Gladius;n2305737 said:I agree the system (whichever) needs some fine tuning. What annoys me the most are these situations where I pump an enemy full of bullets (like at two meters, keeping full auto on target and hearing hit sounds) and lose the duel to a headshot.
The difference between what is happening on my screen (client sided hit detection) and what the server finally decides to let happen feels too many times off.
Latency is latency. That situation will still happen regardless of what sort of hit detection it uses.
Unless of course you want the server to not ignore anyone's shots.
Which would mean one player dies to real bullets. And the second player would die to magic ghost bullets that he never saw or heard fired. Sudden brain aneurism.
Which is kinda besides the point anyway because this thread is about DAMAGE. Because that's what actually happening when you see people walking off shots. https://forums.tripwireinteractive....ssion-ag/2305503-odd-weapon-damage-statistics I mean look at this thread even. More evidence to support it.
When it "was" hit detection you would paint a wall with blood hitting them 15 times in 3 seconds, and they wouldn't even notice. They sure as hell notice now.
Last edited:
Upvote
0