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#1
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Well...one of the MOST annoying things, in my opinion, regarding the lag/hit-detection in RO2 has been the inability to instinctively use training on the single-lead rule in the game. HOPEFULLY, with improved lag and client-side hit detection, this may now actually be possible! If so...Johnny Utah might actually be able to hit moving targets now...uh oh, best watch yourselves!
![]() Not sure how many of you are familiar with FM3-22.9, so I'm providing a link here (I'm often surprised by the civilian familiarity with military tactics on these forums, so forgive if you know this already...). Single-lead rule (natural at ranges 75yds to 150yds) should actually work for nearly all common engagement range rifle shots in RO2 now...see Chapter 7, Section 19, specifically. FM3-22.9 Chapter 7 Have fun; this rule provides for hits on the majority of high priority combat targets...but you must promise not to use it to kill me since I'm a low-priority.
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"Fear causes hesitation...and hesitation will cause your worst fears to come true." Last edited by Johnny Utah; 05-24-2012 at 09:48 AM. |
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#2
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good website referenced there. I enjoy perusing it every once and a while. GS.org has a good country military guide where you can look up a nation's capabilities, amongst a wealth of other info.
Not bad find from a guy who uses Keanu Reeves as an avatar I'm teasing u dude.
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#3
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Ah, yes. Found these manuals when I was in middle school. Love the tank platoon one and the urban operations manual in particular. The latter was particularly useful to improving my longevity in both Ostfront and RO2. Pity you can't underhand toss grenades further.
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Classic forever. Last edited by Nikita; 05-24-2012 at 04:58 PM. |
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#4
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The only real problem comes in how there's apparently no way to tell if a server has client-side hit detection on short of connecting and shooting at a moving target.
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#5
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So far the ones I've been on have all been client-side. Easy to tell when a cheap server starts to lag like hell and player movement goes wonky but you can still hit what you shoot at
![]() Thanks for all your work on client-side Mekhazzio, it really makes for a whole new (and better) game. |
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#6
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Yeah, I haven't seen a server with it off, either. Apparently they set it as the default option. Huzzah!
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#7
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Indeed, in another forum post they verified it's the default. Nice work!
![]() I can actually hit targets running at 60deg angles from 100 yards consistently....amazing!! Bullets go where I put the pointy end...that's all I ever wanted....
__________________
"Fear causes hesitation...and hesitation will cause your worst fears to come true." |
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#8
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Apparently I've taught myself this rule of thumb through experience
![]() It it actually works now like it does in other games with realistic ballistics, so that's a great improvement. (got 86 rifle kills in my first map on the new patch, feels good man) |
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#9
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You know, actually, the bullets have always gone where you put the pointy thing. It was a just matter of timing (or picking the spot) when the projectile and the target would meet.
Some were just better at it than others.....
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My qualifications: http://forums.tripwireinteractive.co...postcount=1764
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#10
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Guess I was leaving myself wide-open there…ha. Indeed, I thought we were using Sandia's new homing bullets…are those not historically accurate?
__________________
"Fear causes hesitation...and hesitation will cause your worst fears to come true." |
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#11
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Perhaps it's more the case that the bullets go there WHEN you fire them, rather than some unspecified and variable time later depending on lag and where the server is up to in its tick cycle. That and where you see the target is now effectively where it is, rather than being the target's location at some unspecified and variable location in the past, depending on lag and server tick...
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