To explain this... lets look at a situation.
I am piloting a light mech and am in cover. As I come up to an opening, I peek out and see that the coast is clear. As I cross to he next cover across the clearing, I keep an eye on the opening to make sure no enemy shows up. I cross with no indication that there are any enemies that I need to respond to. After crossing the clearing and making it back into cover, I receive damage(possibly losing an arm or a leg) while in cover from no source with no indicator of where or what did the damage.
What my opponent sees.
They step out of cover, see me running across a clearing.. line up a shot and pop me.
There is no way that I can act tactically, strategically, or respond to the threat because to me, this action is already in the past.
This is one of the big issues with HSR for those who have lower ping... and is especially noticeable in faster mechs(with the other issue being receiving damage when a mech clearly missed you by a mile).
HSR, as currently implemented, creates an unfair situation in which those with lower ping can judge the conditions that they are in and make a decision based on those conditions, only to have those conditions change when someone else with higher ping shows up and sees a condition that, to me, has already passed(in a relative time sense).
If you insist on keeping HSR then you need to tighten up the tolerances in which someone who is behind the current time can 'walk up' on a situation and influince it. While latency is an issue, the inability to respond to a threat because of a system that introduces phantom latency is just as much of an issue as lagshield is.
There is a significant issue in a game that allows people to do damage to someone else(or avoid damage) without having any legitimate chance to respond, defend, or avoid that damage.. especially if you intend to have a game with any sort of real tactics or strategy.
Edited by Foxfire, 09 August 2013 - 12:51 PM.