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How's The Hsr Patch?


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#1 SovietArmada

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Posted 07 July 2015 - 10:33 AM

Unless i kept missing a prior thread with this, I wanted to know peoples feedback on how the hit detection looks now after the recent patch.

#2 MilesTeg1982

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Posted 07 July 2015 - 10:40 AM

after 2 matches I have to say the first impression is really good. It looks like there are a lot less shots missed (my DWF with 2 Gauss + 6 MPL seems to be twice as powerfull as before the patch). before the patch I did had have missed shots a lot (my ping is 100 to 120 from central europe).

have to add:
I noticed my kills have gone up while my damage done was going down slightly ...

Edited by MilesTeg1982, 07 July 2015 - 11:25 AM.


#3 Roadkill

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Posted 07 July 2015 - 11:23 AM

View PostMilesTeg1982, on 07 July 2015 - 10:40 AM, said:

I noticed my kills have gone up while my damage done was going down slightly ...

That's a good sign that supports the idea that HSR has improved.

You're killing more efficiently because your shots are actually hitting where you're aiming.

#4 moq

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Posted 07 July 2015 - 11:25 AM

wish they would have just made ecm work on the turrets rather than take them away........

#5 RockmachinE

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Posted 07 July 2015 - 11:29 AM

I...I think it works, I just killed 3 lights with my spider, that NEVER happened. I always had a hard time with pirates banes and such, now they just drop. I might be jumping the gun here, but the game does feel differently...

#6 XX Sulla XX

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Posted 07 July 2015 - 12:45 PM

Does seem to be working better.

#7 MoonUnitBeta

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Posted 07 July 2015 - 12:50 PM

I guess there goes my jump spamming twisting demon myst lynx shield of invincibility.
:(
Now it's just a myst lynx... And now I need to look for a different mech to pilot. lol

#8 ChapeL

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Posted 07 July 2015 - 12:51 PM

I nailed a Spider mid flight with two ErPPCs.... they hit ... and it took damage. Can't ask for more I guess :P

#9 Darian DelFord

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Posted 07 July 2015 - 01:10 PM

Yup its working, lights are even worse off now :(

Just aiming in their direction and your hitting.

Granted HSR needed work, but something needs to be done to help lights.

Edited by Darian DelFord, 07 July 2015 - 01:11 PM.


#10 ScoutMaster

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Posted 07 July 2015 - 01:11 PM

I have about 10-20 ping, HSR had never been a problem for me. But since the patch, shots don't register on targets ( even this one stationary FS i was shooting at )

Looks like it helped laggers and screwed people with good pings.

#11 Tahribator

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Posted 07 July 2015 - 01:12 PM

Pretty solid so far. I'm liking it.

#12 Alistair Winter

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Posted 07 July 2015 - 01:17 PM

I've been smashing Spiders and Locusts with PPCs after the patch, which used to be extremely hard before, with my 130 ping. So yeah, seems better now.

#13 LordKnightFandragon

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Posted 07 July 2015 - 01:18 PM

View PostDarian DelFord, on 07 July 2015 - 01:10 PM, said:

Yup its working, lights are even worse off now :(

Just aiming in their direction and your hitting.

Granted HSR needed work, but something needs to be done to help lights.


Lol, that really is where a heat scale overhaul and a reduction in our sustained out put would just be immensely helpful. RIght now, if hit reg works right, there isnt anything to do for lights except jsut quirk them up so high they are Lamborginis armored like overlords.....

Alternately, lights could stop trying to be the center of attention, move like mad, fight along side heavier allies instead of off on thier own. Besides, you are with 11 other mechs who can draw the fire. Maybe wolf pack with another light buddy.

Edited by LordKnightFandragon, 07 July 2015 - 01:24 PM.


#14 KharnZor

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Posted 07 July 2015 - 01:22 PM

HSR is looking good. again. i wonder how long this fix will last

View PostDarian DelFord, on 07 July 2015 - 01:10 PM, said:

Yup its working, lights are even worse off now :(

Just aiming in their direction and your hitting.

Granted HSR needed work, but something needs to be done to help lights.

nope.

#15 TheCharlatan

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Posted 07 July 2015 - 01:36 PM

View PostLordKnightFandragon, on 07 July 2015 - 01:18 PM, said:


Alternately, lights could stop trying to be the center of attention, move like mad, fight along side heavier allies instead of off on thier own. Besides, you are with 11 other mechs who can draw the fire. Maybe wolf pack with another light buddy.


You can try doing that, and every single time some fool will shoot the locust because "easy kill" completely ignoring the atlas next to it.
Countless pilots have been easily dispatched this way, but every now and again, one of them gets lucky...
And now all us light pilots have no more luck to lean on.

Don't get me wrong, better hitreg was necessary, but with the alphas going around these days, every light pilot is one corner away from instant death.

#16 Darian DelFord

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Posted 07 July 2015 - 01:38 PM

View PostLordKnightFandragon, on 07 July 2015 - 01:18 PM, said:


Lol, that really is where a heat scale overhaul and a reduction in our sustained out put would just be immensely helpful. RIght now, if hit reg works right, there isnt anything to do for lights except jsut quirk them up so high they are Lamborginis armored like overlords.....

Alternately, lights could stop trying to be the center of attention, move like mad, fight along side heavier allies instead of off on thier own. Besides, you are with 11 other mechs who can draw the fire. Maybe wolf pack with another light buddy.


Until the maps are quadrupled in size it will not matter, there is no role for the lights to fill that cant be done by other mechs.

Heavies and assaults twist just as fast as we do. severely limiting our ability to stay behind a target. Radar treats a 20 ton mech the same as a 100 ton mech. 1 alpha and any light is all but taken out of the match. Our XP is lower our C-Bills are lower, we are just dead last in about every category before this patch. Granted I have only had about 30 matches today but the TTK has been lowered yet again which is what this game DOES NOT need any more of

The functionality of lights need to be addressed, and quirks is not it. Just like all the idiots who wanted the CT of the Jenner to be redone got their wish to dire consequences. With todays fix it just amplifies is unfortunately.

#17 stjobe

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Posted 07 July 2015 - 01:56 PM

It's back to using the 75%+ heavies and assaults as meat shields.

I just got a few drops in today (in Panthers and Urbies), but it definitely felt like exposing yourself needlessly came with rather severe penalties.

So yes, I'd say the HSR fix is working.

Remains to be seen if that fact alone can push the light queue down below 5% permanently or not.

#18 Deathlike

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Posted 07 July 2015 - 01:59 PM

View Poststjobe, on 07 July 2015 - 01:56 PM, said:

Remains to be seen if that fact alone can push the light queue down below 5% permanently or not.


It's Murphy's Law. It's going to happen. :P

#19 Eider

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Posted 07 July 2015 - 02:02 PM

Love it tho teams still seem to be adjusting, lots of lights dying everywhere.

btw seems to be hovering around 10% with over 40% in heavy que

Edited by Eider, 07 July 2015 - 02:02 PM.


#20 operatorZ

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Posted 07 July 2015 - 02:04 PM

View PostDarian DelFord, on 07 July 2015 - 01:10 PM, said:

but something needs to be done to help lights.


View Poststjobe, on 07 July 2015 - 01:56 PM, said:


I just got a few drops in today (in Panthers and Urbies), but it definitely felt like exposing yourself needlessly came with rather severe penalties.

So yes, I'd say the HSR fix is working.

Remains to be seen if that fact alone can push the light queue down below 5% permanently or not.


So working as intended, finally.





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