Author Topic: Hit Damage anolomies?  (Read 443 times)

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Offline InvaderDad

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Hit Damage anolomies?
« on: November 25, 2011, 04:25:51 AM »
Maybe it's a lag issue, but lately I could swear that sometimes I should be inflicting more damage than seems to actually happen. (Although, I seem to have no problem getting damaged by comparison  ;) ).

  For example, tonight on 'Huntress" I was in a Madcat Mk II Prime fighting an Uller at less than 200 meters. I could swear I hit the Uller at least twice with all four of my Clan ER medium lasers, and twice with the Dual Clan Gauss Rifle. My Left side damage display showed only minimal damage to the Uller and the Uller didn't die before various other opposing force guys killed me (I started undamaged).

  The Uller was circling a Long-Tom at the time.

  When I commented to my team about this, someone else claimed they saw a case of a Beatstick hardly doing any damage.

  Is this something any one else is seeing? (Or am I just lucky  :) )
 
  My Ping was about 50-70, but I don't know what the ping for the Uller was (since I didn't think to look at the time).

  Thanks

Offline Xesle

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Re: Hit Damage anolomies?
« Reply #1 on: November 25, 2011, 04:30:08 AM »
The problem may have been as simple as the server needing a restart.  On most servers hit detection and lag generally get worse over time if it is highly populated, but I don't think I've ever heard of hit detection problems with lasers before now.
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Offline =KoS= Tripod

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Re: Hit Damage anolomies?
« Reply #2 on: November 25, 2011, 04:44:53 AM »
The problem may have been as simple as the server needing a restart.  On most servers hit detection and lag generally get worse over time if it is highly populated, but I don't think I've ever heard of hit detection problems with lasers before now.
I've had them a few times, most common being the beam lagging about a quarter of a second behind your reticle (easiest to see when shooting something fast) but having them simply not register at all has also happened recently
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Offline Deathmancer

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Re: Hit Damage anolomies?
« Reply #3 on: November 25, 2011, 04:56:32 AM »
As for lasers it effects the heavy ones the most. On a low ping server with 3-4 people i can inflict enough damage to beat an assault mech using a shadow cat E but on huntress when there are 20 people i was hitting a BushWackers side torso i know i was hitting 100% but it was only doing about 30% damage.

I believe it's a problem with the cryengine its simply not designed for... "this"


Offline Wraythe

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Re: Hit Damage anolomies?
« Reply #4 on: November 25, 2011, 12:47:00 PM »
The posters above really missed the mark here.

If you are getting cash and the hit sound the damage is being dealt. The HUD has display lag and the damage you deal that doesn't show will suddenly show later. Your target however is feeling every bit of it, so keep shooting!

Offline InvaderDad

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Re: Hit Damage anolomies?
« Reply #5 on: November 25, 2011, 05:10:23 PM »
> If you are getting cash and the hit sound the damage is being dealt...

    Since I was busy at the time (and not expecting to be observing carefully), I'm not 100% sure of what the audio feed-back was at the time. (It's especially hard for me since I seem to get occasional 'missed' sounds. For example, sometimes I get missing or partial messages about my mech being ready when I buy one.   So I don't think I always get all the sounds I'm supposed to, and that makes it harder to tell what's happening sometimes.)

  At any rate, the visual feedback didn't seem to show the Uller getting as damaged as I was expecting either (It didn't lose any limbs and seemed to generally survive longer than I expected). At least as best as I can remember.

  Even if this was a delay issue, if the delay causes the adversary to survive longer than expected then that would effectively enhance his mech's threat value...

   And then there's the whole issue of Tanks :(.  I see that there's now some type of more complex damage system for tanks. So, I still have to  figure that out, and I just try to wail on the same part over and over.

  They just seem unexpectedly hard to kill, and seem to be able to continue blasting away despite having a 'black' turret (If a mech looses an arm, the associated weapon is lost. I'm not sure if the same thing happens with tanks.).

  (Today in real life, as I understand it, there are anti-tank weapons that can take a tank out in one hit, and even  fancy tanks can be taken out or immobilized by an RPG if they stand still long enough to let someone get too close... But I guess that's neither here nor there)

   But, I can recall multiple times where I'm in an Uller Prime fighting a Hephaestus, and despite numerous hits, they seem to be surprisingly hard to kill.  At least compared to me  :)

Offline AXEL

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Re: Hit Damage anolomies?
« Reply #6 on: November 25, 2011, 05:21:17 PM »
It wouldn't be very fair for a tank to lose all of its armament because one component is destroyed. Mechs can still fight back without an arm. The reduced turret speed due to a destroyed turret really hurts a tank too. As far as laser hits, they are far better than ppc or Gauss for hit recognition, so I can't say I share the same sentiments.

Offline Wraythe

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Re: Hit Damage anolomies?
« Reply #7 on: November 25, 2011, 05:21:26 PM »
I can confidently say that in the case of HUD lag the target took the damage it should have taken. Your display is the one that is affected. The other guy, he's hurting and isn't living any longer. Try and keep aware of your money as its the best indicator of whether the server or the HUD is acting up.

As for tanks, they were given a new section called HULL. The hull is what is needed to be destroyed for a tank to die. The hull can be attacked through any completely destroyed tank section. Destroying the turret no longer destroys the gun (I heavily disagree with this, it makes no sense, when a mech loses an arm or shoulder pod the gun doesn't stay) instead it slows the turret somewhat, which really isn't impacting to the tanker outside of a fast moving target at extremely close range.

The heph had broken armor for awhile which gave it it's Jesus status. I don't recall if it's been fixed in the current patch as I rarely use them, or bother shooting them.

It wouldn't be very fair for a tank to lose all of its armament because one component is destroyed. Mechs can still fight back without an arm. The reduced turret speed due to a destroyed turret really hurts a tank too. As far as laser hits, they are far better than ppc or Gauss for hit recognition, so I can't say I share the same sentiments.

Fair? Fair would be making the turret stupidly armored but still kill able. Taking a tank is choice, and like any choice should have consequences. Turret destruction makes sense, and is a valid drawback and consequence for choosing to take a tank. They should not get special treatment because they have a design fault.
« Last Edit: November 25, 2011, 05:29:29 PM by Wraythe »

Offline AXEL

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Re: Hit Damage anolomies?
« Reply #8 on: November 25, 2011, 05:43:22 PM »
They are already inherently slower and less maneuverable than Mechs, with the Oro being the sole tank to carry any sort of secondary armament. Add to that your proposed removal of all firepower because of the destruction of one component, and I don't see any trade off for all of these consequences. It is still a game, so some incentive must remain to keep the tank as a viable contender.

Offline Wraythe

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Re: Hit Damage anolomies?
« Reply #9 on: November 25, 2011, 05:47:58 PM »
They are already inherently slower and less maneuverable than Mechs, with the Oro being the sole tank to carry any sort of secondary armament. Add to that your proposed removal of all firepower because of the destruction of one component, and I don't see any trade off for all of these consequences. It is still a game, so some incentive must remain to keep the tank as a viable contender.

Leg the mech. Tank wins. Sure it's "different" but the end result is the same, the mech is useless. Think outside of just direct 1 to 1 comparisons when you look at game balance. It's far more complex than that.

Offline Profane Arbiter

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Re: Hit Damage anolomies?
« Reply #10 on: November 25, 2011, 05:57:30 PM »

If you are getting cash and the hit sound the damage is being dealt. The HUD has display lag and the damage you deal that doesn't show will suddenly show later. Your target however is feeling every bit of it, so keep shooting!

Agreed, all that matters is the *blip* and the cash increase. If you see a hit but that doesn't happen, the hit didn't happen.  >:( The biggest issue with this happens with PPCs.

As far as the damage showing later however, if the OP's hits actually were registered with a blip and cash (he's unsure), that Puma shouldn't be damaged from 2 gauss and 4 er medium lasers to its side torso...it should be lying face first on the ground and going critical...well maybe not.
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Offline Cik

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Re: Hit Damage anolomies?
« Reply #11 on: November 26, 2011, 07:11:20 PM »
server had been running too long. it gets really bad sometimes, to the point where i can put 40 UACs into the torso of a near-stationary 'mech and it does no damage at all. solid-shell and missile weapons are affected far more than lasers, unfortunately.

Offline Cloak and Dagger

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Re: Hit Damage anolomies?
« Reply #12 on: November 27, 2011, 02:30:35 AM »
Leg the mech. Tank wins. Sure it's "different" but the end result is the same, the mech is useless. Think outside of just direct 1 to 1 comparisons when you look at game balance. It's far more complex than that.

That's banned on the only populated server. Because... well, I'm not really sure why. I can't hit the legs enough for it to matter.

Offline cowcaster

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Re: Hit Damage anolomies?
« Reply #13 on: November 27, 2011, 05:53:24 AM »

If you are getting cash and the hit sound the damage is being dealt. The HUD has display lag and the damage you deal that doesn't show will suddenly show later. Your target however is feeling every bit of it, so keep shooting!

Agreed, all that matters is the *blip* and the cash increase. If you see a hit but that doesn't happen, the hit didn't happen.  >:( The biggest issue with this happens with PPCs.

As far as the damage showing later however, if the OP's hits actually were registered with a blip and cash (he's unsure), that Puma shouldn't be damaged from 2 gauss and 4 er medium lasers to its side torso...it should be lying face first on the ground and going critical...well maybe not.

Also important to note the LBX's don't have a hitblip like other projectile weapons (obviously because the blipping of the whole blast hitting your target simultaneously would probably blow out an eardrum or two), so determining whether you actually hit something or not can be kind of a crapshoot when you're circling up close at 120m/s

Offline AlfalphaCat

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Re: Hit Damage anolomies?
« Reply #14 on: November 27, 2011, 08:18:46 AM »

If you are getting cash and the hit sound the damage is being dealt. The HUD has display lag and the damage you deal that doesn't show will suddenly show later. Your target however is feeling every bit of it, so keep shooting!

Agreed, all that matters is the *blip* and the cash increase. If you see a hit but that doesn't happen, the hit didn't happen.  >:( The biggest issue with this happens with PPCs.

As far as the damage showing later however, if the OP's hits actually were registered with a blip and cash (he's unsure), that Puma shouldn't be damaged from 2 gauss and 4 er medium lasers to its side torso...it should be lying face first on the ground and going critical...well maybe not.

Also important to note the LBX's don't have a hitblip like other projectile weapons (obviously because the blipping of the whole blast hitting your target simultaneously would probably blow out an eardrum or two), so determining whether you actually hit something or not can be kind of a crapshoot when you're circling up close at 120m/s

LMAO, try this next time you play.  Get an MRM Catapult, get someone to NARC for you.  Be prepared for all 80 blips in about 2 seconds! ;D

You can also use their name popping up when using the non-blip weapons to at least know you are hitting them at all.  But yes money and blips are the best way to be sure.

Also note that, seeing the projectile hit and make a particle like it hit, is not always a guaranteed hit.  Sometimes you have to lag shoot, ever so slightly though, usually. Find the sweet spot of lead with the blips, not your eyes.  This is not always the case though.

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