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Networking & Performance: Ballistics State Rewind


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#1 Kyle Polulak

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Posted 16 April 2013 - 10:13 AM

Tell us what how the new Ballistics State Rewinding handles on your system!

Quote

Networking

Host State Rewinding Phase 2 (Ballistic/PPC weapons)

- You should no longer have firing delay when shooting a ballistic/PPC weapon.
- You should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms.
- Missile weapons are not affected by this change, but will be in the next host state rewinding phase.
- The complete list of affected weapons:
- PPC.
- ERPPC.
- AC20.
- AC10.
- AC5.
- AC2.
- Gauss Rifle.
- LB10-XAC.
- UltraAC5.

Performance

- Extra server compression of movement state transmitted to clients, reducing client downstream costs.


#2 Fooooo

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Posted 16 April 2013 - 11:16 AM

Very very nice so far.

No more firing delay is just..............amazing.


Best thing to happen to MWO since hitscan got HSR.....at least for higher ping players. ;)

#3 The Verge

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Posted 16 April 2013 - 11:39 AM

Going in a Jager DD with 4 AC2's sometimes meant firing just to test the convergence. now, I don't need to test it. I just look and fire. its VERY nice. well done!

#4 Evil Ed

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Posted 16 April 2013 - 11:46 AM

Amazing, Firing PPCs with ping@140 just became very nice!

#5 Oderint dum Metuant

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Posted 16 April 2013 - 11:52 AM

Im not convinced, certainly the delay in fireing is gone for PPC's, but the hit registration still appears off, red crosshairs but no actual damage to the paperdoll.

#6 tulip

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Posted 16 April 2013 - 11:52 AM

One of the best single improvements to gameplay since we had 4 mechs, good job.

#7 Media

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Posted 16 April 2013 - 11:56 AM

I have only played a few games so maybe it's a little early to conclude everything is perfect, but I just wanted to thank you for implementing this.

Since the early days of the game the firing delay has been something I really disliked, I can't feel any delay now. I was also astonished to see my ballistics seriously hurting light 'Mechs, my shots are now damaging the area my ballistic visually hit.

This is a major improvement to the overall game.

Thank you.

#8 Lerzpftz

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Posted 16 April 2013 - 12:03 PM

Works great. I'm just a little concerned you guys took light and medium mechs out of the game mostly.

#9 M0rpHeu5

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Posted 16 April 2013 - 12:11 PM

Posted Image

#10 Alilua

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Posted 16 April 2013 - 12:59 PM

This may or may not be the cause of the LRM's missing their target when it is moving.

#11 Edwyndham

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Posted 16 April 2013 - 01:29 PM

No-delay firing is noticeable and very very nice.

However, still having tons of issues with hits not registering at all. There seems to have been no change with this. Either it shows a red-crosshair hit that does 0 damage, or you get the full visual feedback (sparks and all) that does no red crosshair or damage. I was hoping, perhaps mistakenly, that HSR was going to fix this issue, but sadly it has not.

#12 ScurvyMcMac

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Posted 16 April 2013 - 01:58 PM

I don't know if you intended to tweak this, but now getting hit with ballistics/ppcs are shaking the mech like being hit with AC/20's

#13 Jyi

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Posted 16 April 2013 - 03:34 PM

One of my recent favorite weapons, AC10, is now much more viable. AC20 also feels a lot nicer. AC5's however seem awkward, like they are not flying as fast as they should and they often just don't do damage when I clearly see them hit.

PPC's are REALLY OFTEN not registering when I use them, but when they are used on me, they often hit me even when I see them fly past me. Also, seems like PPC's shot at me fly a lot faster than PPC's I shoot.

Haven't tried AC2, UAC5 or Gauss.

LB 10-X feels pretty much unchanged, which isn't really a good thing. I like the weapon, but with AC10's being so much easier to hit with, the shotgun approach of LB 10-X has become less useful. Not to mention there's no damage advantage, no ammo advantage and only a slightly faster recycle time.

#14 Tekadept

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Posted 16 April 2013 - 03:49 PM

After giving up on ballistics with a 300 ping I now feel like a god, I had given up on them being effective. Being able to reach out and touch people in the right place now definitely makes a huge difference for me.

Edited by Tekadept, 16 April 2013 - 03:49 PM.


#15 Locan Ravok

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Posted 16 April 2013 - 04:30 PM

So amazing that I can not find words to describe. That made ballistics viable to me (ping 250).

#16 DeathofSelf

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Posted 16 April 2013 - 05:25 PM

Just dropped in a match, fired about 6 AC/20 shots at a stalker 2 of them didn't register (FYI my ping is normally steady around 25-35). There is definitely still something wrong with ballistics not registering, something beyond lag/netcode.

#17 Arcturious

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Posted 16 April 2013 - 05:31 PM

No firing delay is really, really noticeable. Like having a Rube Goldberg machine removed from the equation that we never knew was there.

Hit registration seems flaky though. Seen enemy paper doll take damage, but no red reticle flash so looked like I missed. A little fine tuning required but for a first pass this is a very welcome change!

#18 TheFlyingScotsman

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Posted 16 April 2013 - 05:38 PM

Much, much better. However, the system still needs some tweaking. I've been getting a lot less no-damages, but I still get them, especially on my spider.

Keep up the good work, it just needs a little tweaking!

#19 Dracol

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Posted 16 April 2013 - 05:40 PM

thank you... I can actually hit with my PPC cicada

#20 Shomer Shalom

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Posted 16 April 2013 - 05:41 PM

View PostDV McKenna, on 16 April 2013 - 11:52 AM, said:

Im not convinced, certainly the delay in fireing is gone for PPC's, but the hit registration still appears off, red crosshairs but no actual damage to the paperdoll.


This is an issue that has been brought up several times before in patch feedback. I don't think it's an HSR related issue, because I've registered no damage on immobile mechs sometimes before too. And yes, it is still present after the HSR.

On another note, HSR is so good. Thanks PGI!





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