LAVALLOIS Nash
405
|
Posted - 2015.01.11 17:09:00 -
[1] - Quote
Sudog Northmead wrote:Been playing since.. I dunno. One of the Betas, either open or closed. Who gives a ****.
I've been playing FPS games since Duke Nukem and Quake. (The original Quake.) And Unreal Tournament. (The original Unreal Tournament.) In those old Quake levels, E1M7, any of the DM* levels, and .. well basically any level, really, I'm the guy that people thought was a bot. I'm the guy who could rocket jump without a macro and while in the air, shoot an open doorway that a guy was about to appear in, trimp down the hallway, change direction in mid-air, and polish someone off with an axe just for flourish.
But you know? I get it. People who were modem players sucked not because they sucked, but because on average their reflexes couldn't keep up. I'm sure it was super annoying for them. I'm sure.
Oh how I miss Quake. I loved it as vanilla in 1999, but as mods like RA3 got added and such, then Quake Live came out later in the decade. Rocketjumping is the most free feeling of tyravelling down the map. Plus prediction rockets, mid air rail shots, plasma gun wall climbs. It might not have been the most popular, but ive never played a more solidly bolted together game. They seriously dont code things like they used to.
Sudog Northmead wrote:So Quake's logic wasn't great, but it was simple, and it was predictable. When you were 100ms slower than your opponent, you were at a disadvantage because of the slight delay in your ability to respond. LPB, as they are called, got their name in part from Quake. (Well, and Netrek, but still.) So what, you learn to spam with the rocket launcher.. the great equalizer, and you didn't bother pulling out the Shaft.
And so here's the thing. in Dust514, I'm really god***ed tired of something I've been seeing for a really long time, and that is this: the hit logic is unbalanced either in favour of players with low ping, or in favour of players with high ping. I don't yet know which, because I assumed that if I built a lagswitch for my router I'd eventually be caught and benned. Obviously this assumption is wrong. I have a ridiculously overpowered cable modem. I have 100+Mbps connectivity, and a 40ms ping to San Diego. I am not capped. I am not QoS'd. I pay a huge monthly bill for unmetered internet.
I just came out of a battle where someone named V-E-X popped out of his cloak with Ishukone Nova Knives; I spotted him, and emptied almost half a clip into his face while he jumped around and failed with his novas. I could hear the god-****ed tinking of the bullets hitting *as I was firing them.* I could *SEE* his shields flashing blue!
What I didn't see was his shield meter budge. Like not even a sliver. When he finally did kill me, I'd had enough. This has been a small problem in the past, but lately it's become intolerable. What. The. ****.
CCP, I *WISH* you would explain what the **** is going on, and whether I need to start leading someone with my gun or not, because whatever is going on, a huge number of so-called "good" players aren't ***ing taking any damage while I'm sitting there unloading full clips of CreoDron Breach Assault in their BACKS. Entire squads of internet cafe jerks appear to be either gaming your ****** hit logic, or magically benefitting from a ping advantage.
Here's the thing: people *could* learn to lead their shots. But the god-***ed audible feedback mechanism INDICATES THAT I AM HITTING THEM. WHY IS IT DOING THAT IF I AM NOT. HOW AM I SUPPOSED TO ADAPT IF THE ONLY INDICATION OF HOW FAR AHEAD I'M SUPPOSED TO LEAD MY OPPONENT IS WHETHER I DIE AFTER A 30-SECOND FIREFIGHT?
I think its favored for players with a high ping. My internet is generally pretty stellar, and my ping is low on games that let me check it. I live in Montreal and I can ping 70ms to LA on most days.
When im up against someone who has a name that heavily implies they are Canadian or American, hit registration works pretty well, the shots we trade register, and if its a close fight, one of us dies with 30HP armor remaining. There is no rubber band lag either.
However, when i go up against anyone with a Mexican or Brazil sounding name, alot of the time there is rubber band lag. And this is where hit detection is absolutely out of whack. Youll come up on the side of a player like this, pour 15-20 direct hits with an automatic weapon, not much health removed inspite of hit markers, then they turn at you after a second of this happening and you die in 3 shots.
Ive recorded a few games where this happened and I was able to go watch the replay in slow motion....its ridiculous. In the slow motion replay, im closing in, aiming....he still has no idea im there....pow.....pow...pow......the shots leave the gun and trace right into his character, generating sparks and noise. No heath is lost until the 5th shot that hits, then it goes down by about 30, goes down a little more, now hes turning to face me....before my clip is emptied, 3 shots trace from his gun that barely even pointed at me (aim assist) and my health just plummets till my screen turns grey. |