- Using AC20 before and after velocity nerf ( this nerf did happend maybe 3 years ago ) well even after i was able to legg shoot a spider running while jumping at 500 meters range ( of course it was a part of luck but not only luck ).
- Now no real problems for give some ERPPC shoot to locust turning around me with only 15% velocity quirks. ( it's of course another thing when locust is doing forward-backward move on the edge of something )
- And as a ERLL user well yesterday ( again ) i did kill a SPL locust dancing around me with only 2erlls while my whole potatoes team was only able to spect... well after kill this locust i was almost dead but i talk about clan ERLLs also biggest duration weapon of this game against the faster and smaller light of the game ( PGI nerf it more plz ? )
>>> Also you have to adjust yours hits by compensate your ping, your target ping and the velocity or duration of your weapon with your potential futur position ( where shoots come from ) agaisnt your potential target's position ( where shoots have to be after duration/velocity prediction ).
All of this come with amount of time using the same weapon, experience or in fact routine/habbit if you prefer ...
If the pilot try to improve his shooting ability he can solve or smooth the lag compensation effect to his advantage... others pilots who don't even try ( i know sometime they can't coze hell's connection or potato computer FPS me i can't on oceanic servers so i simply don't play in oceanic server ) thoses guys will play a noskill streak boat or lrms boat till the end of this game be tier 1 and be happy whatever.
Ok:
- What see the server or in fact what the server predict = the reality.
- What your client show you = only a fake reality you have to deal with till server reality is updated to your client.
- What your client show you when you spect others pilots = how your client reality is fake
So i repeat MWO haven't huge problem with this coze we as player can predict or adapt yours shoots with lag compensation if we have noticable issue with hit reg...
**** But there is one thing really tough to adapt: it's ghost collision so i ask Neema for infos about this problem.
I dont know if this term is exact so i explain you what i have in mind.
Ghost collision:
- When a target hug you or you hug the target, you and the target can't move coze huging and 0.5 second ( after one alpha ) target disappear, you get a little teleportation ( or not ) and the target is behind you ( maybe the target got this ghost collision too but most of time the target is already shooting at you while you search it.. xD )
Neema Teymory, on 07 September 2016 - 10:40 AM, said:
Maybe one thing could be upgraded for improve a bit MWO about what we are talking ( server reality/client reality about real time mechs position) it's the tickets exchange rate between server and clients about mechs "real" positions for make ghost collision less visible/important.
Ghost collisions are really an issue which maybe could be solved with more exchanges between server and clients?
Or it's to much performance-eater because lag compensation system for weapon is linked with mechs position predictions ( and in fact all 8 components position prediction x24 players ) ...
A double layer with 2 differents speeds could be a possible way ?
One high ticks speed only about CT and Legs for improve mech position lag compensation and make ghost collision
and one another lower ticks speed about 8 components position for keep calculate weapon lag compensation like we have now ..
or it's already how it work ?
Or maybe i am totally wrong about why this ghost collision issue appear so big and impossible to predict/adapt during a match... Need some infos from someone who deal with this .
Ty to the OP for sharing gamasutra infos and ty to the PGI netcode slayer Neema for sharing with us too..
Edited by Idealsuspect, 09 September 2016 - 07:43 AM.