The problem now most is, when leading someone from 100 meters, you have to aim just outside of the sight sometimes, so you can't see the target good enough...
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I understand the science, but I have directly argued with tripwire about this. The reason is simple, bullet ballistics are compared serverside. This means you have to lead for bullet travel time + ping. (note that if you shoot a wall really close, you will hear a double sound from the gun firing and then the bullet hitting the wall when it should be near instantaneous. Try this on a 500 ping server, the lag is half a second)
I myself prefer the more common calculation of ballistics clientside, which means you hit a guy, he runs for (ping)milliseconds and then the hit gets calculated. The downside to this is you may think you took cover when on someone elses screen they got you, and you go down "unfairly".
It's making it impossible for me to kill people with bolt actions rifles at close range. Someone sprints across my screen, if it were CSS they'd be dead, but in this I just get a bullet hitting a wall and my position blown.
I don't understand how all over the forums everyone says they can't hit anything at all but when I play I'm getting killed so easily by some of the greatest shots I've seen from literally everyone on the opposing team.
The problem now most is, when leading someone from 100 meters, you have to aim just outside of the sight sometimes, so you can't see the target good enough...
reason for serverside ballistics to help keep asshats from hacking as easy. Also This is RO, if you want laser bullets with no lead go play Halo or COD
I never have problems. You guys must blow at aiming. I can easily hit everyone I see with the first shot.
I'm glad I'm not the only one who has noticed this.
In RO1 I would regularly hit moving targets at most ranges, now I have to lead about a foot to hit a guy sprinting from 30 meters away. To make matters worse, I can almost never see where my bullets actually land, which makes it even harder to figure out lead time.
Oh Nader, dieter is obviously a troll. He gets on RO2 having squad spawns, but forgets that WW2 Online, which he says he plays, has magic boxes that pop out players close to the fighting.
Sounds a bit silly to have the ballistics on serverside then.
What's the idea behind it?
It's not exactly "realistic ballistics" if bullet flight time is affected by ping.