Edited by Wieland, 09 March 2014 - 06:50 AM.


When Will Hsr Finally Be Removed?
#1
Posted 09 March 2014 - 06:37 AM
#2
Posted 09 March 2014 - 07:16 AM
#3
Posted 09 March 2014 - 07:22 AM
#4
Posted 09 March 2014 - 09:24 AM
Bront, on 09 March 2014 - 07:16 AM, said:
Still doesn't explain to me why we have such terrible hit detection on faster targets... Or why stationary Lights won't get damaged by projectiles in a lot of times...
Or are these hit detection issues independent from the HSR component? And therefore fixable without removing HSR?
Edited by GoldenFleece, 09 March 2014 - 09:39 AM.
#5
Posted 09 March 2014 - 10:00 AM
GoldenFleece, on 09 March 2014 - 09:24 AM, said:
Or are these hit detection issues independent from the HSR component? And therefore fixable without removing HSR?
I don't have any of those issues, but my ping rarely goes over 40. HSR isn't perfect, and it doesn't solve every issue, but it isn't the cause of every issue either.
That said, most HSR issues involve projectiles, and slower moving projectiles seem to have the issue more pronounced. How much of that is perspective and how much is code funtion, I'm not sure.
#6
Posted 09 March 2014 - 01:09 PM
Neither here nor in such megamillion dollar franchises as the BF series .
Supporting the "get rid of HSR" faction fully .
#7
Posted 09 March 2014 - 01:20 PM
#8
Posted 09 March 2014 - 01:20 PM
Online games with triple digit pings cannot be taken serious.
After all they were promised with "release". This is not funny anymore. It's a rip-off and next to fraud.
For the most part I can be refered to as "White Knight" but this is just ridiculous and I feel screwed over more and more...
#9
Posted 09 March 2014 - 03:49 PM
Pataine, on 09 March 2014 - 01:20 PM, said:
That's complete bull-poo, you know ?
Had a "phase" in MWO when my ping was above 600 all the time, I had way more disadvatanges from that than anybody shooting at me with a low ping.
That beeing a rather extreme example it is surely not very representative BUT in 12 years of playing online-shooters, with very crappy internet for the most part, I can say high-pingers do NOT have any advantages. They are at a disadvantage in EVERY scenario.
I get where the notion comes from, you only see your side of the battle and there you notice not being able to hit high-pingers very well... it's a matter of perception though, don't be fooled. High-pingers deserve your pity, not your anger.
Motroid, on 09 March 2014 - 01:20 PM, said:
Pretty sure that promise went out the window when and because HSR was introduced. Time will tell.
#10
Posted 09 March 2014 - 04:49 PM
Ironwithin, on 09 March 2014 - 03:49 PM, said:
That's complete bull-poo, you know ?
Had a "phase" in MWO when my ping was above 600 all the time, I had way more disadvatanges from that than anybody shooting at me with a low ping.
That beeing a rather extreme example it is surely not very representative BUT in 12 years of playing online-shooters, with very crappy internet for the most part, I can say high-pingers do NOT have any advantages. They are at a disadvantage in EVERY scenario.
I get where the notion comes from, you only see your side of the battle and there you notice not being able to hit high-pingers very well... it's a matter of perception though, don't be fooled. High-pingers deserve your pity, not your anger.
Pretty sure that promise went out the window when and because HSR was introduced. Time will tell.
There will always be a bunch of these low ping players who try to blame their 'poor' performance on high pingers.
Anyway OP can have what have what he wants and >50% MWO community will probably quit.

#11
Posted 09 March 2014 - 05:18 PM
GoldenFleece, on 09 March 2014 - 09:24 AM, said:
Or are these hit detection issues independent from the HSR component? And therefore fixable without removing HSR?
this state of play has nothing to do with HSR
infact if it were not for HSR you would deal zero damage to light mechs 100% of the time
this seems to happen from time to time (usually when they add a new light mech)
back in closed beta the jenner became absolute god mode when they added the raven
it was not a case of build X or weapon Y or heatscale issue Z
a completely stationary light would take about 1 damage from any damage source at at range
a moving light would take no damage
this "light" shield would get removed and it would go back to normal
however it seems that each time they add a new light mech this bug comes back in some shape or form
you can see this in play now, the newly added firestarter is super tanky and soaks up incredible damage
however its maximum armour values are lower than the jenners that it out performs all day
HSR has made this problem alot smaller than before
however it still plagues us every time they add something, as far as i can tell the locust was the only one to not cause this
tho spiders were pretty op at that point in time so
most people assume that the lights in general have broken hit boxes
however this is a issue that i have been observing since the beginning of the game
#12
Posted 10 March 2014 - 07:09 AM
It means for me that lasers and constant-exposure bullet-hose builds are about the only reliable way to hit anything.
#13
Posted 10 March 2014 - 12:43 PM
Wieland, on 09 March 2014 - 06:37 AM, said:
Don't think this will happen until the Devs purchase and install the International Servers they claimed they would eventually obtain for the Int'l Community in MWO. Until then... it's needed when you're playing against players thousands of miles away... when you've got a ping of say 56 and they have one around 245+ because latency is a
#14
Posted 10 March 2014 - 01:19 PM
Daekar, on 10 March 2014 - 07:09 AM, said:
It means for me that lasers and constant-exposure bullet-hose builds are about the only reliable way to hit anything.
My ping averages around 70-80 and I see none of those problems...
sh*t, I've even been playing with SRMS a lot lately and am having

#15
Posted 10 March 2014 - 01:26 PM
Pataine, on 09 March 2014 - 01:20 PM, said:
Correct! My ping is in the 30-40 range. I have a disadvantage going 1v1 pinger with 150+, but its ok, thats why I use Streaks on most builds... cuz I have too! I have Average Aiming Skill, sorry that I'm NOT a "Pro Gamer" as some within MWO.
#16
Posted 10 March 2014 - 01:40 PM
Because I do, and I definitely don't want to see those days again. Does every hit register correctly now? No. But I'd rather hit what I'm actually aiming at 80% of the time then have to guess where to aim to score a hit 100% of the time.
#17
Posted 10 March 2014 - 03:39 PM
#18
Posted 10 March 2014 - 05:13 PM
Felio, on 10 March 2014 - 03:39 PM, said:
I think you haven't played with enough top players.
You have to realise.. That 1 second that appear out of cover is enough to get you 1 shotted.
The very tough guys can aim and take deadly snap shots at players <1 second.
Lastly... It is not the player that shot think that you were there.. It the MWO game server that says you where there...
Damage taken is still server authoritative to prevent cheating/hacks.
Example..
Light running past assaults and heavies can expect to die.. This one got a headshot from mid air for his trouble.

#19
Posted 10 March 2014 - 11:15 PM
ShinVector, on 10 March 2014 - 05:13 PM, said:
I think you haven't played with enough top players.
You have to realise.. That 1 second that appear out of cover is enough to get you 1 shotted.
The very tough guys can aim and take deadly snap shots at players <1 second.
Lastly... It is not the player that shot think that you were there.. It the MWO game server that says you where there...
Damage taken is still server authoritative to prevent cheating/hacks.
Example..
Light running past assaults and heavies can expect to die.. This one got a headshot from mid air for his trouble.

No, that's not how HSR works. If the server knows a player has a 120ms ping, it uses where mechs were 120ms ago for his hit detection. It is evident when you take damage after you are already behind cover. I've even seen autocannon rounds explode on the ground in front of me, then it blows my arm off a fraction of a second later. He saw it hit, so it does.
#20
Posted 10 March 2014 - 11:27 PM
Felio, on 10 March 2014 - 11:15 PM, said:
No, that's not how HSR works. If the server knows a player has a 120ms ping, it uses where mechs were 120ms ago for his hit detection. It is evident when you take damage after you are already behind cover. I've even seen autocannon rounds explode on the ground in front of me, then it blows my arm off a fraction of a second later. He saw it hit, so it does.
No idea what you are trying to say here. What I am saying is, you get shot because you were visible long enough for the other player to see you and shoot you. This is a simply fact.
As you mention player at 120ms will see everything 120ms late... Note that he does not see into the future !
If you never read it before this is how HSR works as per the devs:
http://mwomercs.com/...rewind-phase-1/
You do not have to believe me.
Edited by ShinVector, 10 March 2014 - 11:49 PM.
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