Okay, this sounds so bizarre that I can't believe it's true. I can't even believe it as I type it.
I have gotten better results hitting mechs if I am just behind the mech I am shooting at. It is like what I am seeing is slightly ahead of what the server is actually doing.
The faster a mech goes the worse it seems. Also I can be in a fast mech cross an opening that is being watched here the weapons fire, make it to the otherwise and be behind cover, then poof damage appears from no where. No shake or anything.
So my crazy rant. Do I have to anti-lead with HSR now?


Anti-Leading: Am I Crazy?
Started by Aaren Kai, Aug 03 2013 11:53 AM
5 replies to this topic
#1
Posted 03 August 2013 - 11:53 AM
#2
Posted 03 August 2013 - 12:55 PM
I have seen this too since introduction of HSR. And found that depending on your movement you may need to anti-lead or lead.
I've found a particular case where I have to anti-lead and it's when you strafe past a stationary target and shoot by timing your shot over the target (not moving the mouse).
Edit: I have to say it's more obvious the faster *YOU* are moving. Suggesting it's to do with the time it takes for the input from your computer to reach the server as you can miss an otherwise stationary target... What I believe is happening is that while they rewind the state of the mechs you are shooting at, they don't rewind the position of *your* mech when you shoot.
Edit2: I did inform this to PGI a month or so ago, they said "everything is working as it should" just like fast fire was making your weapons shoot slower *rolls eyes*...
I've found a particular case where I have to anti-lead and it's when you strafe past a stationary target and shoot by timing your shot over the target (not moving the mouse).
Edit: I have to say it's more obvious the faster *YOU* are moving. Suggesting it's to do with the time it takes for the input from your computer to reach the server as you can miss an otherwise stationary target... What I believe is happening is that while they rewind the state of the mechs you are shooting at, they don't rewind the position of *your* mech when you shoot.
Edit2: I did inform this to PGI a month or so ago, they said "everything is working as it should" just like fast fire was making your weapons shoot slower *rolls eyes*...
Edited by Li Song, 03 August 2013 - 12:59 PM.
#3
Posted 03 August 2013 - 01:23 PM
Li Song, on 03 August 2013 - 12:55 PM, said:
I have seen this too since introduction of HSR. And found that depending on your movement you may need to anti-lead or lead.
I've found a particular case where I have to anti-lead and it's when you strafe past a stationary target and shoot by timing your shot over the target (not moving the mouse).
Edit: I have to say it's more obvious the faster *YOU* are moving. Suggesting it's to do with the time it takes for the input from your computer to reach the server as you can miss an otherwise stationary target... What I believe is happening is that while they rewind the state of the mechs you are shooting at, they don't rewind the position of *your* mech when you shoot.
Edit2: I did inform this to PGI a month or so ago, they said "everything is working as it should" just like fast fire was making your weapons shoot slower *rolls eyes*...
I've found a particular case where I have to anti-lead and it's when you strafe past a stationary target and shoot by timing your shot over the target (not moving the mouse).
Edit: I have to say it's more obvious the faster *YOU* are moving. Suggesting it's to do with the time it takes for the input from your computer to reach the server as you can miss an otherwise stationary target... What I believe is happening is that while they rewind the state of the mechs you are shooting at, they don't rewind the position of *your* mech when you shoot.
Edit2: I did inform this to PGI a month or so ago, they said "everything is working as it should" just like fast fire was making your weapons shoot slower *rolls eyes*...
This is as expected for projectiles, not for lasers. The reason is that you have to add your mech's velocity to whatever projectile you fire. If you are moving north at 150 kph (42 m/s), and fire a PPC due east, the PPC blast will be moving east at 2000 m/s, and north at 42 m/s. If your target is 1000m away, the PPC will hit 21m north of where you aimed.
It's too bad mechs don't have targeting computers to figure all this stuff out for us!
#4
Posted 03 August 2013 - 02:57 PM
Atheus, on 03 August 2013 - 01:23 PM, said:
This is as expected for projectiles, not for lasers. The reason is that you have to add your mech's velocity to whatever projectile you fire. If you are moving north at 150 kph (42 m/s), and fire a PPC due east, the PPC blast will be moving east at 2000 m/s, and north at 42 m/s. If your target is 1000m away, the PPC will hit 21m north of where you aimed.
It's too bad mechs don't have targeting computers to figure all this stuff out for us!
It's too bad mechs don't have targeting computers to figure all this stuff out for us!
There is no projectile inertia inheritance in this game.
#5
Posted 04 August 2013 - 04:23 PM
MCXL, on 03 August 2013 - 02:57 PM, said:
There is no projectile inertia inheritance in this game.
From a physics standpoint I think I would call that "velocity inheritance"; I would really hate to see a projectile assume the same momentum as the firing mech... running in an Atlas, your gauss rounds would have an extra 3+km/s in the direction of travel!
Either way, are you basically saying "it's not that good a simulator"? Why the heck is it not? The speeds and ranges involved are such that the effects will be naked-eye noticeable... I'll need to do some tests. I'll be feeling rather betrayed if this so-called "simulator game" hasn't got something that simple right...
#6
Posted 05 August 2013 - 01:48 AM
yeah its kinda like mech3 lag shooting on lights sometimes.
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