Author Topic: AC hit detetion error on moving targets  (Read 1442 times)

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Offline Makaan

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AC hit detetion error on moving targets
« on: July 13, 2010, 10:39:31 PM »
I was shooting a AC20 at another light mech and when we we're circle battling i scored atleast 4-5 hits when circling and little or no detection of damage was there untill we  slowed down.

I've also seen this on snow level and others where AC damage is not registrating
 

Offline HAARP

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Re: AC hit detetion error on moving targets
« Reply #1 on: July 13, 2010, 10:53:02 PM »
Welcome to Crysis netcode.  :-\

Offline Ingrater

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Re: AC hit detetion error on moving targets
« Reply #2 on: July 13, 2010, 10:57:26 PM »
The ac's are displayed only on the client, the damage computation takes place on the server. So if you have a bad ping the ac's can be quite off a bit. You then have to aim so that they don't hit the target for you but hit them on the server. The only real confirmation for a hit is the "click" sound.
There comes a point where the talking must stop, and people have to do actual work.

Offline HAARP

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Re: AC hit detetion error on moving targets
« Reply #3 on: July 13, 2010, 10:59:02 PM »
The only real confirmation for a hit is the "click" sound.
And even that is not true sometimes :-\

Offline lessergod

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Re: AC hit detetion error on moving targets
« Reply #4 on: July 13, 2010, 11:10:28 PM »
I have seen this a couple of times even with direct shots from a Gaus rifle. Where they just don't register. I hit one mech CT with 6 LBX shots and got him to orange... I think MW2 lag shooting does play into this a bit, I find if I aim for the forward edge of the image and apply my distance lead from that, I tend to hit more.

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Offline SquareSphere }12thVR{

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Re: AC hit detetion error on moving targets
« Reply #5 on: July 13, 2010, 11:13:37 PM »
It's lag probably.  I got shot out of the sky in my Sparrowhawk going full speed by a Guass shot at 700m+ :P
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Offline shadowkiller

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Re: AC hit detetion error on moving targets
« Reply #6 on: July 14, 2010, 03:23:08 AM »
For some of the laggier players you have to lag shoot a tiny bit with weapons that have a travel time.


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Offline LordHack

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Re: AC hit detetion error on moving targets
« Reply #7 on: July 14, 2010, 03:27:01 AM »
For some of the laggier players you have to lag shoot a tiny bit with weapons that have a travel time.

Interpretation:  you can aim right for me since I'm (usually) low lag.  I have to guess a few times to hit you lagging bastards.

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Offline [MPB]OM_Sannyasi

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Re: AC hit detetion error on moving targets
« Reply #8 on: July 14, 2010, 04:30:12 AM »
if you see it hit then it hits- the sound just doesn't play every time


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Offline Makaan

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Re: AC hit detetion error on moving targets
« Reply #9 on: July 14, 2010, 04:43:30 AM »
ya sucks when you have good ping then too....


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Offline Pikey

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Re: AC hit detetion error on moving targets
« Reply #10 on: July 14, 2010, 10:03:13 PM »
if you see it hit then it hits- the sound just doesn't play every time

 ??? If you see it hit (speaking from experience of this) It doesnt always mean it has. The sound for me has always been confirmation of a hit even when ive fired 10ft infront of the mech and i see my AC20 shell zip past it and still score a hit. This is with a low ping too. I've always put it down to the Servers.

Offline katiephil

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Re: AC hit detetion error on moving targets
« Reply #11 on: July 14, 2010, 10:06:00 PM »
them laggers are hard to kill sometimes   :-\

Offline Dragonlord

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Re: AC hit detetion error on moving targets
« Reply #12 on: July 14, 2010, 10:15:24 PM »
if you see it hit then it hits- the sound just doesn't play every time

I'm gonna have to disagree with this. It may be the way its intended to work, but its not the way it actually works.
During 0.3.1 I was running a mech or tank with AC10 on, I kept shooting at it at point blank range (50-150m) and spent almost all my ammo against a heavy mech and its damage display barely turned yellow.

My ping was at the time in the 150 range, but I find it very hard to consider it lag as I was chasing the mech for several minutes firing almost constantly and could see myself hitting with at least 8 of 10 shots, but in my impression is was only the hits I heard the hit sound from that actually counted as hits.
« Last Edit: July 14, 2010, 10:20:53 PM by Dragonlord »
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Offline dCK-Ad_Hominem

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Re: AC hit detetion error on moving targets
« Reply #13 on: July 14, 2010, 10:17:47 PM »
Welcome to Crysis netcode.  :-\

Since I have no knowledge of programming and engines please don't flame me if the question sounds stupid, but is there a way this can be fixed or will we have to accept it as part of the game? I'm talking about the hit detection, not the net code.

Offline SquareSphere }12thVR{

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Re: AC hit detetion error on moving targets
« Reply #14 on: July 14, 2010, 10:43:44 PM »
Good net code can help improve over all hit detection but isn't a magic bullet to fix lag problems.

Crysis wars does have better net code which is why a lot of us are hoping the 0.4.0 will fix a lot of long standing problems.
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