The Inherent Problem With Hsr
#1
Posted 23 July 2013 - 04:45 PM
I typically average between 40 and 80 ping a match and pilot a light mech. I cannot count the number of times that I have been damaged or taken out by unseen enemies because I have no way of knowing that I need to maneuver against an enemy because their location, relevant to me, is unknown(when they can see me).
It is to the point that I've died on Caustic Vally in the cauldrons from enemies at Kappa.
I agree that a fix needs to be in place for lag shield but 'rewinding' time gives those with better connections no way to really defend themselves against enemies who, to them, are unknown.
#2
Posted 23 July 2013 - 05:04 PM
#3
Posted 23 July 2013 - 05:13 PM
#4
Posted 23 July 2013 - 05:17 PM
Dammit.
I avg 90ms.
#5
Posted 23 July 2013 - 05:20 PM
#6
Posted 23 July 2013 - 05:22 PM
Magicbullet141, on 23 July 2013 - 05:20 PM, said:
Agreed but if they are going to go by HSR, they need to do it two way. I shouldn't be punished by an enemy that I've already made evasive maneuvers to.
#7
Posted 23 July 2013 - 06:43 PM
Foxfire, on 23 July 2013 - 05:22 PM, said:
Agreed but if they are going to go by HSR, they need to do it two way. I shouldn't be punished by an enemy that I've already made evasive maneuvers to.
Thing is, if you both had the same ping you would likely not have seen them soon enough to run, it works both ways.
The server state is always correct, both your view and the other players are a different level of wrong in comparison. This causes odd artefacts for both players at different times.
AFAIK there is no way to avoid the behaviour you dislike without making it impossible for a high ping player to play at all (like a typical FPS on an overseas server, you get killed before you see the enemy and cant hit anything). That said HSR seems rather broken currently (they are trying to fix it) so we need to wait for that before we can judge how bad the problem is.
#8
Posted 23 July 2013 - 06:54 PM
Magicbullet141, on 23 July 2013 - 05:20 PM, said:
LOL no.
It's an attempt to aid in reducing the effect of lag.
#9
Posted 23 July 2013 - 10:50 PM
#10
Posted 24 July 2013 - 02:45 AM
Ohgodtherats, on 23 July 2013 - 10:50 PM, said:
I am not sure that pushing over other mechs will even return at all.
On topic: Before you made the evasive maneuver you probably also shot the other guy before he was able to see you. His ability afterward to shoot you while you think you already evaded him just evened out the table.
Also I just calculated the difference between what you see and what the other guy sees if your jenner goes at 150 kph and the ping difference is 250ms. It's 10m. So you're right that is the difference between being around the corner or not beig round the corner. But as I said: this worked the other way around just a few seconds before when you hit him before he saw you coming 'round that corner. So in my book while this is not perfect (which isn't possible even at low pings) it's still fair.
#11
Posted 24 July 2013 - 04:08 AM
Jason Parker, on 24 July 2013 - 02:45 AM, said:
I am not sure that pushing over other mechs will even return at all.
On topic: Before you made the evasive maneuver you probably also shot the other guy before he was able to see you. His ability afterward to shoot you while you think you already evaded him just evened out the table.
Also I just calculated the difference between what you see and what the other guy sees if your jenner goes at 150 kph and the ping difference is 250ms. It's 10m. So you're right that is the difference between being around the corner or not beig round the corner. But as I said: this worked the other way around just a few seconds before when you hit him before he saw you coming 'round that corner. So in my book while this is not perfect (which isn't possible even at low pings) it's still fair.
It can be quite disorienting though, when you see a completely clean miss against you then notice you've taken damage is bad, worse when you get hit in the back without any of the telltales of taking damage.
#12
Posted 24 July 2013 - 04:16 AM
#13
Posted 24 July 2013 - 05:05 AM
Ohgodtherats, on 23 July 2013 - 10:50 PM, said:
Around 23 meter as math tells us.
Just the height of one and a half Atlas.
Nothing to care about^^
*Sarcasmtag, I love teh internet
Edited by Fuerchtegott, 24 July 2013 - 05:06 AM.
#14
Posted 24 July 2013 - 06:33 AM
250ms @ 150kph = 10.42m
50ms @ 150kph = 2.08m (this is my average ping)
#15
Posted 24 July 2013 - 06:40 AM
Zyllos, on 24 July 2013 - 06:33 AM, said:
250ms @ 150kph = 10.42m
50ms @ 150kph = 2.08m (this is my average ping)
You mean:
100ms @ 150kph = (150,000m / 3600s) * 0.001s = .0417m
250ms @ 150kph = .1042m
50ms @ 150kph = .0208m (this is my average ping)
#17
Posted 24 July 2013 - 02:45 PM
Jason Parker, on 24 July 2013 - 02:45 AM, said:
There are really two issues that I have(other than the fact that they are 'fixing' the effects of latency by guaranteeing that everyone 'feels' like they are lagging).
The first one is that it makes it harder to keep good armor towards your opponent. I cannot count how many times now I get hit in the back by direct line weapons(lasers, PPC and the like) from people shooting me in the front.
The second one is that it introduces occurrences of odd happenings.. things like 'magic damage'(where you are just rolling along and suddenly your leg armor is red for no reason at all), dieing behind cover..
They definitely need a system but if they are going to stick with HSR, they need to tighten up the parameters of how far 'back' that the game can rewind to determine hits.
Edited by Foxfire, 24 July 2013 - 02:46 PM.
#18
Posted 25 July 2013 - 02:58 PM
#19
Posted 26 July 2013 - 06:09 AM
#20
Posted 27 July 2013 - 03:26 PM
I'm tired of losing all of my back armor and half of my internals from weapons that hit me in the front.
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