#1
Posted 14 November 2012 - 04:58 PM
Can you make it so at least the weapon fires when you pull the trigger and then let us worry about figuring out the travel time and how much we will need to lead a target to make a hit?
It is so frustrating currently to have to try to "guess" when its going to fire and how much your going to have to lead your target to give yourself a small chance of hitting moving targets.
Thanks in advance!
#2
Posted 14 November 2012 - 05:05 PM
Stacking fire delay, projectile velocity, and high speed tracking for a good shot is not easy.
It's the reason Gauss is used more than any AC variant, and why I use LBX instead (scatter for lights).
#3
Posted 14 November 2012 - 06:08 PM
It does seem to be worse some times than others. Seems more noticeable with PPC's vs Gauss.
What I don't understand is that it doesn't seem to happen with lasers.
#4
Posted 14 November 2012 - 06:12 PM
what I dont understand (Im not a programmer) is why they cant let you fire when you pull the trigger and let the shot off and do the authentication check on the damage side of the equation where a slight delay would be far less noticeable. There must be a reason for it though as it makes a million times more sense to do it that way
#6
Posted 14 November 2012 - 07:19 PM
Ghosth, on 14 November 2012 - 06:08 PM, said:
It does seem to be worse some times than others. Seems more noticeable with PPC's vs Gauss.
What I don't understand is that it doesn't seem to happen with lasers.
I fully understand about the whole sever side thing as I have been involved heavily in game development in the past. But, just as you stated, lasers, and missiles are not effected by this and PPC's and Gauss are slightly effected. So it stands to reason that this effect must be intentional on the programing side of things and not a net coding or sever side travel time (ping) issue.
@Streeter, In regards to it being an ant-hacking feature I don't buy either since it would all so effect every weapon system in the game. Why would you only enable an ant-hack feature on one weapon type and not all? I firmly think this has something to do how they coded the AC's to induce some kind of timing issue to get the travel time to target they were going for. I really hope they look into correcting this issue ASAP.
#7
Posted 14 November 2012 - 10:43 PM
Edited by Axident, 14 November 2012 - 10:44 PM.
#8
Posted 14 November 2012 - 11:13 PM
Ghosth, on 14 November 2012 - 06:08 PM, said:
It happens with lasers too, but in the slightly different way, because lasers are dealing Damage over Time(DoT).
Edited by Scar, 14 November 2012 - 11:15 PM.
#10
Posted 15 November 2012 - 02:16 AM
If you have a decent connection to servers it probably works however, as servers are still only based in NA, all players from around the world suffer a penalty against NA players.
#11
Posted 15 November 2012 - 02:33 AM
And there's also convergence problem when leading the target in order to bypass lagshield...
Edited by Krzysztof z Bagien, 15 November 2012 - 02:46 AM.
#12
Posted 15 November 2012 - 12:06 PM
#14
Posted 15 November 2012 - 12:42 PM
Hidirian, on 15 November 2012 - 12:17 PM, said:
Nope, sorry but he did not address this issue at all in that post. I'm talking about the firing delay, when you pull the trigger the round does not fire as it should there is a delay before firing. He is only talking about upping the travel speed on the weapon which is from the point it "fires" to the time it takes to get to the target.
#15
Posted 15 November 2012 - 12:51 PM
Streeter, on 14 November 2012 - 06:12 PM, said:
what I dont understand (Im not a programmer) is why they cant let you fire when you pull the trigger and let the shot off and do the authentication check on the damage side of the equation where a slight delay would be far less noticeable. There must be a reason for it though as it makes a million times more sense to do it that way
Hmmm, hadnt thought about that...I likes, if it can work.
Edited by CocoaJin, 15 November 2012 - 12:52 PM.
#16
Posted 15 November 2012 - 01:42 PM
Krzysztof z Bagien, on 15 November 2012 - 02:33 AM, said:
And there's also convergence problem when leading the target in order to bypass lagshield...
It may be made worse as more players log onto the servers at certain times i.e. when NA wakes up and decide to play thus bloating the servers overloaded code and network facilities however as we no longer receive a figure advising number of players on line we cannot evaluate that for certain however it must be a factor. MORE = DRAW on existing resources. And Distance = Disadvantaged and Dissatisfied players so if this is not to be a NA only club then this problem needs addressing.
Edited by Wescott, 15 November 2012 - 01:42 PM.
#17
Posted 15 November 2012 - 05:42 PM
Axident, on 14 November 2012 - 10:43 PM, said:
Aahh NZ .. beautiful country. Only bad thing about it is its horrid internet speeds and cost. Still..i'm trying to relocate there soon.
#18
Posted 15 November 2012 - 05:52 PM
#19
Posted 15 November 2012 - 05:52 PM
e.g for why error margin is required.
Player A holds down fire button
First shot fired at 300ms ping
second shot fired at 250ms ping
gap between shots server side is 50ms too short so second shot gets rejected.
Edited by Asmosis, 15 November 2012 - 05:53 PM.
#20
Posted 16 November 2012 - 12:02 AM
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