Author Topic: Hit detection errors on different areas of a target  (Read 2635 times)

0 Members and 1 Guest are viewing this topic.

Offline dCK-Ad_Hominem

  • Lance Captain
  • ***
  • Posts: 618
  • Karma: 15
Hit detection errors on different areas of a target
« on: September 16, 2010, 04:48:04 PM »
Hi there again,

now before you say:"We have had this thread before!" please read what I have to write. I think it is somewhat different to what has been said before.

So, yesterday I was playing again for a couple of hours and noticed something that actually might be the cause of hit detection problems. I was fighting vultures with ACs20/UAC20 (multiple engaments) and came over this phenomenon: When I hit them in the center torso the hits were almost all detected and damage applied. Once I started hitting another section though (back, LT, RT, arms, legs) the hit detection would turn out rather off. It went so far that sometimes only one of three or four hits would be detected. I exlude ping from this since I have witnessed this happening on multiple servers, vs. multiple enemies and within one and the same encounter. As long as I hit the center torso (whether the target was moving or not and whether I had to lead the target or not) it was fine, if I did not then most hits would simply not be counted.

Any ideas what might be the cause for this?

Offline Leeko

  • Star Captain
  • ***
  • Posts: 1037
  • Karma: 64
  • Clan Jade Wolf Resident Perma-Cadet
Re: Hit detection errors on different areas of a target
« Reply #1 on: September 16, 2010, 05:34:57 PM »
I've noticed this too with 40-60 ping, I have no idea what causes it. What struck me as particularly strange was when I was shooting at a driverless Scat with its left arm blown off. Shooting at where the left arm used to be hurt the right arm, and shooting at the right arm was damaging its left torso.
(2:46:59 PM) Pytak: vicious anus
(2:47:09 PM) haarp: it hungers
(2:48:01 PM) Pytak: for moar

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4512
  • Karma: 185
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: Hit detection errors on different areas of a target
« Reply #2 on: September 16, 2010, 06:37:32 PM »
I've had it as well but chalked it up to the existing UAC/AC20 hit detection issues.
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Ingrater

  • MWLL Lead Coder
  • Project Director
  • Star Captain
  • *
  • Posts: 1106
  • Karma: 90
Re: Hit detection errors on different areas of a target
« Reply #3 on: September 16, 2010, 06:38:15 PM »
If you hit the center torso you have simply a bigger margin of error until the bullets miss. This is a known error and caused by the way our mechs are setup. The interesting thing would be, if it also applies to ACs on tanks.
There comes a point where the talking must stop, and people have to do actual work.

Offline (TLL)Siilk

  • Techpriest software engineer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 3018
  • Karma: 124
  • A single trueborn is an army by himself
    • My facebook profile
Re: Hit detection errors on different areas of a target
« Reply #4 on: September 16, 2010, 08:37:41 PM »
So, any chances seeing this error fixed or, at least, it's effect reduced?



"This Clan posses intelligence, the burning passion of true hunters, and a spirit that serves as a beacon to the rest. I mingle my blood with the Wolves."
- ilKhan Nicholas Kerensky, Strana Mechty, 2815

Offline Ingrater

  • MWLL Lead Coder
  • Project Director
  • Star Captain
  • *
  • Posts: 1106
  • Karma: 90
Re: Hit detection errors on different areas of a target
« Reply #5 on: September 16, 2010, 11:07:02 PM »
The chance of this error getting fixed is proportional to my free time.  ;)
There comes a point where the talking must stop, and people have to do actual work.

Offline shadowkiller

  • Lead Level Designer
  • MWLL Developer
  • Lance Captain
  • *
  • Posts: 706
  • Karma: 36
  • Particle Guru
Re: Hit detection errors on different areas of a target
« Reply #6 on: September 16, 2010, 11:17:50 PM »
Currently all direct fire weapons that do splash damage (ppc, large acs etc) are a bit broken and are being looked at. There are actually 2 things that come out when you fire. One plays the visual effect and 1 deals damage. Currently the damage is slighly slower then the visual effect.


(╯°□°)╯︵ ┻━┻

Angry coffee table flip attack!

Offline LordHack

  • Lance Captain
  • ***
  • Posts: 673
  • Karma: 26
Re: Hit detection errors on different areas of a target
« Reply #7 on: September 17, 2010, 12:36:43 AM »
hmm.. you would think that would be reversed (i.e. critical event before beauty :) )

Offline =KoS= Eldragon

  • Living Legend
  • *******
  • Posts: 2310
  • Karma: 83
Re: Hit detection errors on different areas of a target
« Reply #8 on: September 17, 2010, 12:59:02 AM »
Currently all direct fire weapons that do splash damage (ppc, large acs etc) are a bit broken and are being looked at. There are actually 2 things that come out when you fire. One plays the visual effect and 1 deals damage. Currently the damage is slighly slower then the visual effect.

THAT explains why I swear I hit a fast moving targets with PPCs and no damage is registered!

Offline KingLeerUK

  • Hawkmoth D arise!
  • Project Director
  • Living Legend
  • *
  • Posts: 3454
  • Karma: 345
Re: Hit detection errors on different areas of a target
« Reply #9 on: September 17, 2010, 01:44:17 AM »
hmm.. you would think that would be reversed (i.e. critical event before beauty :) )

If the problem was easy to fix we would have addressed it long ago.
Proud vendor of Soon™, brought to you by the makers of Someday™, Make Me a Ticket™ and Let's Talk About it Later™

Chief of the Balance Police

Offline DracheM

  • Recruit
  • *
  • Posts: 57
  • Karma: 3
Re: Hit detection errors on different areas of a target
« Reply #10 on: September 17, 2010, 01:54:10 AM »
hmm.. you would think that would be reversed (i.e. critical event before beauty :) )

If the problem was easy to fix we would have addressed it long ago.

Jeez, you sound like my ex. Just because something's easy doesn't mean it has to be a priority!

Offline Ingrater

  • MWLL Lead Coder
  • Project Director
  • Star Captain
  • *
  • Posts: 1106
  • Karma: 90
Re: Hit detection errors on different areas of a target
« Reply #11 on: September 17, 2010, 03:43:11 AM »
I think you did misunderstood something here. It is NOT easy to fix this problem.
There comes a point where the talking must stop, and people have to do actual work.

Offline BlueT

  • Recruit
  • *
  • Posts: 191
  • Karma: 5
Re: Hit detection errors on different areas of a target
« Reply #12 on: September 17, 2010, 03:46:04 AM »
I think you did misunderstand something here. It is NOT easy to fix this problem.


Plz do not piss off the Devs....
Because we love this mod!

That may have sounded gay...
[Edit: Not that there is anything wrong with that.]
But it is the truth!
Great now I sound like a groupy...
Old Guy

Offline xInVicTuSx

  • Alphatester
  • Living Legend
  • *
  • Posts: 2875
  • Karma: 128
  • Knight of the Inner Sphere
Re: Hit detection errors on different areas of a target
« Reply #13 on: September 17, 2010, 03:48:09 AM »
The verse format of your post is not helping. :P

-Invictus ne Vindicetur-

KNIGHTS GRAND 5V5 TOURNAMENT THIS MARCH! More info below.
http://forum.mechlivinglegends.net/index.php/topic,16841.msg287300.html#msg287300

Offline BlueT

  • Recruit
  • *
  • Posts: 191
  • Karma: 5
Re: Hit detection errors on different areas of a target
« Reply #14 on: September 17, 2010, 04:00:34 AM »
The verse format of your post is not helping. :P

I can't help myself. Early onset senility.
 :o
Old Guy