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Ballistic State Rewind Is A Lie


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#21 ryoma

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Posted 16 April 2013 - 11:57 PM

View Postbentron, on 16 April 2013 - 10:25 PM, said:


I've been experiencing exactly this for the past couple patches at least. It feels like it's gotten worse over time, but it may just be that I notice it more now. I've also witnessed the bug while spectating others and have had other people spectating me confirm my own observations.

I've experienced it targeting a variety of mechs, light through assault, from a variety of angles, and using PPCs, ERPPCs, and Gauss (though I'd imagine it happens with all ballistics). It's rare that I go a match without noticing this bug at least once or twice. I can still get kills and deal respectable to very high damage, but it's extremely frustrating when you (or a teammate) die or miss a kill because of this bug.

I'm not sure if BSR is the cause, just an exacerbating factor, or completely unrelated (because I experienced the bug weeks ago), but for what it's worth, it feels noticeably worse after today's patch. Prior to today's patch, it could have easily been written off as lag or desync, but if BSR is actually funcational, then there is something seriously broken with ballistic hit detection. I'd argue there has been for a while now.


I also get this in maybe once in every ten shots I take. Considering 10 damage can be the difference between life and death (not to mention heat) this should be a priority.

#22 xenoglyph

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Posted 16 April 2013 - 11:58 PM

I've had good luck with ballistics, but PPCs seem to be acting wonky like they usually do.

After the patch I'm having more instances of no impact sound/cockpit shake, but still receiving paperdoll damage.

#23 shabowie

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Posted 17 April 2013 - 12:00 AM

Glad I'm not crazy, I've been seeing all kinds of visual hits client side the server decides aren't hits.

http://mwomercs.com/...ost__p__2247989

Seems better in many circumstances, in others getting strange misses that look like hits client side.

Edited by shabowie, 17 April 2013 - 12:06 AM.


#24 raptorak

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Posted 17 April 2013 - 12:02 AM

Confirming that at my ping (250+) PPCs work better than before in most cases against heavy, slow moving mechs, but very rarely hit light mechs especially from closer ranges. I have noticed that you must lead the target about double what you would expect if the BSR was actually working. Basically, lag shooting is back with a vengeance. Have also been whiffing shots on mechs standing still or walking towards me.

Bear in mind I am piloting a dragon with 2 PPCs in one arm, rather than torso mounted.

#25 Ralgas

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Posted 17 April 2013 - 12:06 AM

Some people will notice, some wont. It all comes down to how stable your ping is. If it jumps around hsr will make things worse for you (ie sux to be you if your on wireless in a lot of cases). on the whole i'm happier :)

#26 RedMercury

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Posted 17 April 2013 - 12:07 AM

Just because BSR is fixing the target's movement, doesn't mean it is fixing your movement, and without the visual lag indication, you are tricked into believing your shots are not lagged server-side.

#27 Joat

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Posted 17 April 2013 - 12:57 AM

To hell with the forcing the game to play guessing games.Pingtards should be the easy kills they were ment to be......

#28 Riktor Voshek

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Posted 17 April 2013 - 01:19 AM

BSR seems a vast improvement to me. I was tagging circling lights and up close brawling with AC2's last night, something that never really worked for me before.

#29 aniviron

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Posted 17 April 2013 - 01:35 AM

Some parts of HSR for ballistics feel much better. PPCs especially feel much more... responsive. Not sure of exactly how to put it, but the controls feel tight instead of leaving me guessing. I can now hit targets with reasonable accuracy by predicting them.

But I have been noticing a LOT of duds. Shots with both autocannons and PPCs where the projectile impacts the target and creates a massive explosion for zero damage.

Overall, it's better than it was, but there is still a long way to go.

#30 Ralgas

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Posted 17 April 2013 - 02:04 AM

View Postaniviron, on 17 April 2013 - 01:35 AM, said:

Some parts of HSR for ballistics feel much better. PPCs especially feel much more... responsive. Not sure of exactly how to put it, but the controls feel tight instead of leaving me guessing. I can now hit targets with reasonable accuracy by predicting them.

But I have been noticing a LOT of duds. Shots with both autocannons and PPCs where the projectile impacts the target and creates a massive explosion for zero damage.

Overall, it's better than it was, but there is still a long way to go.

if you both have high ping doesn't mean it's not happening, just may take the server a sec or two to register on the targets side

#31 Zerberus

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Posted 17 April 2013 - 02:55 AM

Up until yesterday I consistently wondered why exactly I took Gauss rifles and AC/20s with me most of the time.

I now remember... becasue they`re freaking awesome when you can actually hit something with them.

I generally have a 100-150 ping, which istne superhigh, but I do feel HSR has brought a noticable improvement.... I will however continue to take mental notes every time I use a ballistic for the next few weeks to make sure It`s not a placebo effect.

#32 jeebers34

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Posted 17 April 2013 - 03:03 AM

I have to say, with my Australian ping, Ballistics are a freaking **** ton more responsive. I can actually hit, and damage things, at least a lot more consistently than pre patch.

#33 Ilwrath

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Posted 17 April 2013 - 03:07 AM

View PostJoat, on 17 April 2013 - 12:57 AM, said:

To hell with the forcing the game to play guessing games.Pingtards should be the easy kills they were ment to be......


I agree. As long as they move the servers to EU. That is where most of the customers for this kind of game are
and so it should get pri. I am sure most US players would love the challenge of playing with high ping.

#34 Mongoose Trueborn

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Posted 17 April 2013 - 03:52 AM

My ping is currently around 30 for all those that think that is an issue.

#35 raptorak

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Posted 17 April 2013 - 03:53 AM

Ballistics can now hit, but they are not reliable. I have noticed that you need to lead your target, I think this is because the projectile you see is not actually the projectile you fire according to the server.

It reminds me of how the automatics work in Tribes Ascend, where the guns fire immediately but only at the lowest pings do the projectiles accurately simulate where you are firing. It means that slow moving targets are easy to hit, and low ping players will experience a much more responsive and fun game, but for higher ping players you will see the projectiles flying through mechs moving at higher speeds like the speeds achieved by light mechs in MWO, or even if you are moving and attempt to shoot a stationary target.

Basically, we need a way to either turn off the client side simulation like they eventually did in TA, or to be able to artificially "lag" our shots like with the push-latency commands in quake, or otherwise they need to go back to the drawing board a bit with the HSR since it is currently better than before, but not near perfect like the lasers are right now.

Finally, to those who say high-ping players deserve no help, I would say "must be nice to live in North America, but not everyone has that luxury".

Edited by raptorak, 17 April 2013 - 03:59 AM.


#36 Ozric

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Posted 17 April 2013 - 04:19 AM

My own experience has been good since the patch, and the sniper K2 (2xERPPC/Gauss) that I was running before for testing purposes has become much more accurate. This is with a euro ping of around 100.

Edited by Ozric, 17 April 2013 - 04:20 AM.


#37 TheStrider

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Posted 17 April 2013 - 05:26 AM

I was running some ERPPCs and AC2 last night, and they didn't feel like they made sense. If I aimed for a moving mech dead center, it registered a hit, despite the visual trail not even being half way there yet.

Yet if I led the target properly, such that the visual representation would collide with the mech, it missed...

My ping rate is typically ~100 - 150.

Personally I feel like HSR has made them make less sense...

#38 DeathofSelf

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Posted 17 April 2013 - 06:56 AM

I'm glad it is removing the the fire delay for the high ping players but, yeah I was really hoping it would solve the no hit registering issue. They really need to fix it asap.

#39 Shomer Shalom

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Posted 17 April 2013 - 07:38 AM

View PostLockeJaw, on 16 April 2013 - 08:54 PM, said:

Tell that to dead Ravens and Commandos lying scattered around in pieces this evening. Either I suddenly became MUCH better hitting with the ac20, or BSR is in effect. I'm going to to go for option 2.


BSR is definitely working. The issue at hand is NOT and HSR issue. There are times where a shutdown mech <50 m away takes no damage from dual AC20's. Something else is funky.

#40 Oderint dum Metuant

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Posted 17 April 2013 - 08:17 AM

Ballistics are definately better, the shot delay being gone is better.

The hit registration of PPC's is still off, I'm beginning to wonder if its an animation issue, and that the game does not count parts of the PPC effect as a hit, perhaps only a specific part is tagged to record damage.





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