This is not the same thing to have a specific scoped weapon like in ETQW (which change on the rate of fire), and the ability to add red dots on all SMG.
spooky May 2014 Feedback
We already have IS on every single f_cking weapon in this game. It’s just at least better to see what’s actually in front of you. :>
I take the a-card then. However, i am still the same opinion as before. This did not convince me what you say. It sounds all cool: “aimed directly at the modem”, “hosing down range”, but i can’t make anything meaningful out of this. So i can not discuss, although i would like to, because my personal opinion is that this is a thing about a mismatch of client-view and server-view, which also has todo with latency and all the stuff. But if you deny that something is wrong here, then pointless i guess. I still think this scene has a point aka the “spread” discussion from the other thread links directly to what we see here in this video. EDIT and by that i mean the feeling the community has about something wrong with spread or gunplay is directly related to hit-registration, directly related to X.
Also: it is hard to tell really when bullets are really fired: sound is off, the gun animation just plays, and the bullet fire also is seemingly pretty random.
[QUOTE=acQu;499143]I take the a-card then. However, i am still the same opinion as before. This did not convince me what you say. It sounds all cool: “aimed directly at the modem”, “hosing down range”, but i can’t make anything meaningful out of this. So i can not discuss, although i would like to, because my personal opinion is that this is a thing about a mismatch of client-view and server-view, which also has todo with latency and all the stuff. But if you deny that something is wrong here, then pointless i guess. I still think this scene has a point aka the “spread” discussion from the other thread links directly to what we see here in this video. EDIT and by that i mean the feeling the community has about something wrong with spread or gunplay is directly related to hit-registration, directly related to X.
Also: it is hard to tell really when bullets are really fired: sound is off, the gun animation just plays, and the bullet fire also is seemingly pretty random.[/QUOTE]
Well I spent about and hour looking over this video in detail watching it play back at half speed. If you really think theres an issue here you need to put it under the microscope because so many of the problems can much more easily be explained as user error. The one true no-reg he has was the sniper shot vs Proxy but that’s a normal example of modem netcode.
The 3 min mark is an example of good shooting but download the source file and count the bullets as they fire. You’re looking at a ROF of nearly 8-12 rounds a second I’m not exactly sure what the data points would say. But factor that into Miliseconds with rounds not coming out you’ll have openings of 90-150ms between rounds going down range. Unless you keep the crosshair perfectly lined up you’re looking at potentially missing every 10th of a second.
My only reason for going so hyper-crtical on the video is to showcase that there really isn’t hit-reg issues with the game. The bullets hit, they register, what likely confuses people is the speeds at which the game is played. Just watching some of the ADAD movement you can see that there isn’t really a transition animation between direction shifting other then some foot shuffling. Factor in ping, prediction(Networking term) errors, and other internet spectacles that appear unpredictable.
Simply put, there isn’t hit reg issues with DirtyBomb. It’s likely more Client prediction errors and some small lacks of visual information that makes it harder for the human brain to predict. Or you could always try lightning the ground friction alittle bit 
oh noooozz! 
back on topic:
Spookify, can you record a good example of unhit, on the EU server.[/QUOTE]
I can record plenty examples of hits on EU server and plenty of pulley high pinger advantage rage
. Maybe too many people play with a large dot and a low framerate to realize when they are over or under-compensating their aim like in this video. The only ‘unhit’ moments I’ve had was when the other guy had ridiculous lag around 400+.