

State Of Host State Rewind
Started by Koe, May 07 2013 09:25 PM
12 replies to this topic
#1
Posted 07 May 2013 - 09:25 PM
I was under the impression that the final phase of HSR would be released with this patch. The patch schedule stated specifically that it would be implement on May 7th.
Are there unavoidable bugs that prevent the implementation for Missile HSR? Or was it simply delayed?
Are there unavoidable bugs that prevent the implementation for Missile HSR? Or was it simply delayed?
#2
Posted 07 May 2013 - 10:27 PM
I'd guess the latter, but really, who knows? The devs are like the renaissance idea of god; their minds are unknowable by the rest of us.
#3
Posted 08 May 2013 - 12:12 AM
Fairly sure the may directors update or the wep balance cc post may put that in with the 21st patch *if* nothing broke in internal testing. No point attaching hsr to what we have when thats changing too...........
#4
Posted 08 May 2013 - 12:51 AM
I have a similar problem with lasers, its most prevalent on fast moving objects, and when moving around cover.
I occasional get misses with ballistic weapons registering as hits and hits as misses.
When HSR for lasers came out I used those exclusively but did no better than pre HSR. (I was good at leading targets)
Ballistic HSR though much higher rate of registering hits.
Looking forward to HSR on SRM's
Edit: Typo
I occasional get misses with ballistic weapons registering as hits and hits as misses.
When HSR for lasers came out I used those exclusively but did no better than pre HSR. (I was good at leading targets)
Ballistic HSR though much higher rate of registering hits.
Looking forward to HSR on SRM's
Edit: Typo
Edited by Nexus Omega, 08 May 2013 - 12:51 AM.
#5
Posted 08 May 2013 - 01:58 AM
We still have a positional desync. You see in your client to be out of cover and properly aiming at your target, you shoot (even with lasers) but no hit is awarded or the damage from you lasers is only dealt for a fraction of the laser stream.
That's because the server thinks you are in the position of 1" or half a second earlier, by this, the server thinks you are hitting the cover or moving out of it.
The same happens when leading targets, especially with arm-mounted weapons. Often you don't get any hit because for the server, your crosshair is registered to be before the target and not on it.
With a working HSR, the client should tell to the server that you did your job and you hit your target, but this doesn't happen due to the fact that your actual aiming and positioning are desync'd from those of the server.
That's because the server thinks you are in the position of 1" or half a second earlier, by this, the server thinks you are hitting the cover or moving out of it.
The same happens when leading targets, especially with arm-mounted weapons. Often you don't get any hit because for the server, your crosshair is registered to be before the target and not on it.
With a working HSR, the client should tell to the server that you did your job and you hit your target, but this doesn't happen due to the fact that your actual aiming and positioning are desync'd from those of the server.
#6
Posted 09 May 2013 - 11:05 AM
Oh. I am sorry. I did not realize HSR for ballistics was in, given that I was too busy raging since literally, not facetiously, 2/3 of my gauss and ppc fire is simply not registering on solid dead on impacts. Are they still working on that issue? Because if they do not, this problem might be even more apparent come the HSR on missiles like SRMs.
#7
Posted 09 May 2013 - 11:12 AM
I seem to hit with gauss alot more then PPC fire. I have given up on the PPC due to the hit registration. I am also thinking I am getting gauss hits due to tracking it in on large lasers. Fire laser first see hit indication fire gauss type of control. Seems to be working out well for me.
I saw some one in another thread say that his opinion is that the hit state rewind for balistics is not taking into account shooter position and lag but just that of the target now while this may work for lasers being almost instantanios. This same set up will not work for balistics since they have a travel time.
The missle hit detection will only be worse since there travel time feels longer then a balistic shot.
I saw some one in another thread say that his opinion is that the hit state rewind for balistics is not taking into account shooter position and lag but just that of the target now while this may work for lasers being almost instantanios. This same set up will not work for balistics since they have a travel time.
The missle hit detection will only be worse since there travel time feels longer then a balistic shot.
#8
Posted 09 May 2013 - 11:16 AM
Well-aimed PPC and AC/20 shots miss an awful lot right now. Quite annoying.
#9
Posted 10 May 2013 - 06:55 PM
I'm finding my AC20 hits are much improved since last patch. Against large mechs, anyway.
On small mechs I'm still getting hits that do almost no damage (took 5 volleys of double AC20 to bring down a commando with my Jager -those are the ones that actually hit - must've fired 8 volleys total).
But overall, hit registration for Ac20s is much better for me since Wednesday. The patch before that almost made the game unplayable for me with a low ping. I haven't played much with PPCs yet.
On small mechs I'm still getting hits that do almost no damage (took 5 volleys of double AC20 to bring down a commando with my Jager -those are the ones that actually hit - must've fired 8 volleys total).
But overall, hit registration for Ac20s is much better for me since Wednesday. The patch before that almost made the game unplayable for me with a low ping. I haven't played much with PPCs yet.
#10
Posted 11 May 2013 - 04:43 AM
They explicitly said that the current implementation of HSR on ballistics is not final, but it's already alot better than it was before HSR.
#12
Posted 12 May 2013 - 02:04 PM
http://mwomercs.com/...ot-registering/
we are not sure if its a HSR issue.
or a network desync issue resultant from 12vs12 preperations.
we are not sure if its a HSR issue.
or a network desync issue resultant from 12vs12 preperations.
Edited by Tennex, 12 May 2013 - 02:05 PM.
#13
Posted 13 May 2013 - 04:33 PM
Most of the time ballistics and PPCs feel a lot more accurate than before, but Im constantly making no damage to jumping mechs. Paperdoll flashes but nothing happens from almost point blank dual ERPPC+ Gauss hit. This with a Highlander bunnyhopping in front of me. Small mechs I'd get for theyre fast. But not the assaults that bouncy bouncy bounce with apparent invulnerability. Not funfun funfun fun. :C
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