I do think it will be reduced in the future to something more reasonable. But I honestly believe the developers are looking at this as feature intended. What would happen if lasers were actually hitscan on anything going faster than 80? How fast would a raven or jenner go down to even 2 people firing lasers at it? Frankly I hate the lag shield, I think its sad that it still exists this far into launch (or "open beta" for people in denial) but I dont think they have anything at all planned for if it was removed to keep the lights still on the battlefield.


I Believe The Lagshield Will Not Be Removed To Keep Lights Viable.
Started by Riffleman, Jan 05 2013 11:14 AM
3 replies to this topic
#1
Posted 05 January 2013 - 11:14 AM
#2
Posted 05 January 2013 - 11:18 AM
Back in closed beta, before the CryEngine 3.4 update, the lag shield had all but been removed at one point. Lights were still quite viable, and still difficult to hit. The only difference is they couldn't run around all willy nilly and had to use a wee bit of thought in how they played.
Hopefully sometime soon, with the new optimizations coming out, the lag shied will begin to be reduced getting us closer and closer to proper hit detection.
Hopefully sometime soon, with the new optimizations coming out, the lag shied will begin to be reduced getting us closer and closer to proper hit detection.
Edited by Minsc, 05 January 2013 - 11:19 AM.
#3
Posted 05 January 2013 - 11:19 AM
Apart from the fact that they have stated the exact opposite and that lagshield only helps really bad (or lazy) light pilots to any degree. The good ones will still be running circles around you and carve you up like your bird of choice.
Not saying good light pilots do not also make use of it.
Not saying good light pilots do not also make use of it.
Edited by AlexEss, 05 January 2013 - 11:20 AM.
#4
Posted 05 January 2013 - 11:25 AM
The Developers are not creating a deliberate Lag Shield for the purposes of making Light Mechs more viable. Thread Closed.
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