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Thread Statistics | Show CCP posts - 1 post(s) |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.20 14:22:00 -
[1] - Quote
There's two things, maybe three things that could be happening here - not saying that they are, just trying to flesh out the discussion. The 4th possibility is that bullets really are traveling through the objects we're using as cover.
First is clipping, where the 'real' edges of an object are not where the client draws them. It's likely there's some of this going on in some locations on some maps - it can require a lot of tweaking to get it right.
Second is lag, where your DUST client and the DUST client of the guy shooting you timestamp the information they send to the server and the server resolves any errors due to network lag - like you were catching bullets(but were actually catching more than you thought you were), you retreated behind cover, and then the server resolved the lagtime discrepancy and applied damage to you. You also see this when you look at a toon in game, and it's pointing the wrong direction, eg. you and your squadmate are standing right next to each other and shooting the same target but he looks like he's pointing in a different direction. It happens a lot in MAG, for example - in real-time network-based games, i don't think there's any way around it, it's kinda like the weather. But on average, it should work in your favor as ofter as it works against you.
Third is the totally unrealistic 'Killswitch applied to the little toe' effect. When a raspberry takes cover behind a wheeled vehicle I like to back up, crouch down, and proceed to destroy all his suit's shields and armor by shooting at his little toe. That's realism for ya. But, to be fair, DUST has a lot of stuff happening onscreen and we are on an old platform nearing the end of it's life. Dreaming about the possibilities of the PS4, yo.
And 4th is that rounds are not detecting objects properly and passing through and detecting you. That would suck, but should be something that CCP could fix. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.20 14:28:00 -
[2] - Quote
Corban Lahnder wrote:I've noticed this has been happening with large blaster instillations Just shooting straight through a wall. Im beginning to think what your seeing is actually delayed damage from lag that didn't stack up until you moved behind cover.
I think one thing that shows evidence of this is that some times damage against instillations is some times delayed. People will volley structures with swarms, nades, forges or rail guns, and then it will take a good three seconds for the damage to register on the structure, even if they didnt break Los. Maybe the same thing is happening in this case. +1 Great points and observations, Corban.
I almost always put an extra swarm volley or forge blast on an installation than is needed because my client hasn't reported that the installation hasn't blown up yet. That's proof of lag right there. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.20 22:49:00 -
[3] - Quote
Aeon Amadi wrote:Speaking as a QA tester for other games back in the day (Battlefield 2)
A BIG reason this occurs is due to hitbox lag. Whenever the player starts moving, the hitbox -does- have to follow along and often times will "render" or "load" slower as the player moves faster. This is why when you see someone in an LAV drive past you might see their Chevron "stuttering" to catch up.
Now, the exact reasoning I'm not sure of. Could be server lag, frame-rate, I'm not really sure but I know a lot of us Battlefield 2 veterans eventually discovered that you don't want to lead your shots despite popular belief, and that firing directly at the target would place the bullets directly on the hitbox as it struggled to catch up with the animation.
Of course, another big issue with that (in battlefield 2) is that you would often see their chevron move before they did; so a crouching sniper behind a wall would stand up to fire at you and you would see his chevron pop up before the animation could finish, fire at him and subsequently kill him before the animation completed - and thereby leave him wondering what the hell happened because his camera wasn't fully above the wall yet. Valuable info, thanks Aeon. |
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