Its so bad, I'm at the point of asking why is there a crosshair in the game, if it doesn't matter if I actually hit the guy.
A kind mechwarrior made my point visualized. Its just as bad, or even worse in some matches for about all the people I know.
If anyone is still in denial, we can keep the vids rolling, as much as you want.
My own description of the problem:
Your position of shooting is rolled back to the position you were minus your ping. So if my ping is 150ms, I pop from behind a building, and shoot, I can visually connect but not register if the enemy hasn't been in sight for 150ms+. However, even after I went back in cover, I can shoot, the projectile will smash in the building visually, but it will connect with the guy if I havent been in cover for 150ms plus when I press the button.
I think it could be fixed. The client knows your ping too, not just the server. The client could make the same calculation the server does, so it wouldn't need the server to do it for it(no firing delay). The visual of the hit would then smash into buildings, sometime even if you are out of cover, and go through building and hit people if you connected. Not too elegant but your aim and hit rate would be explained.
Edited by Chavette, 18 May 2013 - 01:17 PM.