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Hsr Questions


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#1 Agent 0 Fortune

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Posted 09 May 2015 - 01:01 PM

This founders event has me playing my Founders Jenner, a weight class I don't normally play. But I have seen enough light pilots to know that on big mechs you have to avoid the pointy end.

So I start circling a dire wolf, and he is till firing about 45 degrees behind me, but my armor is still being peeled off, I move further, and still taking damage. I died at about a 60 degree arc from where he was firing at 200m range.

I need this explained to me how my 150KPH mech is reduced to 40KPH, because another player is downloading Game of Thrones in the background.

#2 LORD ORION

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Posted 09 May 2015 - 01:11 PM

Hit registration is rediculous in this game.

I played my ON1-P today, 1/2 the time my Gauss is going straight through mechs and exploding behind them.

Several matches I did only 1/2 damage from lasers.

There is nothing wrong with my ping, it is usually 25-50 ms.

You get used to it.

#3 Escef

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Posted 09 May 2015 - 01:27 PM

View PostAgent 0 Fortune, on 09 May 2015 - 01:01 PM, said:

I need this explained to me how my 150KPH mech is reduced to 40KPH, because another player is downloading Game of Thrones in the background.


I'd gladly explain it to you if that was what was happening.

HSR looks at when trigger pulls happened and where your mech appeared to be to the firer at the time of the trigger pull and determines if the hits count. Because differences in ping can create a significant difference in where a client says a mech is and where the server says they are. Before HSR, in the days of 8v8, a single light could solo 4 mechs because ping differences made hitting fast mechs incredibly difficult. HSR tries to mitigate the advantage that fast movers have when there are large differences in ping. The guy you were circling was shooting accurately enough at the "you" he saw on his client for the server to rule that you should be taking damage.

HSR sometimes causes weird things to happen. I've seen my mech's CT armor turn dark orange from shots I twisted away from, then a couple seconds later watch my wireframe update and spread the damage out across my torsos and one of my arms (my client said the damage all went CT, HSR disagreed, my client updated to mirror what the server said my damage should be).

I wager HSR also caused the following to happen:


#4 AssaultPig

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Posted 09 May 2015 - 03:57 PM

View PostEscef, on 09 May 2015 - 01:27 PM, said:


I'd gladly explain it to you if that was what was happening.

HSR looks at when trigger pulls happened and where your mech appeared to be to the firer at the time of the trigger pull and determines if the hits count.


this isn't correct; if it were the game could just use clientside hitreg and clean all these issues up

host state rewind (HSR) is the server looking at the latency of both players (shooter and shoot-ee), and trying to decide where they both were at the time the shot was fired (it 'rewinds' the battle to the appropriate time to check hits.) If hits were being calculated based entirely on the shooter client's view performance would be much worse, since the shooter's client would potentially be as much as a half second 'ahead' of their target.

#5 Escef

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Posted 10 May 2015 - 07:30 AM

View PostAssaultPig, on 09 May 2015 - 03:57 PM, said:


this isn't correct; if it were the game could just use clientside hitreg and clean all these issues up

host state rewind (HSR) is the server looking at the latency of both players (shooter and shoot-ee), and trying to decide where they both were at the time the shot was fired (it 'rewinds' the battle to the appropriate time to check hits.) If hits were being calculated based entirely on the shooter client's view performance would be much worse, since the shooter's client would potentially be as much as a half second 'ahead' of their target.


Ok, admittedly, I flubbed that a bit, I was in a rush and should have waited til I had a better chance to collect my words. Mea Culpa.

Either way, it is still much closer to the facts of the matter than the idea that it makes his mech lose 110 kph.

#6 ShinVector

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Posted 10 May 2015 - 11:26 PM

View PostAgent 0 Fortune, on 09 May 2015 - 01:01 PM, said:


So I start circling a dire wolf, and he is till firing about 45 degrees behind me, but my armor is still being peeled off, I move further, and still taking damage. I died at about a 60 degree arc from where he was firing at 200m range.



Safest place to be is directly behind them not 45 degrees.

One of the best tricks if to directly stand behind an assault while your team mates are shooting him in the front.
*The WTF moment totally kills them, most of the time.

This video shows one that was perfectly executed on a Hunchback... Didn't even realise what happened to him, even after he died.


#7 Thorqemada

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Posted 10 May 2015 - 11:37 PM

I had this weekend often the feeling my damage was cut by 3/4 and i was doing ridiculous amounts of damage to single Mechs to bring them down...while i was receiving damage in a total inconsistent way...





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