EU Questions & Answers
Дата: 24.11.2011 11:46:42

I've got a game mechanics question related to the attached screenshot.
How can it be that the blue server reticle (CapsLock + 0) is so different from the green/red dotted client (player) reticle when the ping is only 38ms and no critical lag is indicated?
Just guessing from the sizes and positions of those two reticles and the gun's aiming time, I'd have to guess that the actual server/client lag must have been >300ms in that screenshot.
Could it be that this difference in server/client aiming is the reason for the strange misses (>20% of shots go outside the player reticle) some players experience sometimes?
Could this also explain why sometimes a clear hit (=animation) does not produce a crew message and does not deal any damage?
(Btw., I know this effect from Battlefield games, where you sometimes hit a fast enemy chopper with the tank gun and see the hit explosion, but the chopper keeps on flying untouched.)
Lastly, do you think the Multi-Cluster implementation in version 7.0 might alleviate such a problem?
Overlord: There is no problem actually. The discrepancy between server-side
reticle and client reticle is caused by "jerk" aiming. If you move
your reticle smoothly, the discrepancy will be insignificant. It's
not possible to get rid of it completely due to client-server
connection.
