@376E1AE459B1 said:
Looks like no one here understands “favors the shooter”, I guess.When you shoot someone, it doesn’t matter if you were on the guy’s screen yet, it doesn’t matter if he saw you shoot him, you’re the shooter, you’re favored, if on your monitor you saw you shot him, you shot him. That is why, DB being a very fast FPS, you’re often killed past walls. And that is FINE, that’s probably the best way to do it, FOR GUNS.
BUT NOT FOR @$!# SWORDS. I am FINE with a low-latency (like, 30ms, even if that’s already big) Phantom. I am NOT FINE WITH A PHANTOM WITH a 300MS LATENCY.
On your screen his katana didn’t hit you, and you kept your distances well enough, but that doesn’t matter, because on his screen he hit you and you are dead. He’s fast, and that’s not compatible with high latency.
His katana should kill me when I see it touching me, not when I see the tip of the katana a meter away. Yes, that would suck for the high-ping Phantom, but hey, it’s his choice to play on another continent, and we all know he does it for a reason.
And if that’s already how it works, if the katana is already favoring the target, then it’s broken.And please don’t tell me a bs “lrn skillz” or “just don’t play with high-ping players”.
Netcode handling high-pings isn’t easy to do, and it has to be adapted per event (guns, grenades, etc), & thus for melee as well, especially when it’s not used for backstabbing anymore but becomes a main weapon. I’m just saying it sucks right now.
its not called “favors the shooter”
its called CLIENTSIDE
dont blame everyone else if you are making a confusing statement.
you didnt know katana has wide front hitreg?
cricket bat too?
both katana and cricket bat also has a bit longer hitreg.
so dont get surprised if it looks like you didnt get stabbed
because you did get stabbed.