Author Topic: Hit detection errors on different areas of a target  (Read 2636 times)

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Offline MerfMerf

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Re: Hit detection errors on different areas of a target
« Reply #60 on: September 29, 2010, 05:27:44 PM »
No code on the server?  ::)

On a more serious note those times when it just refuses to hit even stationary targets (and pings are not high) its most often the server not keeping up with the necessary calculations I would say. This makes me curious... wonder what machines most of the MWLL-servers run on?

/Merf - Curiosity gnawing again...

Offline ~SJ~ Wolf

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Re: Hit detection errors on different areas of a target
« Reply #61 on: September 29, 2010, 05:30:04 PM »
No code on the server?  ::)

On a more serious note those times when it just refuses to hit even stationary targets (and pings are not high) its most often the server not keeping up with the necessary calculations I would say. This makes me curious... wonder what machines most of the MWLL-servers run on?

/Merf - Curiosity gnawing again...

this can be assumed usually when pings are low, the action is heavy in general and the player count is high.

Offline ratbuddy

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Re: Hit detection errors on different areas of a target
« Reply #62 on: September 29, 2010, 05:33:05 PM »
Yesterday I had 3 direct hits on a BA with an AC/20 fired from a Demolisher. None did any damage, pings were fine, blah.

Are you sure it wasn't disconnected?  It's not too uncommon for battle armor to just sit there after the player disconnects, like mechs sometimes do, and take no damage no matter how much firepower you unload into them.

Otherwise, it's just lag.  Many times, I've scored visual hits with a mPPC on battle armor with no damage.

He was jumping around like a flea, so I doubt he was disconnected. I'm thinking my client showed the shell exploding in midair right where the BA was, but the actual hit detection was a split second ahead of or behind the visual effects  ::)