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Hsr Not Working


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#21 The Cheese

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Posted 04 June 2013 - 12:44 AM

View PostDude42, on 03 June 2013 - 11:00 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.

View PostOrdate, on 03 June 2013 - 11:07 PM, said:

Umm what? Who told you you aren't suppose to lead anymore?


Basically, I was saying that I preferred the consistency of the firing delay that was there before ballistics HSR over the apparent random chance of the hit detection that we have now. I know that you need to lead, but leading is supposed to work the way you'd expect it to now, rather than having you shoot at nothing and hope your weapon fires at the right time. When I posted, I didn't feel like I had to spell it out for people. Apparently I should have.

Edited by The Cheese, 04 June 2013 - 12:55 AM.


#22 VXJaeger

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Posted 04 June 2013 - 12:49 AM

Might be a fix for HSR-problem too.

http://mwomercs.com/...06#entry2414106

#23 Victor Morson

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Posted 04 June 2013 - 01:46 AM

I will honestly say my hit detection accuracy went way down after HSR in ranged battles. Sure I had to lag shoot a little before, but now I will hit and nothing at all will happen; yet I can't lag shoot because I can't predict HSR's behavior.

It's helped in brawls and I don't know why it's so much worse at ranged combat.

#24 AlexEss

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Posted 04 June 2013 - 01:52 AM

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.


well you still need to lead (i still need to do that with lasers too every now and then) but currently you should get a more constant lead, so once you have figured out the lead on a mech it should stay pretty much the same. That was what i took away from the HSR for B

#25 Villz

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Posted 04 June 2013 - 02:01 AM

HSR really started playing up when they had that patch that "optimised netcode" i'd dare say whatever they did to tweak the netcode had some serious impact on HSR. I'v also noticed it is made 5x worse when any packet loss is in effect.
When it was first implimented it worked veryyy well. Playing from austrailia with 260 -280 ping i notice it more than most i think.

PGI please investigate!

#26 SgtKinCaiD

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Posted 04 June 2013 - 02:01 AM

Apparently, it's not due to the HSR but the malformed packet bug.

#27 Chemie

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Posted 04 June 2013 - 03:33 AM

View PostSgtKinCaiD, on 04 June 2013 - 02:01 AM, said:

Apparently, it's not due to the HSR but the malformed packet bug.


I did not see anything int he packet pug post to suggest it is related to HSR...just crashes.

#28 The Cheese

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Posted 04 June 2013 - 03:39 AM

View PostChemie, on 04 June 2013 - 03:33 AM, said:

I did not see anything int he packet pug post to suggest it is related to HSR...just crashes.

Communication problems can cause all sorts of issues. It's not unreasonable to connect the poor hit detection with the same data transmission problems that were mentioned in the post.

#29 Alftraum

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Posted 04 June 2013 - 04:43 AM

View PostThe Cheese, on 04 June 2013 - 03:39 AM, said:

Communication problems can cause all sorts of issues. It's not unreasonable to connect the poor hit detection with the same data transmission problems that were mentioned in the post.


Right, HSR needs a stable ping to do its work correctly, since the last patch ping is more unstable than it used to be. Because of that it´s more likely to miss were you would have made a hit.

#30 VXJaeger

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Posted 04 June 2013 - 06:12 AM

View PostThe Cheese, on 04 June 2013 - 03:39 AM, said:

Communication problems can cause all sorts of issues. It's not unreasonable to connect the poor hit detection with the same data transmission problems that were mentioned in the post.

I must agree with this, HSR with packetloss network problems would actually make such effect as we have seen.
If HSR doesn't constantly get location data, I think that it will use "last seen" positions to it's calculations of hitboxes and incoming fire hitting them.
Result would be same as HSR would not be working at all, and hitting enemies would come more guessing than anything else.
Biggest problem have been, that sometimes it works and sometimes it doesn't, so deciding amount of lead to be pulled have been impossible.

Let's see what patch will bring to us.

#31 ebea51

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Posted 25 June 2013 - 08:01 AM

I agree its 26-JUNE now and I swear for the last 2-3 weeks that Ballistic HSR has not been working. Im aware its not finished, but it was GOOD before... now its not as good. I can run around in my Yen-Lo-Wang or Highland, putting out AC10 and AC20 fire on targets, the shots are hitting and no dmg reg. ANNOYING considering it was working WELL before...





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