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Real Fix To Hitreg Coming.


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#101 Weeny Machine

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Posted 28 June 2015 - 09:23 AM

What that means for light and medium pilots? Dunno.
I suppose:
Lights will (as was pointed out) switch more and more to long range weapons and ECM mechs. The short-range lights will most likely go back. Personally I am looking forward to drive my Huginn and Oxide after the patch, though. If all missile of the Oxide finally register....*shivers with antici...passion* (to quote Frank N. Furter)

Mediums. I think they will be hit by the hitreg change even harder. Simply because the big alphas can punch through their ST in one go.

All in all the TTK will go most likely down further. I am really not looking forward to that.

Nevertheless, in general, the Hitreg fix is more than welcome.


View PostDAYLEET, on 28 June 2015 - 08:14 AM, said:

This just in, insane Locust/Commando pilot will still kick your ass and you will still blame the game.


Can't you just stop with your pseudo l33t arguments? And you post that puperty-trash-talk again and again. It seems you need to compensate something.

Even very goods pilots will have a harder time. Simply because more damage will come in.

#102 DAYLEET

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Posted 28 June 2015 - 09:54 AM

View PostBush Hopper, on 28 June 2015 - 09:23 AM, said:




Can't you just stop with your pseudo l33t arguments? And you post that puperty-trash-talk again and again. It seems you need to compensate something.

Even very goods pilots will have a harder time. Simply because more damage will come in.


I was misunderstood, i don't pretend to be that pilot. But i see those pilots all the time and like in every game most people complaining about hitreg, hacks and whatnot in chat when i spectate are just people complaining when they get their asses handed to them and just miss.

#103 Random Carnage

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Posted 28 June 2015 - 11:24 PM

Having a light take out an Assult as easily as they can is like a Humvee taking out an Abrams. It shouldn't happen. 170kph dime stop and direction changes are BS and unjustifiable. Assult torso twist speeds are also retardedly slow - have they not heard of gear ratios in 1000 years from now? Don't even get me started on the ability to absorb damage and the relative sustainable fire power each class has given their respective tonnage. Broken. Just broken.

#104 Weeny Machine

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Posted 28 June 2015 - 11:38 PM

View PostRandom Carnage, on 28 June 2015 - 11:24 PM, said:

Having a light take out an Assult as easily as they can is like a Humvee taking out an Abrams. It shouldn't happen. 170kph dime stop and direction changes are BS and unjustifiable. Assult torso twist speeds are also retardedly slow - have they not heard of gear ratios in 1000 years from now? Don't even get me started on the ability to absorb damage and the relative sustainable fire power each class has given their respective tonnage. Broken. Just broken.


Arguing like that would mean that a light should have no chance versus a heavy either. What use had light mechs at all if the couldn't do anything vs half the mechs in the game with no other role to perform?

As for you light vs assault problem:
  • 1. Park your back against an obstacle. The light cannot do that much anymore
  • 2. It is a team game. Only because you are in an assault you are not Rambo. And sorry, but from the gist of your note I think you'd like to be. I usually play light and medium mechs. And if I do not find an opening I help to cover the backs of our assaults. You know, mobility needs to be worth something, too. You cannot have it all.


#105 ShinVector

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Posted 28 June 2015 - 11:41 PM

Almost sounds like a single person shouldn't be able to 1shot a tank with an Anti-Tank missile. :mellow:
This logic is so, broken.

#106 MechWarrior3671771

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Posted 29 June 2015 - 12:07 AM

"Rambo Light complaining getting killed too easily incoming!"

Nah. I've been a MW Light Pilot for 15 years now. We are used to getting killed too easy.

What we don't like are hitreg issues that make "pretenders" feel like pros (I'm talking about you, Firestarters).

So any hitreg fix will be welcome among light pilots. We want to earn the title, not exploit it.

#107 Richard Hazen

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Posted 29 June 2015 - 12:54 AM

View PostWintersdark, on 28 June 2015 - 09:14 AM, said:


You understand what HSR does, right? Currently, to determine if you hit, the server (where hit detection happens, not on your client) rewinds the location of your target mech to where it was when you hit fire, because due to the time it takes messages to reach your PC from the server, and your fire command to travel from your PC to the server, the mech isn't where it looked to you like it was. So, HSR rewinding time by your ping amount allows the server to know where the mech was when you fired at it (thus, where it looked like it was to you), and calculate whether or not you hit from that. This removes "lag shields" where you need to lead your target to compensate for ping (up to how much data the HSR system stores and can rewind).

Currently, this rewinds the location of the mech, but not the position of it's arms/legs/torso/facing. It just moves the mech back. If that mech was twisting, turning, running fast (read: A light being a light) it's legs are probably in an entirely different position, it may be facing a different location, etc. You may have shots into it's back miss entirely because FOR YOU it was looking directly away from you, but because the player was twisting at that time for the server it had already turned 90 degrees to the right. On your screen, this would result in lasers burning it's arm/side torso, for the server it would be a complete miss. Similar for legs, you could hit the wrong leg or none at all, if the mech was in a different phase of the walking animation for the server.

Bone rewind causes the HSR algorithm to rewind *everything*, including animation states, so the server knows not just where the mech itself was, but the relative positions and facing of it's arms/legs/torso/etc.

Thank you :)

#108 MechWarrior3671771

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Posted 29 June 2015 - 01:53 AM

"not half, most.. this will literally kill the firestarter since the thing is huge for a light... almost no one will be piloting light mechs"

Nah. Half of my time is spent dog-fighting other lights. And the firestarter needs to be killed - it gives and takes damage like a 150mph Heavy. I avoid them when I can, since I can barely scratch them due to their broken hitreg.

So killing the FS will equalize lights more, and get me to play them more often, not less.

#109 Motroid

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Posted 29 June 2015 - 09:04 AM

View PostWintersdark, on 28 June 2015 - 09:07 AM, said:

snip
In a sense this was a business decision. I suppose they could have upgraded server processing power to provide more headroom to do this, and that would have cost a fair bit - and a fair bit as an ongoing cost. That's a much more difficult decision to make, though.

This isn't a cunning, evil plan to screw people, or to sacrifice gameplay for Teh Almighty Dollah.
snip

"In a sense this was a business decision....." There is only one "sense" for companies trying to sell something and rake in profits. Business sense.
PGI is here to make money, no problem with that.
My point is that PGI is keeping the ongoing costs down for server structure etc. to not get eaten up by the expenses during their very long period of development. Obscuring this and being told otherwise is what sets me up. Sure I am no real insider with insight of the details but I know how business works. And it's all the same, in any given industry. Minimize expenses - maximize profits. And yeah basicly that does mean in the games industry that they are sacrificing gameplay experience for "teh almighty dollah". You can deny this as much as you want but you won't change my mind on this. If you see it otherwise I envy you for your optimistic view of things. I have experienced the world to be different in terms of economy and industry. You know, more greedy...
That doesn't mean PGI is evil. They are no saints either. But they are professional players in this industry. (Yeah, hard to believe sometimes but whatever man...)





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