

Hsr Back To Almost Non Existant Again.
#21
Posted 25 July 2014 - 05:46 AM
#22
Posted 25 July 2014 - 06:00 AM
Hopefully something they are working on, I know there is a few topics in the Patch Feedback forum to bring it to their attention.
#23
Posted 25 July 2014 - 06:20 AM
Alexandrix, on 25 July 2014 - 05:42 AM, said:
Yea that's interesting I have noticed that as well. Patch day and the following days seems good but then a week or so later feels like everything turns to muck. You cant blame the patch because nothing has changed so it makes you question things. But its an interesting point and entirely possible.
#24
Posted 25 July 2014 - 06:32 AM
By day 5 after a patch, it's almost like it was before release.
#25
Posted 25 July 2014 - 06:37 AM
Prior to the patch my SRM Golden Boy was a nasty close range money maker, last few days its been reduced to shooting fresh air a large percentage of the time.
+1 on daily server resets, atleast over the course of a month to see what possible difference it could make, can't do any harm.
#26
Posted 25 July 2014 - 06:41 AM
I have to ask... Have you people submitted a ticket with as much info as you can and a trace to see if there is something wrong along the line.
Because talking about it here has a limited use in getting the issue solved =P
#27
Posted 25 July 2014 - 06:43 AM
I actually have a conspiracy theory that HSR is working as intended. First off, a lot of people had a problem with dieing too fast back in the old days... So they doubled up the armor values from table top. People still had problems with dieing too fast, supposably Pin point FLD is too high... Ok they release clan mechs which specialize in DoT damage. People complain clan dot damage is too high... Ok so the jack up HSR so lights don't get 1 shotted, and neither do dire wolves.
Alright, now that it's all jacked up, everyone can have their super long 15 minute battles... I mean serious, look at the C-ERPPC... The way that deals damage is asking for HSR problems. 10 to point of impact, And then 2.5 to somewhere else??? Yah like that's going to go well right?
Anyway, I'm pretty sure it's coded this way to help people feel stronger because they live longer. Sadly no one will ever be satisfied (me included).
#28
Posted 25 July 2014 - 06:45 AM
l33tworks, on 25 July 2014 - 03:47 AM, said:
HRS doesn't seem to be working for me last few weeks. I've done everything I can on my end, Got the best internet plan I have. New modem. Ethernet only. Made sure connection is as solid as it gets etc. Fresh install etc. The game is just a mess in terms of weapon damage location effects and hit registration.
I have to lead mechs by about 1-2 mech lengths at 70kph and about 4-5 mech lengths at 150kph and place my bullets in thin air. If I shoot to make my bullets hit the enemy mechs on my screen the shots wont register.
The problem with having to do that ALL the time is when you have to guess what the enemy pilot will do and how their mech will move a few moments later, meaning if the enemy mech does something you have no way of anticipating, you will miss no matter how good your aim is. For example if they change direction or slow down or make any movement after you've clicked your mouse, by the time the events unfold your shot can be miles away. I don't like playing fortune teller all the time.
Not to mention the time it takes for your own mech to make the aiming changes is limited and delayed both due to client side mech aiming speed delay( which is normal and the same for everyone) but also where the server thinks you are aiming has to play catch-up with your network conditions.
Just wanted to say it felt "ok" when clans launched now the game feels spongy again. I don't need a cross-hair anymore, the best I can do is shoot in the general direction with spammy weapons and hope for the best.
I live in Goulburn Australia about 180km from Sydney. Experiencing exactly same issues. Been sitting on 280-300 ping. The only reliable weapons that seem to hit where pointed are Gauss rifles for me. Hitting a light Mech on the run is nearly impossible. I also miss out on a lot of kills due to the hits registering later. Very frustrating.
#29
Posted 25 July 2014 - 07:17 AM
Been so seeing a lot of laser and missile barrages coming from empty space (most likely coming from where are a mech' was or is going to be in the servers "opinion") also.
#30
Posted 25 July 2014 - 07:48 AM
Aleksandr Sergeyevich Kerensky, on 25 July 2014 - 06:43 AM, said:
I actually have a conspiracy theory that HSR is working as intended. First off, a lot of people had a problem with dieing too fast back in the old days... So they doubled up the armor values from table top. People still had problems with dieing too fast, supposably Pin point FLD is too high... Ok they release clan mechs which specialize in DoT damage. People complain clan dot damage is too high... Ok so the jack up HSR so lights don't get 1 shotted, and neither do dire wolves.
Alright, now that it's all jacked up, everyone can have their super long 15 minute battles... I mean serious, look at the C-ERPPC... The way that deals damage is asking for HSR problems. 10 to point of impact, And then 2.5 to somewhere else??? Yah like that's going to go well right?
Anyway, I'm pretty sure it's coded this way to help people feel stronger because they live longer. Sadly no one will ever be satisfied (me included).
Nope. I watch plenty of NGNG videos/twitch streams, youtube videos etc of people with low ping and a good connection to the servers. They don't need to aim ahead, their lasers work almost perfectly which are the best indication to see how the netcode is working. Almost instant proper damage is applied to correct enemy mechs location when shooting them, the game runs like a dream for them in general. I get jealous watching it.
They are just strolling through it casually. Like when Sean Lang plays, he loves lasers and watching them on his it no wonder, it just works exactly like a hitscan instant damage weapon should work. On my end if I try do the same, even if I hold them perfectly on target the entire duration which is not that hard to do, its hit and miss whether they even do ANY damage, let alone the full lasers damage. Its more like waving an invisible magic wand and hoping some damage was applied to the enemy mech a few seconds later anywhere on the mech let alone a specific location.
So unless PGI has a thing against high ping players your theory does not make sense.
I know some of you guys with low pings feel like you have issues as well, but trust me when I say whatever you are getting we are getting that + stuff 100x worse.
Edited by l33tworks, 25 July 2014 - 07:50 AM.
#31
Posted 25 July 2014 - 07:52 AM
Brawling with a Nova at point-blank range in River City. Hammering a Shutdown open CT with twin MGs and triple ML's ... and the Nova pilot starts up, and RUNS AWAY from my Thunderbolt ... with me hammering him the whole time. He lived through the match.
Fighting an Banshee in my beat up Orion, same map - twin MGs, ML, Streaks, and ERPPC hammering an open CT ... put FIVE ERPPC shots alone into the open CT. Cycled the little weapons several more times and laid down on the MG's the entire time. Somebody else shot him from across the map and got the kill.
Fighting another Banshee on Tourmaline - curious, I charged straight at him in my Thunderbolt. One torso gone so I've only got three ML's and twin MG's. Both my CT and LT are open when I start the charge - Banshee and Mad Cat shooting at me. I know I'm dead in instants so no twisting, just laying MG into the Banshee. Gunfire exchange goes on for FIVE ML cycles ... before I tear open the Banshee's CT ... and turn and start shooting at the Mad Cat. They finally get me ... but that's just crazy. I should've lasted between five and ten seconds, max - not almost thirty.
Between weapons feeling like they're flashlights, the stutter-steps and disconnects, I'm guessing the theory of connection/server problems is probably correct.
#32
Posted 25 July 2014 - 08:46 AM
#33
Posted 25 July 2014 - 09:11 AM
#34
Posted 25 July 2014 - 09:36 AM
l33tworks, on 25 July 2014 - 07:48 AM, said:
Nope. I watch plenty of NGNG videos/twitch streams, youtube videos etc of people with low ping and a good connection to the servers. They don't need to aim ahead, their lasers work almost perfectly which are the best indication to see how the netcode is working. Almost instant proper damage is applied to correct enemy mechs location when shooting them, the game runs like a dream for them in general. I get jealous watching it.
They are just strolling through it casually. Like when Sean Lang plays, he loves lasers and watching them on his it no wonder, it just works exactly like a hitscan instant damage weapon should work. On my end if I try do the same, even if I hold them perfectly on target the entire duration which is not that hard to do, its hit and miss whether they even do ANY damage, let alone the full lasers damage. Its more like waving an invisible magic wand and hoping some damage was applied to the enemy mech a few seconds later anywhere on the mech let alone a specific location.
So unless PGI has a thing against high ping players your theory does not make sense.
I know some of you guys with low pings feel like you have issues as well, but trust me when I say whatever you are getting we are getting that + stuff 100x worse.
I dream of a ping under 150. You Euro and US fellas got nothing to complain about ping wise.
#35
Posted 25 July 2014 - 10:07 AM
l33tworks, on 25 July 2014 - 07:48 AM, said:
I believe you. My ping is typically 32. I've seen it as low as 29 and as high as 65 but I've never gone into the 90+ for ping. I experience very few of the problems people are talking about in the game... UNLESS... I am shooting at someone with a 200+ ping. Actually it's worse if their ping is bouncing up and down. It's not just the current ping, it's the fact that it changes frequently which I think throws the HSR for a loop. I bases things off a 200 ping and suddenly the ping is 280 and shots "miss".
It's anecdotal, but I think someone is onto it slowly growing worse between server resets.
#36
Posted 25 July 2014 - 10:58 AM
Oh yeah, you know HSR is broken when you start seeing the spiders dancing back and forth in front of you like the good old days of spider invincibility, shooting your legs, with zero fear that your damage is going to register in any significant way even though they're a light mech facetanking your damage.
I'm having hell trying to hit fast moving light legs as well with my lasers. It's absolutely infuriating.
You got tons of money from the phoenix and clan packs, but you still can't lure a decent netcoder to Vancouver. Up your offer, please. Sell a Netcoder Pack of mechs for RL cash, and European and Australian players will shell out for it.
Edited by Training Instructor, 25 July 2014 - 11:25 AM.
#37
Posted 25 July 2014 - 11:48 AM
#38
Posted 25 July 2014 - 11:54 AM
AlexEss, on 25 July 2014 - 06:41 AM, said:
I have to ask... Have you people submitted a ticket with as much info as you can and a trace to see if there is something wrong along the line.
Because talking about it here has a limited use in getting the issue solved =P
Yes....the response was "It was added to the database"
meaning the issue was simply put into a database of bugs they have, nothing was fixed
#39
Posted 25 July 2014 - 01:06 PM
My ping, tho high, is very stable.
Also, is anybody having issue with HSR willing to post some match footage?
#40
Posted 25 July 2014 - 01:10 PM
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