So I've noticed some rather wildly divergent behavior in how much you need to lead fast light mechs (Other mechs also have this problem to a lesser degree) to hit with your lasers. Now before every one leaps on me to say it's due to the ping of the target being higher or lower I've also made sure to try and account for this in my reckoning.
I first noticed this on Saturday morning UK around 10am. The largest change this would bring about is a drop in the total number of players online. American players would be in bed and Europe would still not be fully active as many people like to have a lay in. for a few hours during this time period I noticed that the game not only ran much smoother but I didn't have to lead light mechs by anywhere near as much to hit the target.
This leads me to believe that what is occurring is that due to large player loads the physical hardware they use to host the MWO matches are being oversubscribed. I suspect that as the player numbers ramp up they are dynamically adjusting the 'frame rate' of the virtualized server running each instance of the game.
This would mean that each server is making less calculations about the positional data of each mech in the game. I've seen similar behavior in other shooters which have fast movement like this when running a game server my self. Not only would this exacerbate the problem with not having client side prediction it would lead to the possibility of 'rubber banding' where in the game client predicts the mech to move as it is currently doing but the pilot in the mech actually does something else causing the mech to teleport a short distance away from where it currently is. This also means that it is possible to shoot where the enemy mech might actually be for a given moment (even on the server if it had a higher tick rate) but due to the tick rate being say 30 frames per second your shot misses as on the server it teleports from one spot to the next calculated location.
Fixing this problem obviously wouldn't completely solve the issue with not having client side prediction, but it would make being able to aim directly at where a mech is currently on your screen a larger possibility.
The solution if my assumptions are correct would be to simply buy more hardware and to enforce minimum tick rates for the servers to run at.
Edited by Sifright, 21 November 2012 - 08:06 AM.