

Lasers - Back To Pre Host State Rewind?
#1
Posted 07 May 2013 - 01:50 PM
This remind me very much of pre change conditions, and is of course, a very dissapointing development.
#2
Posted 07 May 2013 - 01:57 PM
#3
Posted 07 May 2013 - 02:22 PM
#4
Posted 07 May 2013 - 02:27 PM
I'm hoping to get solid video of it happening, but it's very intermittent. I suspect, though, that it's not lag/missing HSR, because I'm never beyond 80ms ping, typically much lower. I think something else is sketchy.
#5
Posted 07 May 2013 - 06:11 PM
#6
Posted 07 May 2013 - 10:20 PM

On the other occasion, I chased catapult 'bout 3min and couldn't get it killed with 2ML and same time a Spider shot me all time with ER PPC...as long as neither one stayed moving, damage didn't register at all.
I got that cat by colliding it, and Spidey got me after I got bored and stood still while he was shooting

Edited by VXJaeger, 07 May 2013 - 10:40 PM.
#7
Posted 08 May 2013 - 12:01 AM
He killed 2 of our lights b4 I got near him and scared him off our 3rd light, and then proceded to somehow not die to me and 3 other mechs fire for about 2 - 3 mins.........
I had 3LL 1ML, a cataphract was there with 5LL and a stalker with also 5LL. (plus our last light we saved).
He basically just ran circles around 1 target at a time, (it was me he was targetting now) and somehow did not take any damage, or at least, barely any at all from all of us.
It was a lot different than normal, in which I have been able to leg most lights fairly easy or see them get squashed when facing what this guy was.
This guy was just not registering dmg for some reason. His/Her ping was 100ms btw, so nothing crazy. I just found it odd that he just would not die.
I must of pumped 20 to 30 shots of my 3LL's into his legs, and they were not even orange...........and that was only the shots I took.........the cata and stalker hit him plenty.....
Whatever it was, it was annoying. At least it doesn't seem to happen all the time tho.
Edited by Fooooo, 08 May 2013 - 12:02 AM.
#8
Posted 08 May 2013 - 12:02 AM
After last night my accuracy with both sets of weapons was down by over 40% so either I suddenly can't aim or something was very wacky last night.
Even with lasers where there normally around 95% its dropped to under 70%
#9
Posted 08 May 2013 - 12:39 AM
And his armor was barely yellow???

#10
Posted 08 May 2013 - 01:22 AM
#11
Posted 08 May 2013 - 01:26 AM
#12
Posted 08 May 2013 - 03:41 AM
Notice how you correctly stand out of a cover or from a corner, you aim, shoot, graphically hit but you notice no hit has been addressed to the target at all or you hit it but the damage it's lower than expected. It's because the server registered your shot with a previous position, therefore it thinks you've hit the cover in front or to your side.
The same happens when aiming, especially whenever you make last-time tuning in the aim position before shooting. You'll graphically hit, but no hit will be awarded or you'll hit another part of the enemy mech. That's because the server registered your aim a few instants before you actually were thinking to aim or to be.
By this HSR isn't working correctly, since my client should tell the server that whenever I graphically hit a target, it should say to the server "no matter if you thought this guy shot the cover, he saw the hit getting on the target, therefore you must address its correct damage". But this doesn't happen.
#13
Posted 08 May 2013 - 03:55 AM
John MatriX82, on 08 May 2013 - 03:41 AM, said:
That's client-side authoritative hit detection, and it's not happening because it'd make cheating trivial.
#15
Posted 08 May 2013 - 04:46 AM
fps have also been crushed even further with the new patch than they were with the patch a couple weeks ago that crushed fps the first time around.
Edited by jay35, 08 May 2013 - 04:54 AM.
#16
Posted 08 May 2013 - 05:10 AM
HSR is different to client-side hit detection. As I understand it, HSR is halfway between client and sever hit detection - the server will compensate for the shooter's lag (by rewinding the positions of all mechs according to it's best available information, to compensate for your lag but not the target's.... essentially halving but not eliminating lag. Correct me if I'm wrong.
#17
Posted 08 May 2013 - 09:09 AM
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