Matthew Craig, on 04 March 2013 - 04:56 PM, said:
It's on a per shooter basis
Thanks much for you quick answer
WardenWolf, on 04 March 2013 - 05:02 PM, said:
I may start a separate thread on this, but it is related to the OP's question:
What does state rewind look like from the eyes of the person being shot at? Will we be taking damage from lasers that appear to be missing us?
And a follow-up: if yes to the question above, why is the shooter given priority over the target in this change? Knowing where an enemy is firing is important in the course of trying to dodge fire, and it seems that this with make it more complicated to see when weapons are actually impacting.
Please note that I pilot almost exclusively Atlases, so I'm not a light pilot whining about being hit more - I just want to know what it looks like from both sides, and how that has affected the design choices.
WardenWolf, on 04 March 2013 - 05:02 PM, said:
I may start a separate thread on this, but it is related to the OP's question:
What does state rewind look like from the eyes of the person being shot at? Will we be taking damage from lasers that appear to be missing us?
And a follow-up: if yes to the question above, why is the shooter given priority over the target in this change? Knowing where an enemy is firing is important in the course of trying to dodge fire, and it seems that this with make it more complicated to see when weapons are actually impacting.
Please note that I pilot almost exclusively Atlases, so I'm not a light pilot whining about being hit more - I just want to know what it looks like from both sides, and how that has affected the design choices.
I am not sure but given this solution only effects what the server sees...I would assume that they would not see the hit....could be wrong though. You may want to post your own thread... I think they may be looking for questions like this. Makes less work for the dev who is trying to find stuff to answer .