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Real Fix To Hitreg Coming.


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#1 Monkey Lover

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Posted 25 June 2015 - 08:10 PM

Quote

#Hit Regs Update

* Neema has been focused on it for the last 2 weeks. Did optimization of mech movement code, optimization of network bandwith reduced traffic by 25%. Added the Bone Rewind mechanic on top of existing main mech position rewind. This will better account for torso twist and leg positions.
* Found bugs in the existing Rewind State when considering the difference in pilots of different pings.
* Hoping to get them all in for July 7th
* Should work exceptionally well up to 400ms ping
http://mwomercs.com/...-625-done-live/



I can't believe there was never a bone rewind. No wonder its so flippen hard to hit light mechs and crows twisting as fast as lights..


I am looking forward this !

Edited by Monkey Lover, 25 June 2015 - 08:11 PM.


#2 Elizander

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Posted 25 June 2015 - 08:15 PM

Well it was made from scratch. Compared to not hitting center mass at all it was a big upgrade which actually made the game playable.

The tweak would have been appreciated sooner but it'd be great if it gets here. Maybe with this they can return inverse kinematics (or however you spell it).

Edited by Elizander, 25 June 2015 - 08:25 PM.


#3 MoonUnitBeta

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Posted 25 June 2015 - 08:21 PM

View PostElizander, on 25 June 2015 - 08:15 PM, said:

inverse kinetics *kinematics

Posted Image

#4 Monkey Lover

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Posted 25 June 2015 - 08:27 PM

View PostElizander, on 25 June 2015 - 08:15 PM, said:

Well it was made from scratch. Compared to not hitting center mass at all it was a big upgrade which actually made the game playable.

The tweak would have been appreciated sooner but it'd be great if it gets here. Maybe with this they can return inverse kinetics


So you knew they never took into accounts any real movement in to hsr? To me this makes so much sense on why I have seen so much hitreg issue when being told "there is nothing wrong" for two years. There were so many times i uploaded videos to Russ where an arm and leg didn't register.

Maybe this is why i take damage to my back when im getting hit in the front every so often.

Edited by Monkey Lover, 25 June 2015 - 08:42 PM.


#5 ShinVector

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Posted 25 June 2015 - 08:31 PM

The only thing I am worried about now is whether this fix.
Fixes Laser HSR for high ping players.


HSR 2.0. !! I am hyped !

Edited by ShinVector, 25 June 2015 - 08:42 PM.


#6 Elizander

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Posted 25 June 2015 - 08:35 PM

View PostMonkey Lover, on 25 June 2015 - 08:27 PM, said:

So you knew they never took into accounts any real movement in to hsr? To me this makes so much sense on why I have seen so much hitreg issue when being told "there is nothing wrong" for two years. There were so many times i uploaded videos to Russ where an arm and leg didn't register. Maybe this is why i take so damage to my back when im getting hit in the front every so often.


No, I'm not privy to such information in advanced. Still I hope it gets in soon. Maybe I can actually use lasers again.

View PostShinVector, on 25 June 2015 - 08:31 PM, said:

The only thing I am worried about now is whether this fix. Fixes Laser HSR for high ping players. I am hyped !


I'm more worried about light mechs dying by the drove and Streak Crow dropping 5 tiers.

#7 Sarlic

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Posted 25 June 2015 - 08:43 PM

Brace yourselves!

Rambo Light complaining getting killed too easily incoming!

Or...

Edited by Sarlic, 25 June 2015 - 08:43 PM.


#8 ShinVector

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Posted 25 June 2015 - 08:45 PM

View PostElizander, on 25 June 2015 - 08:35 PM, said:


I'm more worried about light mechs dying by the drove and Streak Crow dropping 5 tiers.


So.... ? About lights... They have never been very strong and meant to be played with skill.

But it is a two way street so, my concern is lasers HSR... Light mechs needs this to be fix to compete.
Means damage for crazy fast light strikes will increase too.

Edited by ShinVector, 25 June 2015 - 08:46 PM.


#9 FupDup

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Posted 25 June 2015 - 08:47 PM

Maybe the complaints about "Broken hitboxes, OMFG!" will finally stop.

#10 Monkey Lover

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Posted 25 June 2015 - 08:48 PM

View PostSarlic, on 25 June 2015 - 08:43 PM, said:

Brace yourselves!

Rambo Light complaining getting killed too easily incoming!

Or...


If lights end up dieing to fast i have no problems with buffing them. What i hated more than anything is dieing because my alpha to the ct of a locust didn't resister.

#11 Impyrium

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Posted 25 June 2015 - 08:49 PM

The way he described it, sounds like a real game changer, so really looking forward to it.

View PostElizander, on 25 June 2015 - 08:15 PM, said:

Maybe with this they can return inverse kinematics (or however you spell it).


'Fraid Paul said it wasn't related, but they were still looking at it. :\

#12 Navid A1

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Posted 25 June 2015 - 08:56 PM

You know... i'm both excited and concerned about this.

Excited: because better hitreg.

Concerned: If something so painfully primitive and obvious such as this only gets noticed well more than a year after the creation of HSR... then it only brings up more suspicions on other aspects of the game... things that do not work properly not because there is a reason, but because it has not been figured out yet.





View PostFupDup, on 25 June 2015 - 08:47 PM, said:

Maybe the complaints about "Broken hitboxes, OMFG!" will finally stop.

I would LOVE to see the face of wannabe l337s in their firestarters throwing l2p comments around denying every video or personal experiences (some of them in particular in fact)

Edited by Navid A1, 25 June 2015 - 08:58 PM.


#13 Narcissistic Martyr

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Posted 25 June 2015 - 08:59 PM

I wonder if we're going to lose half of our light mech pilots again...

#14 Impyrium

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Posted 25 June 2015 - 09:00 PM

View PostNavid A1, on 25 June 2015 - 08:56 PM, said:

I would LOVE to see the face of wannabe l337s in their firestarters throwing l2p comments around denying every video or personal experiences (some of them in particular in fact)


Oh yes, this, combined with the upcoming collision feedback improvements... the tears will be real.

Still if this was my game I'd have 'mechs that run around at 130km/h+ go very very crunch upon contact with a 'mech or wall... :P

#15 ShinVector

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Posted 25 June 2015 - 09:02 PM

View PostMonkey Lover, on 25 June 2015 - 08:48 PM, said:


If lights end up dieing to fast i have no problems with buffing them. What i hated more than anything is dieing because my alpha to the ct of a locust didn't resister.


One of the videos I link to Russ when he was asking for video of bad Hit Reg.

https://youtu.be/IhseKc3Gmt8?t=510

I hated dieing more to a Tiberwolf that should have died just because he was given damage discounts in the CT twice !!

I am hoping this kind of scrap in the game will finally be fixed.

Edited by ShinVector, 25 June 2015 - 09:03 PM.


#16 Novakaine

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Posted 25 June 2015 - 09:22 PM

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#17 Cyborne Elemental

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Posted 25 June 2015 - 09:23 PM

I think this is nothing less than amazing.

No longer will lights be viewed as micro-Atlas being able to play like total psycho's because they know they're immune to damage and can't be killed quickly enough to stop nascar rambo rushes.

Lights will have to play like lights and play smart instead of just running in like idiots with their invincibility lag shield to wreak havoc.

They will have to use teamwork, instead of being able to solo an entire enemy assault lance without taking a scratch.

Will this mean the end of the terror of Firestarters? hopefully yes.

But its not just lights, its all laser hitreg in general, its been off for a long time with any hitscan weapons (lasers/mg) because for whatever reason can be off a few pixels or as much as 3-4 mech lengths, "If" this next update actually fixes laser hitreg.. OMG will it be awesome.

Less guesswork, so we can aim at a location, and what you see is what you get.. finally?

Edited by Mister D, 25 June 2015 - 09:30 PM.


#18 MechaBattler

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Posted 25 June 2015 - 09:28 PM

I hope this cuts down on those questionable moments of non-damage.

#19 Eider

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Posted 25 June 2015 - 09:31 PM

As someone who plays lights i think this was long needed. Even as a light i could say firestarters were bs, along with crows etc.

#20 Prof RJ Gumby

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Posted 25 June 2015 - 09:34 PM

View PostEider, on 25 June 2015 - 09:31 PM, said:

As someone who plays lights i think this was long needed. Even as a light i could say firestarters were bs, along with crows etc.


Yep, true* light pilots despise the firestarter too. I couldn't play it because it felt like cheating. Plus try to defeat it in a 'normal' light...

*IMHO
--------------------------------------

Don't get me wrong peole, I'm happy about the change.

But

we might end up needing to lower weapon damage or sth, because the TTK may plummet if the fix will work...

Edited by Prof RJ Gumby, 25 June 2015 - 09:39 PM.






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