I’m ignoring camden because its way too soon.
[QUOTE=shirosae;413981]Pre-patch Waterloo almost always had defence camping the room next to the wall objective, camping the room above the wall objective, and trying to hold the hotel room thingy across the courtyard from the objective, and usually the top of the subway station. The latter two were less campy than the former 'cause of the alternate routes in.
It’s much better now, because you can’t just pin people running out in the open down so easily.[/quote]
Oh come on dude, in a static attack/defend objective without the mobile EV, what do you expect to happen? It doesn’t matter if they manage to get a good personal frag ratio by camping as long as the objective isn’t made uncappable by camping.
Most EU players are sitting on 20-70 ping. The Americans are running 150-300 ish. Human reflex time is 200-250 on average.
Yeah, kind of my point. Its a stretch to say that fights are over faster than latency.
This has been happening. The sound of the first shot comes with incap. At the time I was kinda assuming that some guns had 100hp+ damage on a headshot, but it seems more likely that it was this cause it was always the laggier players, and it was happening sometimes through walls that I’d just ducked behind.
I think that if firefights are so short that the game’s antilag sometimes can’t keep up, it might be a problem worth looking at. Even if - shock horror - the result is slightly more ET-like.
This has never happened to me, but sometimes its nearly felt like it happened because of heartbeat sensors and pre-aiming. Are you quite sure this isn’t a rare situation where your opponent has a high level awareness of you and unexpectedly kills you fast? Or even two opponents firing simultaneously? Or simply that someone dropped a packet.