Quicksilver Kalasa, on 14 June 2016 - 02:23 PM, said:
Why? That's extra state/data that isn't necessary.
I don't get what your point is because HSR already needs to check the position of your target, unless you're thinking about locking an enemy and then firing at a different target, but you only need to track the position of the target you're firing at.
Quote
More like anytime during that HSR threshold, but your example is a perfect case for why that is actually important. Remember, there is always a disconnect between what you see and what the server sees, so situations like that would be a problem for snapshots near the time you locked a target.
A) It would only be a problem for lasers.
B) I don't see how checking for a continuous target lock would take much resources at all. If the argument against even a
small increase in network resources is "PGI's servers are too **** so we can't improve the game drastically with this balancing feature" then I'm not convinced.
Edited by Pjwned, 14 June 2016 - 04:42 PM.