Jump to content

What Is The Current State Of Hsr?


20 replies to this topic

#1 Insidious Johnson

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,417 posts
  • Location"This is Johnson, I'm cored"

Posted 27 August 2013 - 05:57 PM

I've been away a bit. I cannot honestly see that HSR is working or that hitboxes on speedy mechs are broken. In light vs light battles from over a year ago, I could count on my laser fire coring out a mech's CT with minimal effort. Currently, I'm dead by the time I find the applicable "sweet spot" to lead with laser fire in a 1v1 light fight. This begs several questions. Does HSR favor bad pings? Is HSR even working? Are hitboxes terrible or susceptible to variation while at top speed? I could have sworn HSR was to be implemented back in March or something. Honestly, I've been able to hit nothing reliably since last October. I'll check back on this thread periodically, if it is still here in the next 12 months.

#2 deforce

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 616 posts
  • LocationHawaii

Posted 27 August 2013 - 05:58 PM

current state of HSR MWO= BROKEN

#3 Kahoumono

    Member

  • PipPipPipPipPipPip
  • 306 posts

Posted 27 August 2013 - 08:54 PM

I have a 230ish ping and I can't hit lights or fast mediums consistently even when they have appeared to have stopped.

#4 GrandLocomon

    Member

  • PipPipPipPipPipPip
  • 498 posts
  • LocationWestern Australia

Posted 27 August 2013 - 09:00 PM

hsr is non-functional. It was working at one point, but by the next patch, nope. Its supposed to work up to 450ms (hahaha no it never did, try 350-400ms). But eh, at any rate my ping is too high at 350+ for this to work. I can scratch enemies (except lights) but always fail to do full damage.

#5 Storm Khan

    Member

  • PipPipPip
  • 97 posts
  • LocationSolaris VII

Posted 27 August 2013 - 09:07 PM

View PostInsidious Johnson, on 27 August 2013 - 05:57 PM, said:

Does HSR favor bad pings? Is HSR even working? Are hitboxes terrible or susceptible to variation while at top speed? I could have sworn HSR was to be implemented back in March or something.


I don't believe HSR favors bad pings. I have experienced (and heard from others) situations where a low ping person will be able to hit you/kill you even after you have moved back into cover due to HSR wierdities. My experience is that HSR just does not work consistently.

#6 Zphyr

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • 703 posts

Posted 27 August 2013 - 09:20 PM

HRS is as broken as ever. It's better with it than without (oh immortal lights), but still very lacking.

More than once, and not just me, poured over 120dmg on a stopped, cornered Cicada's CT literally "in his face"... and only made its armor orange? How is that possible, when it could have killed an Atlas? Hits that should have connected would register no damage, even if it blinked. The problem now is that this is apparently so random not even "leading an entire screen" would work... including against heavies.

PS: My ping is not as high. It varies between 120 and 200, depending on connection and luck.

Edited by Zphyr, 27 August 2013 - 09:21 PM.


#7 The Mech behind you

    Member

  • PipPipPipPipPipPipPip
  • 566 posts
  • LocationGermany, Northern Baden-Württemberg

Posted 28 August 2013 - 02:40 AM

I have a 150-160 ping in the last few weeks. Was used to have 130-140. And lately I see more and more of my hits not getting registered ...on Atlas CTs at 100m !!! I haven't had such problems even in the worst times of lag shields before HSR got implemented. I was able to hit Heavies and Assaults back then.

Or how about hitting a Medium with 6 MLs, keeping the Laser on the same Torso segment for the whole beam duration and just see the Torso segment turning from yellow to orange !?

This is frustrating me more than anything else. Firing a weapon is like flipping a coin. It might get registered, maybe not.

#8 Sean von Steinike

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,880 posts
  • LocationUSA

Posted 28 August 2013 - 02:44 AM

In the interest of PGI's new target demographic, 3pv implementation takes priority over HSR. The vocal minority are the ones complaining about HSR anyway, the silent majority are happy.

#9 VXJaeger

    Member

  • PipPipPipPipPipPipPipPip
  • The Wrath
  • The Wrath
  • 1,582 posts
  • LocationFinland

Posted 28 August 2013 - 03:25 AM

If you stay at distance over 150m, it works quite well @ping 160ms.

#10 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 28 August 2013 - 04:10 AM

HSR = Hits Sometimes Register

#11 Shindj

    Clone

  • 6 posts

Posted 28 August 2013 - 04:20 AM

very surprised that there are only USE servers. Wouldn't it be easier/cheaper to bring some more up elsewhere than spend time trying to tune netcode around such high latency?

#12 Scandinavian Jawbreaker

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,251 posts
  • Twitch: Link
  • LocationFinland

Posted 28 August 2013 - 04:24 AM

In my experience SRM and ballistics don't register approx. 10-20% of the time.

#13 Fais

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts
  • LocationCharlotte, NC

Posted 28 August 2013 - 04:40 AM

HSR was working well a month or two ago. It seems like it has degraded somewhat with the last two patches. Still registering more hits then not, and its a ton better then it was 7 or 8 months ago. Not really sure whats going on.

#14 LegoPirate

    Member

  • PipPipPipPipPipPip
  • Rage
  • Rage
  • 339 posts
  • LocationSeattle

Posted 28 August 2013 - 04:43 AM

im pretty convinced its some kind of server load issue, since on patch days and during peak hours, some games will have 80+% of shots simply not register.

#15 Budor

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,565 posts

Posted 28 August 2013 - 05:23 AM

Its set to random atm. to pay justice to the tabletop origin of the franchise.

Edited by Budor, 28 August 2013 - 05:26 AM.


#16 Mcchuggernaut

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 838 posts
  • LocationYour core

Posted 28 August 2013 - 05:47 AM

I was having so much trouble with light mechs and HSR that I took to firing huge bursts of SRMs just ahead of the legs of a moving light. this is 4 racks of SRM6s at once. Even though a good number of hits don't register it's usually enough to leg a Jenner, Raven, or Commando. Spiders, though...My alpha strike does 78 damage per shot. That's more armor than lights can carry on any single body part, including CT. I have had a spider run into a building and get stuck there, back to me, and nailed him while he was completely stationary with two full alpha strikes and he shrugged it off like it was a weak fart. That same two alphas outright kills most mechs from medium to assault class(maybe a bit more damage is needed to finish off an Atlas or Highlander) and he walked away with a light tan. So, yeah. Spiders are broken.

#17 ARCTICF0X

    Member

  • PipPipPip
  • 75 posts

Posted 28 August 2013 - 05:49 AM

The state of HSR is.... here are more mechs!!!

(That should keep you distracted while we continue to flush the game down the toilet...)

#18 Mad Cow Jenkins

    Member

  • PipPipPip
  • Giant Helper
  • 67 posts

Posted 28 August 2013 - 06:26 AM

I find that HSR is better then nothing like late 2012, where you almost always needed to find the hitspot with a laser before shooting off the alpha. For some reason it worked really well about 4 months ago with lasers where the light tombstones (or raven graveyards) got filled up to the rim, then degraded a bit recently or maybe now that we are more acustomed to hit where we point other bugs gets noticed.
I assume there will be a steady improvement for it but these things take time and a bug might hide a bigger issue which is far worse. I would rather not be the poor developer who has to sit with closed source software, UDP dumps and find bugs while the community, bosses are pushing for features and minor improvements that takes away from what is really important.

For the record i run at 150 ms latency.

#19 VXJaeger

    Member

  • PipPipPipPipPipPipPipPip
  • The Wrath
  • The Wrath
  • 1,582 posts
  • LocationFinland

Posted 28 August 2013 - 06:41 AM

I've started to think, that PGI deliberately made HSR work bad to protect less skilled players.

#20 Syllogy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,698 posts
  • LocationStrana Mechty

Posted 28 August 2013 - 06:58 AM

View PostInnerSphereNews, on 27 August 2013 - 01:17 PM, said:

Game balance continues to take a top priority as we work to keep the game tuned and balanced with an ever evolving meta-game. Expect to see more tweaks to weapons in the next few patches, especially after we introduce some more Host State Rewind (HSR) fixes in a near future patch. These HSR tweaks fix a few known bugs and will help improve overall hit detection for most players.

Edited by Syllogy, 28 August 2013 - 06:59 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users