[quote=“Amerika;48809”][quote=“B. Montiel;48763”]
@Amerika, my knowledge on UE3 is totally empirical. With my chivalry team, we administrated one server for scrims/tourneys and occasional pub games for 2 years. We had the opportunity to tweak the server quite deeply (ty simrai), and all the EU teams interested in server tweaking ended into the same conclusions, with some even renting the said 100 tickrate servers. This game had the same client side detection system and 100 tickrate made an incredible difference, and I’m not over-rating it. Hit windows (Melee draggable attacks) were fitting the models and anims in a way closer fashion. [/quote]
But the antilag in DB is a layer. There is the network connection layer and then there is the predictive layer. Not every game has the latter or uses the same technology. It didn’t come necessarily with UE3 according to what I found. There were multiple solutions that could be employed and are employed against a broad range of games. FPS games, fighting games and even platformers all can use something different. Just because you played Chivalry doesn’t mean it’s the same thing that DB uses. That’s why I was asking you to cite what you know to be a fact about Dirty Bomb.
Also, I could see melee playing out a lot different. With no/little anti-lag you’d need to predict where people were going to be even at decent pings. So animations wouldn’t match. With the antilag, since you’re so close and you’d constantly be predicting where people are and how they are swinging, if there was any error correction you’d know it. Where in an FPS when you’re being shot you’d only maybe notice it when going around a corner. If you died in the open you’d be totally fine with it.
So I could see antilag being annoying in a melee game at times…but is it worse than having to predict where people are at if it’s toned down a lot or removed? Even after basically showing proof of what happens in DB when the antilag goes wrong, which doesn’t appear at first glance to do any favors for DB, I still don’t see the issue. Because I either would have died anyway or the game would have been laggy enough that I would have lived…and then we all are playing a laggy game.[/quote]
I know for a fact that tickrate is set below 66 and you don’t warp at a 180 ping (experienced this on a East NA server, you don’t warp but that’s unplayable still). Except that, CQB situations create what is from my point of view very similar and rather irrational issues than chivalry’s melee did, in a way stronger manner. And chivalry used more or less the same layers dirty bomb use, except that you were starting to warp around 100 ms, which is probably too narrow. That’s the only things I know about it. But not warping at 180 is a strong clue of anti-lag uselessly set to high. I’m sorry but in a fast fps 180 ms is a considerable amount of time and I’m pretty staggered they’re actually trying to reduce the effect of this. Once again, don’t get me wrong, the game has a pretty neat netcode but it could be improved nicely to match some recent productions like cs:go by simply being slightly more strict about potential ping limits and anti-lag.
[quote=“RuleofBooKz;48864”]what @B. Montiel is putting into words about when to run and when to gun and how this game seems sluggish and a little sloppy is my experience also
[/quote]
I’ve been thinking about it during the day. In my mind, this somehow creates a weird balance issue between light/medium/heavy classes. We can consider that, on average, main automatic weapons have a 130 dps on exclusive bodyshot (cf. weapon spreadsheet). I plant a scenario : you run away when your life is equal or below a third of your total health pool. If we consider the incertitude period due to anti-lag being 0.2s, the potential damage you can receive from bodyshot during that period is 26(on average once again). Which is almost a third of 80 and 90 hp mercs (you’re pretty much dead with sparks and aura), while 110hp mercs and above still have a good 10 hp remaining, which is enough to heal further away. Thus making the behind cover hits more noticeable with light mercs and making them further unreliable than they already are. Toning anti-lag down would narrow this problem by reducing the potential damage during the incertitude period.
