The real question here is why the anti tank rifles weren't brought over to client side hit detection in the first place with the GOTY patch.
True... I mean, it's not like it hurts anything and can only improve it.
The real question here is why the anti tank rifles weren't brought over to client side hit detection in the first place with the GOTY patch.
True... I mean, it's not like it hurts anything and can only improve it.
This is just a wild guess, but maybe the issue reported here has something to do with it. It was reported shortly before GOTY release and I can imagine that it would be a no go for AT rifles. Mekh will probably know the ins and outs of the decision to not implement client-side hit detection for AT rifles.
it would be nice to be able to re-supply them! it's hard to get in a good spot to take a shot at that tank. having to run back for ammo usually reults in death, followed by more deaths, trying to get back where you need to be. anyone should be able to re-supply an at if he calls for it.I do hope that when they tidy up the issues with the AT rifles, (which I have had significant enjoyment using in the past)- They also enable Engineers & SL's the capability to supply ammo to them- or at the very least allow the AT to get a full load of ammo when lugging the leviathan to an ammodump, 3 is not enough.
FYI, the PTRS works fine for me too. Tanks are rather big to hit and often stand still. In that last case having or not having client-side hit detection doesn't really mather.
Maybe it's just me, but when using an AT rifle I need to lead moving targets more and often times the lead distances are inconsistent. The problem with this is that I expect the AT rifle to have the largest muzzle velocity of any of the small arms in the game. Upon checking wikipedia I can verify that I'm correct as the two other most common in game cartridges with the highest muzzle velocities, 7.62x54r and 8mm Mauser, are both roughly 200m/s slower than 14.5x114mm (the AT rifle cartridge.)
This means that unless 14.5x114mm experiences some insane drag then the AT rifles should require the least lead distance of any other gun in the game. Even when shooting stationary targets there is a longer delay before the target gets hit.
That's one possible work-around. It's still not ideal, though, because, given the sensitivity of the kill zones for AT rifle hits, precision does matter a fair bit even on tanks, especially if you're trying to hit someone unbuttoned while it's moving, which is technically a component of the tank rather than an infantry target.Why not have it both server-side and client-side, client-side for the infantry and server side for the tanks..
it would be nice to be able to re-supply them! it's hard to get in a good spot to take a shot at that tank. having to run back for ammo usually reults in death, followed by more deaths, trying to get back where you need to be. anyone should be able to re-supply an at if he calls for it.