Problem 1: Hitting many targets graphically at sniper ranges, but they don't take damage
Around 700-900m, I often will land a shot directly on a 'mech and see an explosion, but the shot won't register. This is open-field stuff, I'm talking about, with no chance of a desync over cover. This almost never happened prior to HSR, and it does not seem to be concerned with speed - often I will nail stationary or slow moving heavies and assaults dead on to no impact.
While I had perhaps more trouble hitting fast targets at these ranges before with Laser/Ballistic, I never had this "whiffed attack" thing happen before HSR.
EDIT: The "red marker" does not even appear despite the graphical impact against the 'mech; meaning my client saw it hit, but it did not hit anyway due to being out of sync, something HSR feels like it is currently making worse.
Problem 2: Locational damage is no longer defensible.
The other huge problem I'm having with Hit State Rewind is that it has created a whole new "lag game" for me - the evasion one.
If they shoot at me after I've turned my torso away, presenting the enemy my pristine rear armor, on my screen, I will still often take damage to the spot that was previously facing my attacker. As such, firing a quick shot then spinning away to try to weather the blow is a crap shoot now; I cannot count the times I've died to being shot in the back, but show no rear damage (instead taking damage to my front arc).
For the good pilots that are skilled in being able to spread damage over their body, this is horrendous. It was such a major tactic, I would honestly rather deal with lag shooting at lights than having no control over where incoming shots land.
..
Again, HSR has improved, vastly, my ability to hit lights and mediums in brawls or heavy activity areas in particular. It's not without merit. But these two issues have been coming up again and again for me and I'm wondering if anyone else is sharing the experience.
Overall, if HSR can't be fixed for these, I'd rather it be abandon entirely than pushed forwards. With locational damage and such so important to MechWarrior in general, essentially randomizing it is a really bad idea, esp. when it can go between arcs.
Edited by Victor Morson, 25 April 2013 - 01:11 PM.
















