2.f4, on 15 April 2013 - 08:43 AM, said:
Agree with above.
I had "unhit" feeling sometimes against low pingers, in 1 vs 1 situation.
(I guess because different point of views, and server need to decide what was first and what was next)
At last low ping advantage looks logical and fair. Comparing to hitmesh "out of sync" advantage (Now Left/Right strafe spammer taking hits, unlike 4.1)
PS: Droogs > Fugitives
This to a large degree is true however the client is also a variable as part of the unlag or prediction system. To be honest only a handful of people on the planet actually know what occurs but this is a good enough explanation I can find.
http://www.ra.is/unlagged/network.html
What is interesting is this statement.
Quote
Prediction error: when the prediction is wrong. It must be corrected for, which introduces some of the most severe visual problems when it happens on the client – depending on how far ahead the client was predicting.
What this means is what you see on the client side is not always the truth as to what has happened and and it's the client catching up that can create the unhit feeling.
Ping advantage is at best subjective as the prediction code does attempt to unlag the difference in an attempt to create a real time feeling equal to both clients.
Some interesting stats.
http://www.humanbenc...ntime/stats.php
Based on this chart the high average reaction time is 220ms based on reacting to what you see and based on what the prediction code does we can assume that client > sever > client sees is equal so even if a client has a 90 ping the result will always be based on their reaction time and not their ping.
A player with a 90 ping simply can not react fast enough to use that rate as an advantage and if they do then it's either luck or they are reacting to what they know will happen and not what they see.
Take the test and see for your self.
http://www.humanbenc...ntime/index.php
What I would be interesting in knowing is what is considered an “unhit�
The hitmesh preforms two functions.
1 Registers the hit.
2 Report the hit and the value of the area collision occurred.
In 4.1 the HM does fail to register the hits at a high percentage, my best guess at least 10-15%, and experienced players have learned that by rotating the barrel in a circular motion they can increase their hit percentage and find the out of sync hitmesh. Do this in 4.2 you are going to miss and in the process have that unhit feeling.
doing "stuff" with dead things.