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Scrap Hsr Or Radically Retune It


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#1 Smegmw

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Posted 21 July 2014 - 02:16 PM

It causes hit registration problems in it's current state.

#2 spectralthundr

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Posted 21 July 2014 - 02:18 PM

View PostSmegmw, on 21 July 2014 - 02:16 PM, said:

It causes hit registration problems in it's current state.

Seriously either set up regional server instances for the Europeans, or rethink HSR. People with normal low pings shouldn't be punished for having decent internet connections.

#3 Rashkae

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Posted 21 July 2014 - 07:19 PM

View Postspectralthundr, on 21 July 2014 - 02:18 PM, said:

Seriously either set up regional server instances for the Europeans, or rethink HSR. People with normal low pings shouldn't be punished for having decent internet connections.


You think Europeans have it bad... Try APAC/NZ/AU

#4 Firewuff

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Posted 22 July 2014 - 01:33 AM

Sorry but pre HSR the game was unplayable. Esp in Australia where a good night I have 230 ping with an average around 280. It is brilliant compared to with out.

#5 Cryptic Gamer

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Posted 22 July 2014 - 03:55 AM

So yeah, I have a decent internet connection but you'd like to punish me because I don't live in NA/Canada............. Yeah! HSR is fine thanks.

#6 Modo44

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Posted 22 July 2014 - 04:18 AM

There are server/networking issues. HSR works fine when PGI is allowed to not skimp on servers. Enjoy capitalism.

#7 BINDLETORC

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Posted 22 July 2014 - 06:29 AM

Disable HSR and set the matchmaker to sort by ping and ELO. Then spend a few bucks and release regional servers. There is way to heavy a load on the servers they have as it is, thus huge hit detection issues.
I ought to get paid for this stuff :)

#8 Kitane

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Posted 22 July 2014 - 06:39 AM

The community is not large enough to be split into regional servers and HSR does much more good than bad for the game.

#9 NetherlightWolf

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Posted 22 July 2014 - 10:02 AM

Forgive my noobness, but what is hsr?

#10 Ironwithin

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Posted 22 July 2014 - 10:43 AM

Host State Rewind.

It's a system that calculates if you or your enemies hit, taking ping times into account. It is supposed to make "ping-leading" obsolete and level the playingfield for all players, regardless of ping times but it has its own flaws.

Basically, when you're running around and someone watches you you are actually a little (or a lot, depending on ping) ahead of what he sees because of the time it takes you and him to communicate with the game-server (ping).
If the guy watching you fires at you and sees a hit on your 'mech, without HSR, he wouldn't actually hit and you'd receive no damage because the server says you are not really there anymore.
He'd have to lead his shots infront of you to get hits (not taking projectile speeds into account for simplicity right now).
The higher the ping difference, the more lead is needed.

With HSR however the server "resets" your position (only internally for the calculations, you are not moved around on the map) at the time of the shot to where the guy shooting you sees you, making him hit you.

It applies to every player and everbody gets its advantages but also its flaws.
With very high ping-differences odd things happen, for example shoots going through 'mechs not doing damage or being damaged and seeing the shot only after that or getting behind cover and then being hit, etc.

Edited by Ironwithin, 22 July 2014 - 11:05 AM.


#11 ShinVector

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Posted 22 July 2014 - 10:48 AM

View PostIronwithin, on 22 July 2014 - 10:43 AM, said:

HOST State Rewind.



Corrected you there.. I made the same mistake because people kept using the other term so, much.

#12 Tim East

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Posted 22 July 2014 - 10:50 AM

Yeah, it's always weird to die after you're well around a corner from the guy who shot you when the shot goes past you and stuff. It can be a little bit irritating as well, since getting shot in the past makes weapons fire kind of hard to dodge.

#13 Ironwithin

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Posted 22 July 2014 - 11:05 AM

View PostShinVector, on 22 July 2014 - 10:48 AM, said:


Corrected you there.. I made the same mistake because people kept using the other term so, much.


Thanks for that. :)

#14 NetherlightWolf

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Posted 22 July 2014 - 12:30 PM

Ahhh. Thank you. That explains why I would sometimes lose an arm after getting into cover from fire or someone would die a second after I stopped shooting my current weapons. Ugh such weirdness.

#15 Bigbacon

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Posted 24 July 2014 - 08:36 AM

View PostRashkae, on 21 July 2014 - 07:19 PM, said:


You think Europeans have it bad... Try APAC/NZ/AU


you think they have it bad, try rural USA

#16 Mawai

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Posted 24 July 2014 - 12:50 PM

Believe me ... you do NOT want the pre-HSR days back.

You had to lead every target by a varying amount depending on both your ping and theirs. Firing directly at where an opponent was drawn on your screen might have a 50% chance of actually hitting them depending on how you and they were moving. (If they were standing still you would usually hit them). This is because the game is SERVER authoritative. All hit calculations are performed server side. The server has to calculate where the target is ... when this is done without HSR then where the target is on the server may not be anywhere close to where it was drawn on your client.

So ... you ask ... "Why can't the opponent be where it is drawn on my client so when I see a hit ... it;'s a hit?"

Two reasons:
1) You would achieve a hit on your client that is a clear miss on the opponents. Similarly there would be times when you would get hit by a shot that should clearly miss on your client. (still happens but not so much with HSR).
2) Client authoritative hit registration is too easy to hack ... aim bots and head shots from client hacks would be the order of the day and it would not be fun.

So .. if you are calling for them to scrap HSR ... you really don't know what you are talking about.

On the other hand, there is certainly room for improvement with both HSR and hit registration in general. They have found bugs in hit registration for SRMs and lasers recently ... I suspect there are more to be found ... but scrapping HSR is not an option.

Edited by Mawai, 24 July 2014 - 12:52 PM.


#17 POWR

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Posted 25 July 2014 - 03:31 AM

lol clueless OP. All games have some sort of lag compensation built in. How do you think it's even possible to play across the Internet?





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