Been noticing that for faster mechs, the hitbox tends to be ahead of where the mech is actually displayed. This makes it horrid for focusing any point on a mech since I find myself firing into water 90% of the time just to register red on my crosshair and see damage splash across the mech. By far worst with light mechs, centi and dragon, but I have seen it happen on stalkers too.
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Mech Animation Behind Hitbox
Started by Chunkylad, Jan 17 2013 12:36 PM
4 replies to this topic
#1
Posted 17 January 2013 - 12:36 PM
#2
Posted 17 January 2013 - 12:42 PM
LOL founder JUST recognizing the lagshield? we've been playing with it for months!
#3
Posted 17 January 2013 - 12:53 PM
I'm pretty sure that this is what is happening.
It actually happens in a lot of games, some times intentionally (like the hunter's hitbox in L4D2 is actually well ahead of the visible model when pouncing).
In MWO I think the wonky collision netcode is causing the hitbox to detach from the visible model.
It actually happens in a lot of games, some times intentionally (like the hunter's hitbox in L4D2 is actually well ahead of the visible model when pouncing).
In MWO I think the wonky collision netcode is causing the hitbox to detach from the visible model.
#4
Posted 17 January 2013 - 12:57 PM
Rocket Puppy, on 17 January 2013 - 12:53 PM, said:
In MWO I think the wonky collision netcode is causing the hitbox to detach from the visible model.
No It simply is that you (as a player) just see in the past (target mech is not really there anymore). How much, depends on your latency and your opponent latency.
#5
Posted 17 January 2013 - 12:58 PM
This is being worked on, and its the #1 priority for the coders.
Referencing this post, and locking thread.
http://mwomercs.com/...36#entry1754136
Referencing this post, and locking thread.
http://mwomercs.com/...36#entry1754136
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