

Hsr Not Working
#1
Posted 03 June 2013 - 04:24 PM
Anyone else have this problem? Or is it only happening for faster mechs?
#2
Posted 03 June 2013 - 04:47 PM
#3
Posted 03 June 2013 - 04:49 PM
#4
Posted 03 June 2013 - 05:10 PM
#5
Posted 03 June 2013 - 05:18 PM
#7
Posted 03 June 2013 - 06:45 PM
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.
#9
Posted 03 June 2013 - 06:57 PM
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
Posted 03 June 2013 - 07:32 PM
Corbon 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
Posted 03 June 2013 - 07:55 PM
S
Edited by Feetwet, 03 June 2013 - 07:56 PM.
#12
Posted 03 June 2013 - 08:49 PM
#13
Posted 03 June 2013 - 10:51 PM
MasterErrant, on 03 June 2013 - 08:49 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?
#14
Posted 03 June 2013 - 10:53 PM
MustrumRidcully, on 03 June 2013 - 10:51 PM, said:
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
Posted 03 June 2013 - 10:54 PM
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
Posted 03 June 2013 - 11:00 PM
The Cheese, on 03 June 2013 - 04:47 PM, said:
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.
MustrumRidcully, on 03 June 2013 - 10:51 PM, said:
Same. I thought ballistic and beam weapon HSR was already completely done. It's obviously borked.
#17
Posted 03 June 2013 - 11:02 PM
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
Posted 03 June 2013 - 11:07 PM
The Cheese, on 03 June 2013 - 04:47 PM, said:
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
Posted 03 June 2013 - 11:11 PM
#20
Posted 03 June 2013 - 11:23 PM
Edited by VXJaeger, 03 June 2013 - 11:23 PM.
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