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Hsr Not Working


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#1 Fate 6

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Posted 03 June 2013 - 04:24 PM

At least for ballistics, I still see half of my shots not doing damage. This is particularly evident in the case of the YLW during a turn battle - running 107 while the enemy is running ~70 and hitting him in the CT only to have no damage register multiple times.

Anyone else have this problem? Or is it only happening for faster mechs?

#2 The Cheese

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Posted 03 June 2013 - 04:47 PM

Ballistics hit detection is bad right now. In a way, it's worse than pre-HSR because I know that I'm not supposed to have to lead anymore, yet direct hits don't register. I'm hoping they'll have a solution by the next patch.

#3 A banana in the tailpipe

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Posted 03 June 2013 - 04:49 PM

If you want concrete evidence of Ballistics not connecting when on your screen it does, look no further than the LBX for an extreme example of broken netcode.

#4 jakucha

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Posted 03 June 2013 - 05:10 PM

It's only partially implemented I think. There are still misses but it's definitely not as bad as before.

#5 redlance

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Posted 03 June 2013 - 05:18 PM

reg got worse.

#6 Homeless Bill

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Posted 03 June 2013 - 05:36 PM

View PostThe Cheese, on 03 June 2013 - 04:47 PM, said:

I'm hoping they'll have a solution by the next patch.

I was laughing about this for a while, you cheeky ******* =P

#7 skullman86

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Posted 03 June 2013 - 06:45 PM

+1

It's like glancing blows or something. Sometimes my hits spread the damage across the whole body (the paper doll lights up like a Christmas tree) or I get 0 damage without even so much as a flash on the hit indicator. Ravens stand out in my mind as being the buggiest, but I've experienced bad hit reg vs pretty much every chassis at least once.

#8 The Cheese

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Posted 03 June 2013 - 06:51 PM

View PostHomeless Bill, on 03 June 2013 - 05:36 PM, said:

I was laughing about this for a while, you cheeky ******* =P

Don't take my dreams away. They're all that's keeping me going...

Edited by The Cheese, 03 June 2013 - 06:52 PM.


#9 Corbon Zackery

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Posted 03 June 2013 - 06:57 PM

This is a common problem know as water gun effect. You will see it in the Training grounds when you run lights with lasers vs. stationary targets.

Keep in mind that this applies to lasers but might also have a effect with ballistic weapons causing little to no dmg. to a mech because the shell when it hits does have a splash effect.

What happens is as the laser pulses you splash damage over several sections because your moving so fast and your enemy is moving also results in little to no damage.

Since the ballistic weapons are slower you might also be seeing a lag effect.

There is also a hit register bug and a location bug that are still in play. The location register bug happens during torso twist at odd angles since the computer can't register which location was hit.

These are some of the issues that might make you miss going 110kph in a light mech.

Edited by Corbon Zackery, 03 June 2013 - 07:00 PM.


#10 Splitpin

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Posted 03 June 2013 - 07:32 PM

View PostCorbon Zackery, on 03 June 2013 - 06:57 PM, said:


There is also a hit register bug and a location bug that are still in play. The location register bug happens during torso twist at odd angles since the computer can't register which location was hit.


Seems to me that when HSR was first introduced, first to lasers then to ballistics/ppc that it worked better than it does now, I've wondered if it's working at all now. I've gone back to leading targets.

#11 Feetwet

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Posted 03 June 2013 - 07:55 PM

I had a match on tourmaline yesterday running with a lance mate. We came over to help a buddy...didn't make it, doh...and came across a phract and raven. For some reason the raven came to a complete stop to shoot at another mech. His right torso was gone, I stopped right next to him in my wang and started to wail away. Ac20 and 2mlas at approximately 50 meters. My FIFTH ac20 round killed him. I don't run ravens so I don't know what their armor layout is but I was surprised how much DMG I had to do to drop him. (My ping is around 60, don't know what his was). This game acts real strangely sometimes.

S

Edited by Feetwet, 03 June 2013 - 07:56 PM.


#12 MasterErrant

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Posted 03 June 2013 - 08:49 PM

my understanding is that HSR is just under half finished. and not in place at all for missiles yet?

#13 MustrumRidcully

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Posted 03 June 2013 - 10:51 PM

View PostMasterErrant, on 03 June 2013 - 08:49 PM, said:

my understanding is that HSR is just under half finished. and not in place at all for missiles yet?

My understanding was that HSR was 2/3 finished, and the 1/3 not finished is missiles.

But I've had some wonky experience with lag and shooting ballistics lately, that I am not sure what to believe. Maybe something broke?

#14 Deathlike

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Posted 03 June 2013 - 10:53 PM

View PostMustrumRidcully, on 03 June 2013 - 10:51 PM, said:

My understanding was that HSR was 2/3 finished, and the 1/3 not finished is missiles.

But I've had some wonky experience with lag and shooting ballistics lately, that I am not sure what to believe. Maybe something broke?


I'm pretty sure it's related to the netcode. Please consult this thread:
http://mwomercs.com/...ost__p__2414106

#15 Inkarnus

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Posted 03 June 2013 - 10:54 PM

only way to hit a light with a 200 ping is shooting wildly preaim in his
direction
takes ac20 shots before he is even around corner head hit on him dead


atleast its atm very easy to see wwho plays legit and who not

Edited by Inkarnus, 03 June 2013 - 11:02 PM.


#16 Dude42

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Posted 03 June 2013 - 11:00 PM

View PostThe Cheese, on 03 June 2013 - 04:47 PM, said:

Ballistics hit detection is bad right now. In a way, it's worse than pre-HSR because I know that I'm not supposed to have to lead anymore, yet direct hits don't register. I'm hoping they'll have a solution by the next patch.


You're still supposed to have to lead with any projectile weapon, based on the targets speed. The HSR just means you aren't supposed to have to take lag into consideration while leading.

View PostMustrumRidcully, on 03 June 2013 - 10:51 PM, said:

My understanding was that HSR was 2/3 finished, and the 1/3 not finished is missiles. But I've had some wonky experience with lag and shooting ballistics lately, that I am not sure what to believe. Maybe something broke?


Same. I thought ballistic and beam weapon HSR was already completely done. It's obviously borked.

#17 Inkarnus

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Posted 03 June 2013 - 11:02 PM

atleast for me before that patch i had no problem hitting anything
with ballisitcs without any huge leading easy mode
and with leading i mean i only account that bullet speed
seems they disabled hsr on ballistics for what ever reasonthe
the thing is with a mate we looked at that problem via the spectator view and saw that i sometimes
hit the enemy in my view[crosshair gets  red armor blinks] but on the server view i shoot through thin air so i would say we have a desync of the hitboxes/modells atm too

Edited by Inkarnus, 03 June 2013 - 11:09 PM.


#18 Ordate

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Posted 03 June 2013 - 11:07 PM

View PostThe Cheese, on 03 June 2013 - 04:47 PM, said:

Ballistics hit detection is bad right now. In a way, it's worse than pre-HSR because I know that I'm not supposed to have to lead anymore, yet direct hits don't register. I'm hoping they'll have a solution by the next patch.


Umm what? Who told you you aren't suppose to lead anymore? That would be like saying I fired at 1000m something that travels at 1m/s and what I fired at turned at a rate of 100m/s but my shot didnt hit! You have to lead, and guess where they are going. Trajectory matters.

Here let me try this...


__*_____________________*______
__^a____________________^b


You shoot at target * at location b. You shoot in a straight line. By the time your bullet reaches point b, the target is at a. Stanard time motion stuff here.

HSR:

__*__*________________*__*____
__^a_^b_______________^c_^d

In host state rewind, you think the target is actually at location d due to lag when infact to the server he is at c. So you exrapolate that you should fire at location b to hit the target according to your trajectory speed vs the rate at which the target is traveling while according to what the server sees you should be firing at a. The server then does some lag math magic and determines that based on your bad connection you are actually right in placing the target at b and therefore assigns the hit.

Edited by Ordate, 03 June 2013 - 11:17 PM.


#19 Der Hesse

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Posted 03 June 2013 - 11:11 PM

Same experience here. Good aim after HSR for Ballistics was new, now i see 1/3 of my shots that do not Register.

#20 VXJaeger

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Posted 03 June 2013 - 11:23 PM

Under 150m shoot 1-2 mechlenghts ahead, and you will hit. Even with lazors. Mechs are faster than light thesedays.

Edited by VXJaeger, 03 June 2013 - 11:23 PM.






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