I know someone defended the netcode some time ago in some dev thread, and i believed them. I'm finally coming back to the game, after the automatic weapon blobs were taken away (Thanks for that, by the way. The issue took quite a chunk of the playerbase before coming, though.)
The thing is: I love the ballistics of the game, or at least, where it "aims" to be -seewhatididthere- but the netcode absolutely kills it.
It feels like having a mosin nagant with a 40 meter barrel, shooting at a wall right in front of my character and seeing it impact after half a second (And sometimes not at all with the ppsh, but i guess thats a glitch of sorts)
You need to enable some sort of client hit detection here, else aiming proficiency goes out the window, and becomes tabbing to see current ping, shooting at a wall to see the delay -and giving away your position- and only then, taking aim and fire. Of course, most of the times it will miss, because something weird also happens with the hit detection on the target. It is clearly broken. Will something be done about this? I'll make a video in the next few days to illustrate.
I know some guys here made some analysis on the round velocity of these weapons, is this going to be applied anytime soon?
First of all, shooting is a very delicate thing where perfect timing and accuracy makes all the difference and even normal RO2 lag of up to 250ms makes you miss shots and makes shooting feel loose.
The facts:
Online internet multiplayer always has and always will have some kind of delay and that delay will always very depending on the connection of the players to the server.
RO2 has calculated bullet flight time. You have to aim ahead of the players if they are moving.
RO2 does a VERY good job of maintaining this mechanic under the stresses of online play. I don't have a problem with it and I can consistently hit my mark on moving targets from any ping from 0 - 180.
Ease your mind:
Learn to play.
OR
Pretend that the wind direction is causing your bullets to veer off slightly.
OR
Go play some shooter that uses hitscan weapons and where you're actually aiming at where the player was ~ a second ago before they pressed C to insta kill you with a knife.
And exactly how many of those hacks have anything to do with the networking? Zero. The theoretical weakness of client-side hit detection is that, yes, potentially, someone could reverse engineer the network protocol and construct their own client & server to sit as a man in the middle and monkey with the data stream to feed out hit messages. To say that's a technically challenging, time-consuming task is an understatement. It's far easier, and typically more effective, to just crank out the usual aimbot & wallhack that come pre-made for the game's engine....and RO2 had those before it even got out of beta. Even if you go to all the trouble of doing the elaborate datastream manipulation, you're just as likely to wind up on pbbans as the aimbot guys are. There's no point to do it.The second you allow clientside hit detection is the second this game goes down the ****ter and gets bogged by hacks. COD BF2 CS:S all clientside, all hackfests.
I was playing Nuclear Dawn over the free weekend when Steam decided it wanted to update a game while I was playing. That clogged my connection and the effective ping went up to well over 1000ms (yes, one second) with an immense amount of fluctuation. While this was going on, I was still able to land headshots on rapidly moving targets. Nuclear Dawn is made by an indie studio even smaller and less technically capable than Tripwire is, so that's not an excuse either.@ 250ms what the heck are you doing on the server in the first place aside from lagging it up? Seriously? @ anything above 120ms you shouldn't be even considering playing on any server in the first place. I don't care what kind of netcode a game has it's going to not do anything correctly at those pings.
Leading targets was perfectly fine in the BETA, now its not. WHY![]()
I imagine a small part of it was the TWI test server being top of the line... "The Beast"
TBH I still don't have problems leading targets anymore than I did in ROOST which was very manageable. Go figure...