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I Just Can't Anymore. Useless Hsr.


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#1 PanzerMagier

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Posted 24 July 2013 - 04:31 PM

I don't know what it is and frankly I don't care anymore. I can't lead my targets and hit and if I shoot straight on my targets it does nothing either. So I don't know if I should lead my shot in front of a mech or shoot where the mech is (if HSR is working it should work).

Throw like 8 ppcs into a jenner and none of the ******* shots connect. I see sparks fly, but the reticle doesn't go red. If it's HSR just give me a ******* option to turn it off then. I just can't anymore. I got better shots BEFORE they implemented HSR than now. I'm hozing 5 medium pulse lasers over a light and I just watch (WITH GREAT DISMAY) how my reticle doesn't even turn red and the light isn't even damaged.

#2 Thorqemada

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Posted 24 July 2013 - 04:41 PM

Welcome to the 1000 shades of yellow game :D

Pulse Lasers hit a tad better than Beam Lasers, maybe it works better for you too.

#3 Helsbane

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Posted 24 July 2013 - 05:27 PM

PGI.... Destroying the Mechwarrior name one patch at a time....

Seriously, things have gotten to the point where I try to play, only to give up in utter disgust in about 2 - 4 drops. The list of items this game has that actually works is shorter than the list of problems it has, and it makes me sad. Sad that they got the rights to this francise and have made it into the train wreck it is now.

I hope that whatever company picks up the rights to the Mechwarrior name next actually knows what the **** they're doing.

#4 POOTYTANGASAUR

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Posted 24 July 2013 - 05:51 PM

I wish MekPak was still being updated. It was better than MWLL would ever have been and in its age was still near MWO. The problem with MWO hit detection is Cry Engine. The way it detects hits is very complex. It tries to match what happened server side, screen side, and blah blah blah side (drunk, very drunk, and tired). So with mechs at insane speeds (150kph) faster than those ***** super soldiers ever could. The game engine has a hard time matching what you see, the other guy saw, and the server is trying to match up. Think of it as the panorama mode on a smartphone. It is very complex and a smart program but not perfect. Like when you dont turn perfectly straight and the picture slants and then the panorama has a slight blur or tear. That is the equivilant to rubber banding in game. Just like CoD and other games (BF series covers it better). This will never be fixed but it can be mended slightly. Honestly not many games could handle the speed these mechs reach. I don't care what you dudes think it is very hard to compensate the rubber banding. The flaws with Cry Engine also hinder the devs ways to slightly decrease rubberbanding. The only way to absolutely minimize rubber banding is with everbody getting fiber optics and crazy internet modems and being hardwired instead of wi-fi. So all the devs and the engine can do is chop together the bits of info they recieve and put some glue and glitter on it then present it. Sorry you have issues with it. All i can tell you is get the highest speed internet you can and move as close as possible to a server. I live in PA and have pretty good ping (30 average). I rarely have issues with rubberbanding enemies and if i do its people with 150+ ping who IMO should not be playing sorry. They are the people who make games difficult. PGI can't afford to flood all countries with servers so some have to accept the loss. Like how i can't play Warface as much as i would love to. Sorry if i rambled and didn't answer your question (its my birthday and nt sure if i mentioned it but im drunk). Bye bye.

#5 ShinVector

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Posted 24 July 2013 - 06:48 PM

View PostPOOTYTANGASAUR, on 24 July 2013 - 05:51 PM, said:

I wish MekPak was still being updated. It was better than MWLL would ever have been and in its age was still near MWO. The problem with MWO hit detection is Cry Engine. The way it detects hits is very complex. It tries to match what happened server side, screen side, and blah blah blah side (drunk, very drunk, and tired). So with mechs at insane speeds (150kph) faster than those ***** super soldiers ever could. The game engine has a hard time matching what you see, the other guy saw, and the server is trying to match up. Think of it as the panorama mode on a smartphone. It is very complex and a smart program but not perfect. Like when you dont turn perfectly straight and the picture slants and then the panorama has a slight blur or tear. That is the equivilant to rubber banding in game. Just like CoD and other games (BF series covers it better). This will never be fixed but it can be mended slightly. Honestly not many games could handle the speed these mechs reach. I don't care what you dudes think it is very hard to compensate the rubber banding. The flaws with Cry Engine also hinder the devs ways to slightly decrease rubberbanding. The only way to absolutely minimize rubber banding is with everbody getting fiber optics and crazy internet modems and being hardwired instead of wi-fi. So all the devs and the engine can do is chop together the bits of info they recieve and put some glue and glitter on it then present it. Sorry you have issues with it. All i can tell you is get the highest speed internet you can and move as close as possible to a server. I live in PA and have pretty good ping (30 average). I rarely have issues with rubberbanding enemies and if i do its people with 150+ ping who IMO should not be playing sorry. They are the people who make games difficult. PGI can't afford to flood all countries with servers so some have to accept the loss. Like how i can't play Warface as much as i would love to. Sorry if i rambled and didn't answer your question (its my birthday and nt sure if i mentioned it but im drunk). Bye bye.


Lol... these NA low ping elitist... Go ask PGI for an NA only server.. Go ahead go...

Btw... I have one of those 150Mbit Fibre broadband connections and it can only help so, much... when you are 8119.65 miles away from the freaking game servers.

Edited by ShinVector, 24 July 2013 - 06:49 PM.


#6 Theronlas

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Posted 24 July 2013 - 07:38 PM

View PostShinVector, on 24 July 2013 - 06:48 PM, said:


Lol... these NA low ping elitist... Go ask PGI for an NA only server.. Go ahead go...

Btw... I have one of those 150Mbit Fibre broadband connections and it can only help so, much... when you are 8119.65 miles away from the freaking game servers.



Exactly, I will NEVER see a ping lower than 200ms, because light cannot get to the servers and back any faster. Real ping is around 250-270ms to account for routers and such.

#7 Event Horizon

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Posted 24 July 2013 - 08:22 PM

The HSR lag shield is pretty bad right now. I am sure they will fix it.

#8 Hexenhammer

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Posted 24 July 2013 - 08:27 PM

View PostEugenics, on 24 July 2013 - 08:22 PM, said:

The HSR lag shield is pretty bad right now. I am sure they will fix it.


Except PGI thinks HSR is a solution not a problem.

Edited by Hexenhammer, 24 July 2013 - 08:28 PM.


#9 PanzerMagier

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Posted 24 July 2013 - 08:50 PM

View PostPOOTYTANGASAUR, on 24 July 2013 - 05:51 PM, said:

I wish MekPak was still being updated. It was better than MWLL would ever have been and in its age was still near MWO. The problem with MWO hit detection is Cry Engine. The way it detects hits is very complex. It tries to match what happened server side, screen side, and blah blah blah side (drunk, very drunk, and tired). So with mechs at insane speeds (150kph) faster than those ***** super soldiers ever could. The game engine has a hard time matching what you see, the other guy saw, and the server is trying to match up. Think of it as the panorama mode on a smartphone. It is very complex and a smart program but not perfect. Like when you dont turn perfectly straight and the picture slants and then the panorama has a slight blur or tear. That is the equivilant to rubber banding in game. Just like CoD and other games (BF series covers it better). This will never be fixed but it can be mended slightly. Honestly not many games could handle the speed these mechs reach. I don't care what you dudes think it is very hard to compensate the rubber banding. The flaws with Cry Engine also hinder the devs ways to slightly decrease rubberbanding. The only way to absolutely minimize rubber banding is with everbody getting fiber optics and crazy internet modems and being hardwired instead of wi-fi. So all the devs and the engine can do is chop together the bits of info they recieve and put some glue and glitter on it then present it. Sorry you have issues with it. All i can tell you is get the highest speed internet you can and move as close as possible to a server. I live in PA and have pretty good ping (30 average). I rarely have issues with rubberbanding enemies and if i do its people with 150+ ping who IMO should not be playing sorry. They are the people who make games difficult. PGI can't afford to flood all countries with servers so some have to accept the loss. Like how i can't play Warface as much as i would love to. Sorry if i rambled and didn't answer your question (its my birthday and nt sure if i mentioned it but im drunk). Bye bye.


Your wall of text means absolutely ******* nothing to me.

You see there was this small golden period just after HSR went into for ballistics and just before HSR went in for missiles, that all my shots would connect perfectly. Never had an issue and quite frankly the only reason I wasn't enjoying the game was the ppc fest otherwise I would have simply glued myself to my chair and play day long marathons. Now I'm actually looking forward to get back to work (can't believe I said that) or even replace MWO with something else because I usually only spend time on one hobby.

At one point this game was had perfect HSR and good net code. Unregistered shots were extremely rare (except for missiles at that time). If they did it before, they can sure as hell do it again.

Edited by PanzerMagier, 24 July 2013 - 08:51 PM.


#10 PanzerMagier

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Posted 24 July 2013 - 08:56 PM

Double post.

Edited by PanzerMagier, 24 July 2013 - 08:57 PM.


#11 Corvus Antaka

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Posted 24 July 2013 - 10:59 PM

you guys must all have very odd and unstable net connections. i get a no-reg like once every 50 matches, maybe 1 shot noregs somewhere.

#12 Modo44

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Posted 24 July 2013 - 11:21 PM

View PostColonel Pada Vinson, on 24 July 2013 - 10:59 PM, said:

you guys must all have very odd and unstable net connections. i get a no-reg like once every 50 matches, maybe 1 shot noregs somewhere.

Please stop this nonsense. More than one person with a rock-solid, fast connection is having intermittent issues. I typically have no issues with my 50mbps and <200 ping (from Poland). However, there are matches where things clearly go wrong -- my weapons often do not connect, and my mech is getting hit but not damaged.

#13 Corvus Antaka

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Posted 24 July 2013 - 11:25 PM

View PostModo44, on 24 July 2013 - 11:21 PM, said:

Please stop this nonsense. More than one person with a rock-solid, fast connection is having intermittent issues. I typically have no issues with my 50mbps and <200 ping (from Poland). However, there are matches where things clearly go wrong -- my weapons often do not connect, and my mech is getting hit but not damaged.


sometimes, rarely. i have a friend near me who constantly has issues as well, I don't experience the same issues, we both have DSL and dont live far apart. no doubt it is an issue, but not everyone suffers from it often, i really don't get noregs more than once every 20 matches or even less rly.

#14 Modo44

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Posted 24 July 2013 - 11:57 PM

Pointing to someone's connection is the typical avoidance tactic of the developer, so stop helping them. I get the same **** from every bad service that has no clue what it broke. When reporting Twitch issues, for example, people also brush that off with "get better Internet". Well, I have that better Internet, had it for years, and stuff still breaks. Really, stop repeating the "bad connection" nonsense. It helps PGI justify ignoring the issue.

#15 Exoth3rmic

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Posted 25 July 2013 - 01:22 AM

View PostExoth3rmic, on 25 July 2013 - 01:05 AM, said:



We could, of course, argue until the cows come home about whether I should have hit the spider, but with my only interaction with the game being the client and the client showing the impact - well this just shows a microcosm of the issues with the spiders and HSR in general.

It has to be said that this probably happens ALL the time, even with lasers, I bet many of the "pulses" from the lasers don't register even when the reticule turns red for those that are hitting.

I doubt the server is able to cope with an object of that size moving that fast and it is especially problematic when it is in the air.


#16 B0oN

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Posted 25 July 2013 - 01:27 AM

Game at the moment is hardly playable because more than 60% of my hits (with lead and all) are going into the interwebs to look for a better place than getting registered.
It barely matters which guns are being used, as I used the full palette of all weapons available in the last 2 weeks and only got ridiculous low damages in return for what I have been hitting.

Add to that the awfully broken Spider and Centurion hitboxes so many people are really enjoying at the moment.

All in all this game has gotten more of a nuisance than a fun-to-play experience.

Addendum: Way I suspect it is that the servers this game is being calculated on is nowhere near up to the task of handling the mass of computations CE3 wants and thus gives many of us this really messed hitregistration.

Edited by Rad Hanzo, 25 July 2013 - 01:30 AM.


#17 Xandre Blackheart

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Posted 25 July 2013 - 06:29 PM

+1 for wtf no damage?

#18 20k

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Posted 26 July 2013 - 05:58 AM

View PostPOOTYTANGASAUR, on 24 July 2013 - 05:51 PM, said:

The way it detects hits is very complex. It tries to match what happened server side, screen side, and blah blah blah side

I rarely have issues with rubberbanding enemies and if i do its people with 150+ ping who IMO should not be playing sorry. They are the people who make games difficult.


Hit detection is complex in all games, but I wouldn't expect it to work any differently

What the devs call HSR is actually very standard hit detection for games (and i suspect they call it HSR as an excuse for). The server rewinds the state to find out what the client could see at that moment in time, and then works out whether or not the player should have hit the other player from their perspective. The problem is, PGI haven't implemented it properly. The cryengine may not be helping, but I suspect that the hit detection issues are largely their own fault

As for ping, hit detection should work regardless of the ping. The main reason why people complain about ping isn't because of hit detection but because at high ping in FPSs it makes a lot of difference to "who shot who first". In MWO, this isn't a problem because 250 ms is very rarely the difference between life and death, so the game should be able to comfortably support people from pretty much all over the world at any ping, with no noticeable difference

#19 GraveHuey

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Posted 26 July 2013 - 07:21 AM

I do not know about what it was like in early closed Beta, as I joined late in closed BETA, and I realize that we are IN OPEN BETA, aka we are still working out the kinks in this game. However even I have had better experiences in this MW online game than after this last patch, yes i know my system is on the low end as i do no longer have a dual core processor, but even so, my low fps were only around 14, with RARE drops down to 4-5.. since this last patch and the attempt to push 12 v 12 mode I have been getting FPS of as low as 1...or .5... this is a sad thing , back in February i had great fps on the same machine with the same processor.. WTF happened? if it is my machine, I can accept that and will cap every time i can find a cap before dying... Yes this is open beta, but pay release is coming... so please FIX IT.....

#20 whitelightshadow

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Posted 26 July 2013 - 09:06 AM

I don't know how it was in the closed beta testing but I do wish I got here sooner but this is the issue I do have, if it has been mentioned before please bear with me I am still getting into things:

1. No hit registration even up close and personal.
2. Heat vision is just another bad monochrome night vision. Aren't you suppose to see the target as glowing Red to Yellow. The warmer your Mech becomes (Hits and reactor overload) the more red you should glow.
3. Bad target registration on the HUD, I can see the enemy mech, I am hitting the enemy mech, but according to the HUD there is nobody there. Very frustration if want to use weapons using target lock and if they are raining the whole collection of missiles down on you head....
4. Does the mech have any usable radar? Any close proximity threat detection? Come on guys even todays jets have those stuff! Chaff Flares etc...
5. Light mech to heavy mech balance doesn't feel right. Speed and agility vs Brute strength and firepower. The big guys alway get slaughtered by the lightweights.
6. By the way Reactors that explode should have a blast radius and head-butting (running into a mech) the enemy should also do damage or at the least stun the other.

So far I have seen not much that makes the games stand out, it is like trying to play with WW2 tanks in the future. I am sorry to say but it does suck heavy at the moment. It is suppose to be the future where technology is more advanced yet it feels like a nicely dressed B rated movie from the sixties.

I have been a huge fan of MechWarrior since the beginning. I will always be, so please do not fail us. This can be the greatest version yet! I am still dreaming of the day that the torso can rotate a full 360 with rear facing cameras.

Edited by F Henning, 26 July 2013 - 09:14 AM.






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