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Thread Statistics | Show CCP posts - 0 post(s) |
Master Jaraiya
Ultramarine Corp
427
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Posted - 2013.07.15 06:06:00 -
[1] - Quote
There seems to be something wrong with the hit detection for the HMG.
Absolutely no bullets seem to be registering unless I keep the tiny dot in the center of the Reticule on an infantry target. Sometimes it seems I must keep the dot on the center of a target to get any hit detection.
It seems to me that with the amount of dispersion the HMG has I should get hit detection immediately upon placing the Round part of the Reticule on a target. |
Master Jaraiya
Ultramarine Corp
432
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Posted - 2013.07.15 12:13:00 -
[2] - Quote
Really would like a DEV response on this indicating if this is broken or working as intended.
If broken could this be hot fixed or would it have to wait for 1.4?
If indeed working as intended this seems counter intuitive. Could an explanation be given if this is the case? |
Master Jaraiya
Ultramarine Corp
432
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Posted - 2013.07.15 13:43:00 -
[3] - Quote
Bump
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Master Jaraiya
Ultramarine Corp
436
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Posted - 2013.07.15 18:06:00 -
[4] - Quote
bump I really need a response to this from CCP. |
Master Jaraiya
Ultramarine Corp
439
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Posted - 2013.07.15 21:35:00 -
[5] - Quote
Just submitted a support ticket. I hope for the best, but I'm prepared for nothing |
Master Jaraiya
Ultramarine Corp
442
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Posted - 2013.07.16 15:40:00 -
[6] - Quote
Bump |
Master Jaraiya
Ultramarine Corp
444
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Posted - 2013.07.16 19:54:00 -
[7] - Quote
N1ck Comeau wrote:I shot at a wall, and that at one of my friends, this is not the case. the bullets disperse in this circle, thats why shooting longer is more accurate.
Shooting at a wall reveals nothing. Sure you can see the bullets hitting the wall, but what difference does that make? Do walls take damage? No. Do walls have hit markers? No. That is simply a graphic similar to muzzle flash.
Was your friend on the same team? If so again, nothing.
I have been using the HMG since Chromosome and I can say with 100% certainty that unless the center dot is on target
I get absolutely no hit detection.
I see no hit markers.
No damage is dealt to the target.
If the bullets do in fact disperse in the cone as you say, then I should be dealing damage as soon as the cone touches the target, but this is not the case. |
Master Jaraiya
Ultramarine Corp
454
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Posted - 2013.07.17 14:20:00 -
[8] - Quote
PAs Capone wrote:Heard back from GM Vegas. He told me that they "appreciate the time and effort that you have put in to finding and reporting issues within the game and for the time taken to provide such in depth feedback" but that the support email is for petitions and as such they are unable to provide support in a manner that would be applicable. (the customer support email is the wrong venue for discussions of game mechanics basically)
I can understand what they are saying, and would agree with it, but the more noise we make, the deeper our ripples are felt. Keep getting the word out guys. WE can attempt to make this better.
Well maybe we should report it as a bug. This honestly needs to be fixed. It might just be the thing to make the HMG shine again. |
Master Jaraiya
Ultramarine Corp
455
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Posted - 2013.07.17 14:32:00 -
[9] - Quote
Recieved a response to my support ticket i filed yesterday from GM Murasaki.
It basically Thanked me for reporting the problem, and stated that the issue is now under investigation, and that the DEV team is working hard to find a way to resolve the matter.
Thanks CCP! I hope to see a fix in the works very soon. |
Master Jaraiya
Ultramarine Corp
460
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Posted - 2013.07.17 17:25:00 -
[10] - Quote
Buster Friently wrote:Go AR or go home.
Hail AR 514. Hey man, I understand your frustration, but comments like that have no place in a thread about bugged hit detection for the HMG.
Try to keep some level of maturity with your posting and refrain from spamming off topic posts.
If you have something to add in this thread about the HMG's hit detection issues, feel free to do so. |
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Master Jaraiya
Ultramarine Corp
460
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Posted - 2013.07.17 18:01:00 -
[11] - Quote
Buster Friently wrote:Master Jaraiya wrote:Buster Friently wrote:Go AR or go home.
Hail AR 514. Hey man, I understand your frustration, but comments like that have no place in a thread about bugged hit detection for the HMG. Try to keep some level of maturity with your posting and refrain from spamming off topic posts. If you have something to add in this thread about the HMG's hit detection issues, feel free to do so. I think you misunderstand. The HMG is bugged. It's also weak. CCP is focused elsewhere and will (probably) not be addressing your issue, because they will not be buffing (even by bugfixing) non AR weapons. I will though, respect your wishes, and refrain from further posting in this thread.
Fair enough, but they informed me they were looking into it, so I feel I should lend them some faith in resolving the issue. If after the issue is resolved, the HMG still feels underpowered, then I will be back on the forums calling for adjustments as necessary. The hit detection must be fixed first, however.
Whether they simply gave me that response as pacification or not remains to be seen.
I don't believe they are actually focused elsewhere. They have stated that hit detection is one of their main focuses of the coming monthly patches. |
Master Jaraiya
Ultramarine Corp
506
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Posted - 2013.08.08 20:24:00 -
[12] - Quote
Wow guys, thanks for all of the information you are providing in this thread. I only hope CCP will take notice sooner, rather than later, and get this fixed. After all for us Heavies this is a major problem. |
Master Jaraiya
Ultramarine Corp
508
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Posted - 2013.08.08 20:58:00 -
[13] - Quote
D legendary hero wrote:you should move this to technical issues and bugs, because this isn't a suggetion or feed back on a game mechanic, this is an error that another team should be working on.
Yea, lol. When I made the original post I wasn't sure if this was something broken or working as intended, which is why I posted it in Feedback.
I have been convinced now, for some time, that the HMG is definitely not working as intended, and needs to be fixed as soon as possible.
IMHO the HMG Hit detection should work like this:
Remove the center dot. It is useless on an area denial/suppression type weapon.
Fix the hit detection so that if x% of the circular reticule is on target then x% of total DPS is dealt to that target.
If I have 25% of the circle on a target, then I should be doing 25% of my total DPS to that target provided the target is within effective range. Outside of effective range this percentage would reduce according to damage falloff.
If I have 80% of the circle on one target and 20% on another, I should be dealing 80% of my total DPS to the first target and 20% to the other. Again this is provided both targets are in effective range. |
Master Jaraiya
Ultramarine Corp
512
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Posted - 2013.08.09 02:13:00 -
[14] - Quote
Justine Oma-Lyndel wrote:Master Jaraiya wrote:D legendary hero wrote:you should move this to technical issues and bugs, because this isn't a suggetion or feed back on a game mechanic, this is an error that another team should be working on. Yea, lol. When I made the original post I wasn't sure if this was something broken or working as intended, which is why I posted it in Feedback. I have been convinced now, for some time, that the HMG is definitely not working as intended, and needs to be fixed as soon as possible. IMHO the HMG Hit detection should work like this: Remove the center dot. It is useless on an area denial/suppression type weapon. Fix the hit detection so that if x% of the circular reticule is on target then x% of total DPS is dealt to that target. If I have 25% of the circle on a target, then I should be doing 25% of my total DPS to that target provided the target is within effective range. Outside of effective range this percentage would reduce according to damage falloff. If I have 80% of the circle on one target and 20% on another, I should be dealing 80% of my total DPS to the first target and 20% to the other. Again this is provided both targets are in effective range. Your percentages are a little to high. They'd be about 5-10% less because of cone effect/dispersion. Spraying that many rounds downrange you'd most likely miss almost 1/4 of your chain/box w/e. That's just at 10m with a full auto, why I use six-kin, more rounds in less time keep the dispersion minimal
I don't understand why you say these percentages are to high.
The rounds disperse inside the cone right?
So if 100% of the rounds are inside the cone, and I have 25% of the cone on a target, then it makes perfect sense that I would deal 25% of my total DPS to that target. |
Master Jaraiya
Ultramarine Corp
513
|
Posted - 2013.08.09 03:48:00 -
[15] - Quote
Summ Dude wrote:"Master Jaraiya" wrote:I don't understand why you say these percentages are to high.
The rounds disperse inside the cone right?
So if 100% of the rounds are inside the cone, and I have 25% of the cone on a target, then it makes perfect sense that I would deal 25% of my total DPS to that target. I think what he means is that there would actually be around 95% of your bullets in the cone, with the other 5% flying errant outside of the circle. And this makes sense to me; I would expect with that many bullets firing that fast, some of them would veer way of course. This would also act as a good balance to it lacking precise aiming skills (you don't need to be aiming directly at your target to hit them, but you'll also never get 100% dps on them because of it).
According to what I have seen, and what I have heard from CCP, the bullets disperse inside the cone. Period. If indeed bullets end up outside the cone, what happens if they hit a target? Would they do negligible damage? How would it be calculated?
Also, if my target is at point blank range and I have 100% of the cone on target why shouldn't I do 100% damage? I seriously doubt any rounds are escaping in point blank range.
However, if indeed some bullets stray out of the cone, this could simply be calculated according to range. Maybe something like -2% DPS per 20 m of range. |
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