I Love The Changes To Hsr
#1
Posted 28 February 2015 - 05:59 PM
Field of position was critical for spotting. When ECM was disrupted indirect fire proved critical and everyone was falling back as one side gained position. We traded the field at least 3 times.
We finally lost when a flanking maneuver caught my cat at a disadvantage and we lost indirect fire for the last time.
Bravo PGI...
#2
Posted 28 February 2015 - 06:16 PM
#3
Posted 28 February 2015 - 06:27 PM
#4
Posted 01 March 2015 - 08:00 AM
DjPush, on 28 February 2015 - 06:27 PM, said:
Host State Rewind... its supposed to correct for latency differences. but it has a tendency to convert hits to misses. Over time it effective reduces damage output. Its been very bad as of late but it has an interesting side effect. Increased time to kill to the point where the game became better. HSR is not supposed to simulate the effects of a cone or fire or reduce DPS, but it does.
#5
Posted 01 March 2015 - 08:19 AM
Tombstoner, on 28 February 2015 - 05:59 PM, said:
That could very well be because HSR/hitreg is a giant mess and a lot of damage just didnt register on your mech.
Especially since you were in a Cat, which means either Catapult or Cataphract, something thats not really durable at all.
Tombstoner, on 28 February 2015 - 05:59 PM, said:
More evidence for hitreg loosing it.
#6
Posted 01 March 2015 - 09:26 AM
occusoj, on 01 March 2015 - 08:19 AM, said:
Especially since you were in a Cat, which means either Catapult or Cataphract, something thats not really durable at all.
More evidence for hitreg loosing it.
O no question hitred was the problem, but the subsequent improvement in game play is telling. Focused damage output is way too high and i got a taste of it artificially lower and it was phenomenal.
I wonder if others are having more fun for the wrong reason.
#7
Posted 01 March 2015 - 09:35 AM
#8
Posted 01 March 2015 - 10:05 AM
#9
Posted 01 March 2015 - 10:07 AM
#10
Posted 01 March 2015 - 11:37 AM
Tombstoner, on 01 March 2015 - 09:26 AM, said:
I wonder if others are having more fun for the wrong reason.
I am having a lot less fun because of that. There is not the slightest trace of imrpovement in gameplay to me. Its mostly unpredictable behavious, damage missing at random.
Some shots work, some dont.
Player A shoots at player B, half his damage doesnt register. Player B fires back and gets 100% in because lolreg.
If the bad hitreg were at least consistent, but its not even that. It almost randomly favors and/or punishes players as it makes every shot a lottery.
How many points of that Wub-alpha will get lost? None? 50%? 75%?
Only thing that can be taken for granted is the heat, one always gets it.
No fun in that to be honest.
It gets worse once it goes fully bust and registers damage on the wrong side of the mech.
All of that aside, the game has a problem with high PP damage that should be dealt with.
#12
Posted 01 March 2015 - 11:48 AM
Lasers feel like worthless garbage most of the time, never can trust them to do damage.
SRM's are about 50/50, between being difficult to aim at anything beyond 90 meters and the shotgun effect.
S-SRM's are better, but damage goes everywhere, so good for softening up targets, not good for killing things.
LRM's, only useful in certain situations, great when you have targets, but mostly feels like wasted tonnage.
#13
Posted 01 March 2015 - 01:06 PM
Mister D, on 01 March 2015 - 11:48 AM, said:
Lasers feel like worthless garbage most of the time, never can trust them to do damage.
SRM's are about 50/50, between being difficult to aim at anything beyond 90 meters and the shotgun effect.
S-SRM's are better, but damage goes everywhere, so good for softening up targets, not good for killing things.
LRM's, only useful in certain situations, great when you have targets, but mostly feels like wasted tonnage.
MW4 weapons were excessively pinpoint and punishing, you could not afford to make errors. MWO is at the opposite extreme, it is designed for randomness, basically it is a game of attrition, pew pew zap zap wooooosh clang clang, it becomes boring fast.
#14
Posted 01 March 2015 - 02:04 PM
Tombstoner, on 28 February 2015 - 05:59 PM, said:
Field of position was critical for spotting. When ECM was disrupted indirect fire proved critical and everyone was falling back as one side gained position. We traded the field at least 3 times.
We finally lost when a flanking maneuver caught my cat at a disadvantage and we lost indirect fire for the last time.
Bravo PGI...
Yep. Took my 2xGauss, 2xLPL Crab out to the Caustic practice map. After 18 (that's EIGHTEEN) shots with my gauss, the rear torso of the atlas turned orange. I was not moving and within 400m when I started. After a while I moved to point blank range. Took several more hits, mostly from LPL, for the Atlas to fall over.
I think HSR is right where it should be, in keeping with this weekends' event. Nowhere to be seen.
#15
Posted 01 March 2015 - 02:13 PM
For instance, I just had a match, Bog, Conquest, where a Firestarter charged me. I unloaded a full AC20 + AC10 + SRM4 + ML + LPL alpha at him - he loses an arm.
I wait, track him, unleash the next, his left side turns yellow. One more round, he loses a leg. (he is also taking small amounts of LRM fire at this point)
He is now legged, 30m away from me, and moving slowly from right to left across my screen.
It takes 4 more full weapon loads (not as alphas, I stagger the cannons, the SRM and the lasers, but 4 full cycles) to bring him down.
Now we know that Firestarters have wonky hit boxes, and they are the worst I have seen for this, however this and other examples tell me that HSR does not favor people with low pings and certain weapon builds.
(on the other hand, I don't mind longer TTK myself, so not complaining, just observing)
Edited by MadBadger, 01 March 2015 - 02:15 PM.
#16
Posted 02 March 2015 - 06:39 AM
MadBadger, on 01 March 2015 - 02:13 PM, said:
For instance, I just had a match, Bog, Conquest, where a Firestarter charged me. I unloaded a full AC20 + AC10 + SRM4 + ML + LPL alpha at him - he loses an arm.
I wait, track him, unleash the next, his left side turns yellow. One more round, he loses a leg. (he is also taking small amounts of LRM fire at this point)
He is now legged, 30m away from me, and moving slowly from right to left across my screen.
It takes 4 more full weapon loads (not as alphas, I stagger the cannons, the SRM and the lasers, but 4 full cycles) to bring him down.
Now we know that Firestarters have wonky hit boxes, and they are the worst I have seen for this, however this and other examples tell me that HSR does not favor people with low pings and certain weapon builds.
(on the other hand, I don't mind longer TTK myself, so not complaining, just observing)
If people missed the sarcasm of my post, PGI sure didn't. They know full well whats happening. When random errors to a critical system like HSR improves survivability and it translates into better game play you know damage output is too high.
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