Author Topic: Damage reversing?  (Read 407 times)

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Offline InvaderDad

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Damage reversing?
« on: January 01, 2012, 01:48:34 AM »
Hi;

  A few times now I've noticed that my radar damage display of a targeted opponent appear to go 'backwards'. What I saw was I had selected an enemy, and the damage display (for the target) showed some amount of damage (red/yellow, black). A moment later, the damage display goes back to all green.

  Hitting the enemy registers new damage, but usually less than what it had before (at least according to the display).

  This doesn't seem to be explainable by lag, as this appears to be 'undone' damage instead of just being behind in the damage display.

  I was in combat at least the last two times I saw this, so unless there is a 'health pack' feature I'm not aware of, this doesn't seem right :-).

  Has anyone else seen this?

  Thanks;

Offline TAX_MAN!

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Re: Damage reversing?
« Reply #1 on: January 01, 2012, 02:05:19 AM »
Known bug.  His armor isn't coming back.  The color is just glitching.

Offline Deathmancer

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Re: Damage reversing?
« Reply #2 on: January 01, 2012, 05:10:47 AM »
It's possible that what you're getting is the last known sensor data when you saw him when he was damaged. The guy went to repair came back and you got a full scan on him AFTER he finished doing all that.


Offline InvaderDad

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Re: Damage reversing?
« Reply #3 on: January 01, 2012, 05:57:33 AM »
Whatever the cause, I had commited to an attack based on the display, then was surprised to see that he wasn't damaged after all (Especially since the target was a tank and I was 'only' a medium Mech...  :-\ gulp).

 

Online DFDelta

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Re: Damage reversing?
« Reply #4 on: January 01, 2012, 06:47:51 PM »
It's possible that what you're getting is the last known sensor data when you saw him when he was damaged. The guy went to repair came back and you got a full scan on him AFTER he finished doing all that.

I guess its this. I've had that happen before and thats what I usually blame it on.

Similar thing is the main reason for people crying "armor hax" on other players.
People get a full reading with the actual damage they deal on someone at very long ranges because a C3 scout sends them the information, then the scout runs out of radar range and they suddenly see only the info that they can gather, which might be pretty much nothing. So the display switches to "outdated" and the armor bars stop moving. Then people scream "player xx does not take damage, is haxx0r".
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Offline Squibby

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Re: Damage reversing?
« Reply #5 on: January 01, 2012, 10:18:32 PM »
Happens at close range sometimes, I've had a puma C at around 400m in plain LOS with my radar on I've got him targetted and am blasting away but 0 damage appears to register on them dispite the hit beeps and cbills going up.
He then runs out of LOS and I lose target lock, when I reaquire he's carrying a ton of damage (not been shot by anyone else since).

I think it's just the radar system going wonky. Seems to happen quite commonly with GECM equipped units.

Offline InvaderDad

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Re: Damage reversing?
« Reply #6 on: January 02, 2012, 12:48:46 AM »
> and am blasting away but 0 damage appears to register on them dispite the hit beeps and cbills going up.

  Over time, I've seen two (presumably) different damage readout peculiarities.

  I've seen my hits not registering much/any apparent damage on the display at the time (although I couldn't verify if I was getting credit for the hits at the time or not).

  I've also seen what I reported in this thread, which is the damage appearing to be 'undone'. That is, damage was initially reported in the display, but went back to green just a bit after I started engaging. New damage seemed to be reflected after this...

  In both case, my range was probably 3-400 meters or less.

Offline =KoS= Tripod

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Re: Damage reversing?
« Reply #7 on: January 02, 2012, 01:11:51 AM »
it happens to both the player and enemies

the actual bars that display damage stay in the same position, but the overall colour of the sections reverts to green until damaged again, at which point it goes back to the actual colour
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Offline InvaderDad

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Re: Damage reversing?
« Reply #8 on: January 02, 2012, 02:29:44 AM »
> the actual bars that display damage stay in the same position, but the overall colour of the sections reverts to green until damaged again, at which point it goes back to the actual colour

 Hmm... Possibly (I didn't think to look at the bars to see what they said).

  Still, the impression I was left with was that the damage colors/amount I initially saw reflected heavier damage than what it became after it went green and then I started to inflicted 'new' damage.

  If the damage color only reverts on a section by section basis, I suppose it's possible that I didn't damage enough new sections (before I died) to get the full readout updated...

  But if the damage is expected to come back all at once, the 'new' damage colors/areas didn't seem nearly as bad as what I saw before it went green...

Offline =KoS= Tripod

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Re: Damage reversing?
« Reply #9 on: January 02, 2012, 03:25:08 AM »
For the increased armor after the glitch, It's probably just an illusion

I personally hate it when it happens to me because I see a green section on my mech but know if I get hit there, I'll explode, so I have to keep reminding myself that I'm not as healthy as I look

It does seem to happen on a section by section basis, or sometimes 2 or 3 sections. My best guess is if you shoot someone while the server hits a hiccup (the same thing that causes you to gain heat even after you stop MASCing, causing for some accidental overheat deaths) then the thing gets confused and reverts the sections that were being hit at the time of the problem back to green instead of the actual color, and then goes back to normal when you hit it again, just like you stop gaining heat from that MASC glitch caused by the same server hiccup if you hit MASC again
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Offline InvaderDad

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Re: Damage reversing?
« Reply #10 on: January 02, 2012, 05:15:19 AM »
> I personally hate it when it happens to me because I see a green section on my mech but know if I get hit there, I'll explode,...

  Ahhh... then that might explain some other things.  I remember times where my own health display colors were green/light yellow and then I seemed to get killed much more quickly than I expected based on my perceived damage level. I guess that could have been the result of my status being delayed or incorrectly reflected.

  Lately I've been getting grumpy about all the things that don't seem to work right, making the experience less fun/more frustrating (not to mention the things that perhaps have been engineered to be a certain way...).

   For example, I was fighting a BA in an underground base in a UAC20 Shadow-cat. From the displayed animation, detonating a UAC20 round would seem to have a substantial area blast effect. Apparently not so much, as 6 to 8 UAC20 rounds detonated seemingly close to the BA (based on the animation) didn't take out the BA. (Who then proceeded to kill me with the ridiculously powerful (in my humble opinion) hand-held yellow laser, but that's another rant...).

   Either the UAC20 round doesn't really have anywhere near as much deadly shrapnel being ejected as depicted, or something else is at work. 

Offline Xesle

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Re: Damage reversing?
« Reply #11 on: January 02, 2012, 05:29:13 AM »
(U)AC/20s are known to be very susceptible to lag.  Trust me, I know how you feel though.  Sucks to empty an entire ton of ammunition into a slow target and only have half of the hits register.
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Offline Cloudburst

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Re: Damage reversing?
« Reply #12 on: January 02, 2012, 06:33:27 AM »
I'm trained to look at the bars, not the display. So, I really don't experience the after-effects of this much, even tho I do see it.
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Offline AlfalphaCat

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Re: Damage reversing?
« Reply #13 on: January 02, 2012, 08:59:22 AM »
> I personally hate it when it happens to me because I see a green section on my mech but know if I get hit there, I'll explode,...

  Ahhh... then that might explain some other things.  I remember times where my own health display colors were green/light yellow and then I seemed to get killed much more quickly than I expected based on my perceived damage level. I guess that could have been the result of my status being delayed or incorrectly reflected.

  Lately I've been getting grumpy about all the things that don't seem to work right, making the experience less fun/more frustrating (not to mention the things that perhaps have been engineered to be a certain way...).

   For example, I was fighting a BA in an underground base in a UAC20 Shadow-cat. From the displayed animation, detonating a UAC20 round would seem to have a substantial area blast effect. Apparently not so much, as 6 to 8 UAC20 rounds detonated seemingly close to the BA (based on the animation) didn't take out the BA. (Who then proceeded to kill me with the ridiculously powerful (in my humble opinion) hand-held yellow laser, but that's another rant...).

   Either the UAC20 round doesn't really have anywhere near as much deadly shrapnel being ejected as depicted, or something else is at work.

It's very easy to miss a crazed Battle Armor with UAC10 and 20's.  It's pretty satisfying when you do manage to make one connect though. ;)  I see it as trying to use a hammer to screw in a light bulb.  Not really the right tool for the job. 

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Offline InvaderDad

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Re: Damage reversing?
« Reply #14 on: January 02, 2012, 05:56:05 PM »
> Not really the right tool for the job.

   I guess my point is that you would think it was the right tool for the job based on the blast animation (regardless of how it might really behave in the game).

   You see an animation of an area blast effect with what looks like shrapnel being ejected (even when it detonates on the ground).

   Based on this, and what I would expect from a 'real life' blast like this, you might think that this would be very effective in at least damaging a BA (from the ejecting shrapnel and blast) without needing a direct hit.

  I understand that there is always going to be a balance between the 'realism' and game play. But in this case I was disappointed that this apparently large blast repeatedly detonated near a BA seemed to have only a minimal effect. And then a single BA kills my 70 (?) ton Mech.

  And that just brought to the surface one of my pet peeves, which is my feeling that BA in general are stronger than they should be for their size (I'll save a tank rant for another day- although it's hard to resist asking things like  'How hard can it be to kill a Hover-craft?').

  I guess the developers wanted to make BA a class more competitive to the 'Mech',  'Tank', and 'Aero' classes.

  Personally, I always thought of the BA as a minor class that should be at best annoying to a mech. (perhaps deadly in packs). This is based purely from my long-ago days of playing the MW2 games, etc. I haven't ever read the books, etc.