Can Someone Please Explain To Me
#1
Posted 11 January 2015 - 02:47 PM
Seriously what is the explanation for this?
#2
Posted 11 January 2015 - 02:49 PM
#3
Posted 11 January 2015 - 02:52 PM
We have sorta 3fold HSR - Laser, Ballistic and Missile HSR (the latter was not necessary if they had changed the way SRM work)
They are able to make 1 Mode work well and the other 2 Modes work somewhat and that is what happens - we play HSR ring a ring.
Edited by Thorqemada, 11 January 2015 - 02:52 PM.
#4
Posted 11 January 2015 - 03:02 PM
Quote
With some, you still have to lead into thin air.
Hitboxes are not always where the mech is displayed.
Quote
PGI
I know that hitreg for online games like MWO will never be 100% perfect, but its been more or less of a mess for months now.
#5
Posted 11 January 2015 - 04:36 PM
occusoj, on 11 January 2015 - 03:02 PM, said:
Hitboxes are not always where the mech is displayed.
PGI
I know that hitreg for online games like MWO will never be 100% perfect, but its been more or less of a mess for months now.
actually since clanners appeared and laods of simultan lasers it really went a lot more worse.
Edited by Lily from animove, 13 January 2015 - 02:43 AM.
#6
Posted 11 January 2015 - 08:23 PM
#7
Posted 13 January 2015 - 01:03 AM
Thorqemada, on 11 January 2015 - 02:52 PM, said:
The problem was server sider lag. Actual hit reg I think was much better in beta.
#8
Posted 13 January 2015 - 01:26 AM
Now I try to do that in any SRM-boat and it's a complete tossup as to if the hits register or not. Are the servers just not capable of processing that many projectiles at once hitting the target?
#9
Posted 13 January 2015 - 02:11 AM
Ergo, there is no fix for physics beyond moving to a client side authoritative setup, which would itself mean aimbots galore.
TLDR: Guessing the future is inaccurate.
#10
Posted 13 January 2015 - 02:42 AM
William Mountbank, on 13 January 2015 - 02:11 AM, said:
Ergo, there is no fix for physics beyond moving to a client side authoritative setup, which would itself mean aimbots galore.
TLDR: Guessing the future is inaccurate.
maybe but on a non moving target that will still be there in 2 seconds while entire volleys not registering is another issue not related to this.
BellatorMonk, on 11 January 2015 - 08:23 PM, said:
generates this nice tt feeling
Edited by Lily from animove, 13 January 2015 - 02:45 AM.
#11
Posted 13 January 2015 - 06:22 AM
As long as PGI's monthly profits stay the same or increase, they take it as things are going well.....regardless of game issues. Cut off their funding, they jump right on the fixes. Happened before, no reason it can't happen again.
#12
Posted 13 January 2015 - 06:24 AM
William Mountbank, on 13 January 2015 - 02:11 AM, said:
It is. Read the novels. The mechs we pilot are hundreds of years in service, targeting computers - no one knows how to build them. Pilots in BT novels are lucky to hit a skyscraper with a LB-X past 20 meters. Let alone lasers. The closest to lore solution would be to make even hitting a mech a RNG-Roll.
#13
Posted 13 January 2015 - 06:26 AM
Willard Phule, on 13 January 2015 - 06:22 AM, said:
As long as PGI's monthly profits stay the same or increase, they take it as things are going well.....regardless of game issues. Cut off their funding, they jump right on the fixes. Happened before, no reason it can't happen again.
REVOLUTION!!!
#15
Posted 13 January 2015 - 08:53 AM
Darian DelFord, on 11 January 2015 - 02:47 PM, said:
Seriously what is the explanation for this?
It's a hard problem that many not have a fully functional solution. linking everyone to a common time frame across multiple networks with packet loss and variable latency.... sound hard to me. unless you convert to a much longer time scale like one seconds and abstract the game into dice roll by making it a true sim. i don't think it can ever be 100% fixed by HSR or other tricks.
#16
Posted 13 January 2015 - 09:09 AM
Edited by HlynkaCG, 13 January 2015 - 09:23 AM.
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