UE2.5 landscapes aren't all that great: They really can only do rolling hills, they still severly lack draw distance, foliage layers (and i mean once that actually work an not just pop up 20 meters in front of you) and most of all: details such as vegetation. Other game engines do landscapes much better. The best maps in RO are still set in a urban or semi-urban setting. Once they rely solely on landscapes, they feel... empty (e.g. Krivoi Rog). That also turns most firefights into "hunt the enemy pixels", because they seriously lack cover.We need landscape and support for large maps, and open spaces, Source does not do any of this, the engine can render some outside scenery in singleplayer, but we've seen time and time again that its just not working online (and a series of canyons is not a rolling landscape, just FYI), which is why every MP shooter on the Source engine is by and large set in urban suroundings, on fairly small maps with paths and choke points, surounded by fake backdrop, thats fine for CS, CS is just that and has allways been that, but if we are going the route of realism, then thats just not good enough, its only a small fraction of the possible combat locations you could think of and want to impliment.
The lack of scale and landscape is not acceptable for any TS.
All this stuff about how pings greater than 100 are still acceptable in RO is rubbish: Maybe you won't warp a lot, but you can still tell there's a lot of delay, making bolt-actions a no-go. Not to even mention the strange irks that come with it, like tank shots disappearing and stugs being forced to always shoot straight. With the source engine i at least find a lot more servers giving me a ping of <80.Netcode is also a big problem, Hitbox detection for instance is absolute rubbish on Source! you may not notice it much playing CS or HL2DM, but with a TS the need for precision is much higher, and higher than Source will deliver.
Same with its "Lag compensation" system, whoever thought up that one should be hung from the nearest light pole, having to shoot at where the enemy just was, and not where he is right now is just not acceptable for a TS, again, we need more precision, infact, i'd rather see a bad case of warping than this in a TS!
Likewise the ping, a TS is by and large a fringe thing, usually having a small but dedicated community, but this also means fewer servers, and people having to play with higher pings as a result, Source hates high pings, much more so than many other engines (including Unreal), many other games you can ping 200 or 300 and still be good to go, but with Source, you want double digits and no higher than that, or the problems start to rear their ugly head..
That is just plain bull****. Unreals weapons are mostly hitscan, and the only weapons that fire projectiles, fire very slow ones and have a low rate of fire:Projectile support is also rubbish, Source bogs down very quickly with many objects in the air, hence its reliance on Hitscan weapons, or projectile weapons that fire very slowly (such as rocket launchers and the like).
But there is nothing real about Hitscan, and again, Unreal has used projectiles on automatic weapons since its inception and can pull it off!
UT2004:
assault rifle: hitscan
minigun: hitscan
sniper rifle / lightning gun: hitscan
shock rifle: obviously hitscan
pulse rifle: projectile weapon, and the only fast firing one too
flak: projectile
rocket launcher: projectile
bio rifle: projectile
At least source makes another very important feature possible: bullet penetration. The lack of it makes some RO maps very unrealistic.
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