Tarogato, on 06 March 2016 - 08:22 AM, said:
lol, you're really going with the "fast mechs are broken because netcode" argument? I will guarantee you that if the netcode in this game was 100% perfect and client-authoritative, people would still not be able to hit light mechs reliably. I would even go as far as to suggest that up to at least 171kph in this game hit registration today is already more than adequate, it is nearly spot-on perfect (hit-registrations bugs occur to stationary targets as well, the issues are not unique to fast mechs). The fact of the matter is that this isn't a traditional twitchy first-person shooter, the aiming reticule has some serious weight to it and you need to guide it around rather than just flick your mouse to line up a shot. This makes aiming more cumbersome and tracking a fast target is a bit more challenging. Combine this with the fact that the fast targets are usually the smallest targets, and that most people focus the big threatening targets first, you end up with people in light mechs who frequently survive until the end of the match if they play smart - hence your "survival squirrel problem."
And don't pretend "survival squirrel" is something specific to light mechs either. What is with your vendetta against anybody who wants to play smart and preserve their mechs instead of walking out in front of the enemies and making themselves an easy target to dispatch? Why do you think that anybody who does this is simply somebody who "can't support...teammates when they're still alive?" ?
In neighbouring thread I have a
qoute from Russ Bullock, that says, that this game has severs, that run at 30 frames per second.
So here is table: speed (kph) - speed (mps) - meters per frame quantization error (meters)
10 - 2.78 - 0.09
20 - 5.56 - 0.19
30 - 8.33 - 0.28
40 - 11.11 - 0.37
50 - 13.89 - 0.46
60 - 16.67 - 0.56
70 - 19.44 - 0.65
80 - 22.22 - 0.74
90 - 25.00 - 0.83
100 - 27.78 - 0.93
110 - 30.56 - 1.02
120 - 33.33 - 1.11
130 - 36.11 - 1.20
140 - 38.89 - 1.30
150 - 41.67 - 1.39
160 - 44.44 - 1.48
170 - 47.22 - 1.57
180 - 50.00 - 1.67
190 - 52.78 - 1.76
200 - 55.56 - 1.85
You should know, that if size of target is smaller then quantization error, then target can become ghost - i.e. projectiles may start passing through it.
And this is 'Mech position quantization error only - there are also other quantization errors, like projectile position quantization error, twist angle quantization error, etc. So if you try to implement something, your servers can't handle - then it's completely your fault. The fact, that we have so small Lights and so high speed caps - is intentional conscious implementation of flawed hit reg. And it's we, who have to suffer from it.
Edited by MrMadguy, 06 March 2016 - 08:55 AM.