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Powered Down Bug Or Possible Cheat?


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#1 NomadicCanuck

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Posted 03 January 2013 - 05:53 PM

Hi guys,

I'm usually skeptical of cheat claims, but we just finished a match where 4 of us stood around a powered down mech for about 2-3 minutes. He just stood there, powered down. We unloaded everything - my Stalker had an ER Large Laser and 4xPPC (@100M). No effect. He eventually powered up and used his jump jets to simply fly away.

That's one heck of a bug or someone has found a powerful cheat.

Not sure what other info I can give to help sort this out.

#2 Snib

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Posted 03 January 2013 - 06:38 PM

With a game as buggy as this one you don't need cheats. What you experienced is just the bad netcode. What happens is when a mech powers down while moving fast your client doesn't know and it keeps moving on your client. When the client finally receives the notification that the mech powered down it'll power down on your client in the location your client last predicted the mech to be. The only problem is the mech never was in that location since it powered down someplace else much earlier, yet its position on your client never gets updated.

If you think that's facepalm worthy - so do we. Nobody understands why the intern wrote the netcode and when the real programmers will take a look at it. We're told it's work in progress. ;)

Edited by Snib, 03 January 2013 - 06:38 PM.


#3 Straylight

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Posted 03 January 2013 - 08:57 PM

View PostSnib, on 03 January 2013 - 06:38 PM, said:

If you think that's facepalm worthy - so do we. Nobody understands why the intern wrote the netcode and when the real programmers will take a look at it. We're told it's work in progress. ;)

People love to rag on PGI over this one, but knowing the bit that I do about CryEngine, I'm more inclined to blame it than them.

#4 BerryChunks

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Posted 03 January 2013 - 09:13 PM

One of the biggest issues is that the "server" is the god. They tell you "yes you did this" or "no you didnt do it, even if you think you did".

If, for instance, the server made sure your computer "knew" exactly what happened, this wouldn't be an issue. But that introduces more latency with larger packets and so on.

its a grain of salt game until it comes out of beta.

Edited by BerryChunks, 03 January 2013 - 09:14 PM.


#5 Snib

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Posted 03 January 2013 - 11:25 PM

View PostStraylight, on 03 January 2013 - 08:57 PM, said:

People love to rag on PGI over this one, but knowing the bit that I do about CryEngine, I'm more inclined to blame it than them.

Well, my statement was of course a bit tongue in cheek, but PGI & CryEngine are the same thing as far as the user is concerned. It's well possible that the engine was built around infantry combat and does not without modification support the speeds mechs can go at, but even if that were so (I do not know) then it's PGI's responsibility to make it happen, in particular while everyone is forced to play on a single server. They built a game based on this engine so they'll have to make it work.

I know they are on it, I'm just a bit frustrated that they released the game (spare me the beta discussion) in the state it was and is in because I know they lost plenty existing and even more potential players because of it. It's a shame. We all want the game to succeed after all.

#6 ArchMage Sparrowhawk

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Posted 05 January 2013 - 07:44 AM

Flew away on jump jets?

IF he used his jumpjets to do anything more than float up a few inches to kiss you on the cheek, he's a cheating SOB.

#7 Redshift2k5

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Posted 05 January 2013 - 07:51 AM

Powering down causing disconnected hitboxes is a known issue. You can actually find where his real hitbox is by carefully firing into the area around the target until your reticule goes red to indicate a hit. I've reported it with corroborating videos myself, so it's certainly a known issue; Fixing it would seem to be dependent upon new netcode and movement code (which they of course already said is being worked on)

#8 Terse

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Posted 05 January 2013 - 07:55 AM

I posted something about this in the general feedback thread previously. In our case the mech was an atlas and the distance from my percieved position of him and the 'netcode' perceived position of him was about 1 physical atlas to his right side (my left facing him). I noticed that some mechs on his right were able to score hits and I shifted my fire off until I could find confirmed feedback of hits against the ragdoll. He was powered down but I don't know for how long he had been as he was the last mech and undamaged when we got to the enemy base (where he still was). It could have been one of those bug cases where he was disconnected or black screen from the beginning but there was no disconnect indication -- and he was powered down. Eventually we managed to kill him but it took a very long time.





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