Kageru Ikazuchi, on 16 September 2014 - 06:25 AM, said:
While it may be "working intended" it is also very frustrating, and potentially very dangerous when you're waiting for the laser burn to stop before twisting.
I don't think there is any way to fix this ...
Your client sends the aim and fire information to the server ... 200ms
The server processes your line of fire and target locations ...
The server send back to your client whether you hit or not ... 200ms
A minimum of 400ms or 0.4 seconds to receive information about whether your hit was effective or not.
The problem is that the location where the target is drawn on your screen may not be where the target is on the server when you fire. Host state rewind fixes some of the lag induced issues on mech position but may not compensate for all of them since the target mech may have changed course between updates and won't be properly drawn on your client until later.
You do NOT want client authoritative hit detection. When hit detection is on the client ... it is possible to hack the client so it won't miss ... the client sends only perfect hits to the server ... and so does everyone else's client who has it hacked. Server authoritative decisions reduce the amount of cheating at the expense of situations like the one you have encountered.
The old system turned the reticle red when you appeared to hit on the client ... but this did not mean your fire actually hit on the server. Most people preferred to know whether you were actually hitting rather than whatever the client believed.
Edited by Mawai, 16 September 2014 - 07:58 AM.