

*sniff Sniff* Oh Light Mechs... How I Loved Thee...
#41
Posted 04 March 2013 - 05:54 PM
#42
Posted 04 March 2013 - 06:17 PM
How they describe it works is precisely how it works in Half Life / Team Fortress 2. If say a PPC impacts at co-ordinate x,y,z @ 1:44:32 gametime, the server then rewinds to that state to confirm the mech being in that position the client claimed it to be when it sent the hit registration request to the server. If it matches up, the server tallys a hit and then sends confirmation to all client connections so their clients can register that hit on their end.
It should work the same for every weapon type.
#43
Posted 04 March 2013 - 06:32 PM
Maybe he can clarify as I'd like to know.
#46
Posted 04 March 2013 - 07:24 PM
Mister Blastman, on 04 March 2013 - 06:32 PM, said:
Maybe he can clarify as I'd like to know.
He already did in that quote posted.
Because ballistics have
1. A travel time,
2. Are checked on the server differently to lasers (hence the delay when firing ballistics generally)
Because of the travel time, they cant use the exact same code that is being used for lasers, they need to add another "layer" so to speak, to handle that. (which is said in the post is not complete yet, but if we are lucky, it may come out with the first part....or at least very soon after)
It needs to rewind, then "run" the ballistic trajectory + mech forwards in time (the blue box in the CC post) etc instead of just grabbing the x,y,z location of the end of the ray instantly without running the mech forwards (the blue box in the CC post) like they can from a hitscan weapon....afaik.
If they just let ballistics use the same thing the lasers are going to be, then weird stuff would probably happen with ballistics.
Edited by Fooooo, 04 March 2013 - 09:13 PM.
#48
Posted 04 March 2013 - 07:27 PM
#49
Posted 04 March 2013 - 07:28 PM
#50
Posted 04 March 2013 - 07:30 PM
#51
Posted 04 March 2013 - 07:31 PM
Once they bring back collision damage along with this I'll be drop-kicking Lights into the Out Of Bounds zone.
Edited by Pierce Rossignol, 04 March 2013 - 07:32 PM.
#52
Posted 04 March 2013 - 08:54 PM
#53
Posted 04 March 2013 - 08:57 PM
#54
Posted 04 March 2013 - 08:59 PM
#55
Posted 04 March 2013 - 09:02 PM
With all the improvements past and present, their numbers will be much less though because all the pseudo good light pilots will be gone... Which is all really anyone was asking for...
When collisions come back, the light pilot experience gets amped up another 20%, but i think thats what most of us in the light brigade are looking for anyways...

#56
Posted 04 March 2013 - 09:59 PM
This netcode fix will mean that all high-ping players ought to think about abandoning ballistics and ppcs until those can also be improved, since we will all have to relearn lasers to hit certain bodyparts rather than some mysterious point in time ahead of the mech. This is the easy part. The hard part will be aiming the lasers, and then still compensating for lag-shield with ballistics/pccs.
Still, the netcode fix is definitely a step in the right direction, but my main concern is that the random warping left/right/forward/backwards before I take a shot disappears (or maybe it is when others shoot at me), because that is the worst thing.
What low ping players will probably notice is that lasers that appear not to be hitting them, or lasering the arms, will infact be often be cutting directly into their CT, so LPBs fighting HPWs should expect to take a lot more damage than before and thus compensate accordingly.
Personally, in other games, I have tracking skills with a lightning gun in Q3 or the nova colt in Tribes Ascend that would make a 3L weep. Enemy mechs used to glow red hot from laser-fire but took no damage whatsoever before I found out about lagshooting.
So good luck, 3L pilots, because I have a settle to score with all of you.
Edited by raptorak, 04 March 2013 - 10:04 PM.
#57
Posted 04 March 2013 - 11:27 PM
Edited by Mister Blastman, 04 March 2013 - 11:27 PM.
#58
Posted 05 March 2013 - 12:30 AM
#59
Posted 05 March 2013 - 08:26 AM
Dunno, we'll see. State rewind will be far more useful for things like SRMs, PPCs and ACs as those are what will really smash apart light mechs.
I must admit though, I don't have much trouble at all shredding Ravens with a UAC 5 as it is right now.
#60
Posted 05 March 2013 - 08:29 AM
Hann Solo, on 04 March 2013 - 01:02 PM, said:

I think it's gonna be bad for ravens..
Check out the new cicada video.. I like the part where 4 ML's to the rear of a raven make him goo boom like they should...
No more of this OMG how many alphas can a damn raven eat.
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