction, but invisible. Now if it had shutdown while stopped then you probably would have hit it.

#24 Elfman

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Posted 26 December 2012 - 10:26 PM

Had the same problem amplified by the fact the delay from pressing fire to actual shot firing seems even more random than normal which added to the net code issues etc has made it frustrating.

#25 Draugrlord

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Posted 26 December 2012 - 10:28 PM

Hit detection has always been off and PGI has no interest in fixing it seems.

#26 Vassago Rain

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Posted 26 December 2012 - 10:29 PM

View PostDraugrlord, on 26 December 2012 - 10:28 PM, said:

Hit detection has always been off and PGI has no interest in fixing it seems.


They're making an entirely new system for it. It just takes time. Jan/feb we should have it.

#27 8Ball-

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Posted 27 December 2012 - 12:00 AM

Noticed several groups(premade?) of lights tonight doing the lag shuffle. Checking the scoreboard, they all had pings of over 400. Are people running youtube or streaming movies in the background on purpose to cause a lag shield? Naw, no one would be that low, would they?

#28 RiceyFighter

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Posted 27 December 2012 - 12:02 AM

Not going lie, my streak commando seem to miss a little bit.





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