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Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.11 07:38:00 -
[1] - Quote
Is this going to be a Thing in the near future, or are we destined to forever play guessing games every time we have a conflict with someone ducking behind a corner? I'm not really a fan of emptying rounds at phantoms and getting false feedback from the blue shield flashes. The brain does not learn from its mistakes when the game continues to lie to it.
But some FPS fans are actually crazy enough to prefer things how it is now where you have to lead every shot to a ridiculous degree and roll the dice instead of using anything resembling a physical reaction.
So just wondering what plans are for this. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.11 07:44:00 -
[2] - Quote
Thats what im referring to when i say guessing games, though.
At range, in open space, it is reasonable to lead your shots and expect a semi-consistent outcome. At close range it is not, because every movement shift that much more extreme. From behind a corner, by the time someone has actually "popped out" they actually have the advantage if they simply came out blind firing. By the time they actually appear on your screen and you have "shot" them, you've actually just hit a phantom and they are still plugging into you.
So you have to determine when you think they will pop out before they have actually done any kind of movement at all, then fire, and continue to fire along an imaginary path. It is a horrendous waste of ammo on a silly mind game that shouldnt even exist. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.12 01:09:00 -
[3] - Quote
Victin Ashis wrote:online games have latency, if you seem to get ghosting you may be playing on a server that's on the other side of the planet. your ping will suck in that case
That has absolutely nothing to do with lag compensation though.
Even a small amount of lag, neighboring the territory of 100 ping will result render the game nearly unplayable if the lag compensation code is poor. In good lag compensation you never, under any circumstances, get false feedback from hits. A good example of this is in Halo. When you hit your enemy, you don't get false feedback. They are hit, period.
In dust, if you hit the enemy... who knows. You have to wait half a second and find out, completely ignoring the visual feedback you got the from shot itself. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.12 01:14:00 -
[4] - Quote
Fish I Sara wrote:well..... get optic fibre oh w8 its too expensive
The games code is the bottleneck on the experience. Not my connection. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.12 01:18:00 -
[5] - Quote
Elrick Mercer wrote:Dust 514 has dedicated servers. Lag compensation is only used on games that have peer to peer connectivity. Lag compensation also works on the host of a peer to peer game if the Host has really fast internet lag comp slows the host down.
If that is the case, why aren't these issues are prevalent in anything running on the source engine? Those games/mods pretty much all run on dedicated servers, right? |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.12 10:04:00 -
[6] - Quote
Happens frequently in open space at close range.
Try using a Burst Heavy Machine Gun on a strafing assault/scout. They either all cleanly hit and the target drops ridiculously fast, or you see a dozen flashes and no damage whatsoever. If there's gonna be a flash, then there should be some damage. This is often not the case. |
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