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Thoughts On The New Reticle Hit Response Scheme After Playing The Pts A Bit


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#41 Void Angel

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Posted 22 October 2015 - 09:20 AM

View Postslide, on 19 October 2015 - 04:01 PM, said:

As someone who plays at a high ping all the time (150 OC, 270 NA, 340 EU) I must say that I was aghast at the concept of removing the server registration of hits or limiting it to only locked targets through the reticle.

HSR is definitely better than is used to be but I guarantee you that it is still inconsistent and that what you see is not what you get. Visual queues like AC explosions on you target are not a positive confirmation of you hitting your target or even the spot you are aiming at. I have seen and still continue to see mechs die before shots have even traveled to the target. There is a significant delay between pulling the trigger, the server calculating the hit/miss, and your client showing the result. We still have to lead targets at times to allow for this lag.

Removing or limiting this feature will unfairly penalize high ping players, making an already difficult issue harder to over come. Since closed beta the mantra has been "trust the reticle not what you see". Don't change it now. HSR is better but it is not that good.

I understand what you are trying to achieve, which is make sniping from long range less accurate, but this unfairly penalizes all weapons at all ranges for basically everyone that doesn't live on top of the server.

Holy crap! Constructive feedback! Well done.

#42 Jack Shayu Walker

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Posted 23 October 2015 - 06:54 AM

View PostGreyhart, on 22 October 2015 - 01:51 AM, said:

I in general agree with the idea behind the new hit reg not working unless locked.

The only valid argument against that I have seen is the one given by slide and the high lag areas. That would be the only reason to not implement it.

Perhaps you could have it that it shows only if locked or your ping is above say 200.


Wouldn't work. Have you ever heard of jitter? If Velocity = Ping, Jitter = Acceleration. Jitter occurs, essentially, when your PING spikes, and that spike can be for just a fraction of a second. It's a tiny amount of time so the server might not know to give you hitmarkers, but it sure has a large effect on gameplay.

When I have connection issues, it's usually jitter and lagspikes, my ping in general is a solid 60.

#43 Greyhart

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Posted 26 October 2015 - 02:01 AM

yep I thought it might not be possible to do it based on ping.

As I said the ping problem is the only reason why this should not be implemented. IMO.





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