Jun Watarase, on 29 April 2014 - 01:53 AM, said:
Its too bad its 2014 and PGI cant figure out how to add proper working lag compensation into the game.
No, HSR doesnt work, if it did light mechs would simply explode when 8+ enemy mechs light light up with lasers, instead of having orange armor left.
How does bugged Hit detection because of the current HSR-State and the general inability to kill a light mech relate to High Ping vs Low Ping? On the contrary, HSR is working as intended in a sense that it at least partially equalizes high and low ping players.
That being said a high ping player still has many game-pplay disadvantages e.g.. zoomlag and targetlag.
Appogee, on 29 April 2014 - 01:49 AM, said:
Mine is persistently 230.
Since the recent change to how damage animations are displayed (ie now server side authoritative) I've been shocked to observe just how many of my ballistics shots have been missing the target completely, even though I've been leading the target by what I thought was a compensatory quarter of a second.
Net of it is: the lag is certainly an impediment to success. It's particularly brutal when Lights are circling in close proximity, and the best you can do is use a laser to sweep their legs and impart maybe a quarter of their damage each time.
The problem is made worse by there being no way to experiment and identify the correct amount to lead. (Targets in the testing ground are both static, and all testing is client side, not server side.)
AFAIK the damage has always been server-side authoritative. Having experienced both 160 ish and 200-300 ping I can't say that I need to aim differently to yield significantly different results. Though in my opinion the game goes haywire on 300+ ping.
After the recent (April Hitreg) Patch, I've noticed that my average damage per match went up while my crosshair did not register (glow red) after many hits. I've discussed that issue with a few friends and they've experienced the same thing. Of course I can't bring some definite evidence but I believe that this is a bug and the hits still register.