Did some testing yesterday and noticed that in Single player/local play against bots, TTK was drastically better than online play, Requiring only 3/4 shoots on average to kill and was also very reliable an consistent. Online Co-op/PVP on the other hand was the complete opposite, Requiring 5/6 shots sometimes more to kill. Seeing this makes me conclude that its a net code related problem and not Hit-reg like alot of people are saying. Noticing also that having more players in the server compounds this problem, Leads me to believe it further. Whether its a de-sync/sync issue or tick-rate related problem, Its for sure a net-code problem and not bad hit-reg. Im sure you are aware of this and are doing your best to resolve, Keep up the good work!
@genoharadan Hit-reg and net code are 2 different things idiot, Clearly if playing solo and seeing that all shoots are landing consistently, reliably and on target that this isn't a hit-reg problem, "Hit-reg" is where you aim at someones head or other body part and the bullet goes through but doesn't connect. This test means that the problem lies only with net-code! Stop being stupid and do something constructive or go troll someone with lesser intelligence than yourself.
Here is what happens to me more often than not while playing. Not sure if its a client side issue or the fact that i press my control buttons so fast that the server cant keep up, Either way its crippling my games. "happens roughly %50 of the time with primary weapon only" I also have a keyboard with N-key roll over, so it shouldnt be that.
First half of the clip is a friends point of view, Second half of the clip is my point of view.
I have a good stable ping of 40 and never have dropouts, If this is a client side reload issue or server side, Please address this fast please....Its crippling AF!
Seriously where is it??? Half the prob i have atm is seeing into dark areas, surly its not hard to give us a brightness slider....
Yea man, happens to me all the time. Seems like its something to do with movement and packet loss at the same time or something.... No fix that i know of.
While i respect the team modes that are there in PVP right now I hope you'll consider incorporating a team deathmatch mode for PVP. I say this because at the moment it seems like the majority of players just want to sit on the side lines and snipe in and around the OBJ, Weather there a sniper class or not. It becomes the safest way to get a high KD which most players are wanting to achieve for there own self satisfaction, But as this is detrimental to winning the game buy not capturing or playing on the point, Its fundamentally flawed where the people who are actually trying to PTFO use red dots or kobra sites to get up close an personal on the points to secure or defend are easily out classed by the many snipers along the way, yet once they get to the OBJ its a easy take because there is little if no resistance on the point of contention. I feel if you can cater to those players in particular buy giving them and "me also" a team deathmatch mode with a spawn system just like Battlefield 3 it will give the people who like and understand that OBJ based game modes are meant to be played with the thought an respect it deserves. Many of people in this community are seemingly coming from the battlefield franchise and from talking to many of my friends and others, Having another Noshahr Canals inspired guns only gamemode would be right up our ally. PLZ PLZ PLZ CONSIDER THIS! Noshahr Canals TDM was the best for a reason. Thankyou.
Completely agree.... Where is it NWI???
@lucjocwhite Sadly you could have a 1ms ping and you would see the same thing, Reading the change log posted by the devs, You can see alot of items were and are still using up alot of ticks. Just for reference a tick is basically the total amount of inputs the servers can read per second. With only having a 60tick I.E. 60hz servers, That means that only 60 items/inputs will be updated in that second. So basically because alot of items are taking up ticks every second by themselves, There is only a limited remainder that is allocated to players movement and weapons ballistics. At the moment what is happening is that its out capping the limit of ticks the server can handle per second. "Think of it this way" If all 32 players in push shoot at the same time at an average of 600rpm, That's roughly 320 shots fired every second that the server will have to update. This is why alot of shots are going un-checked by the server only capable of dealing with 60. Have faith tho, NWI know what the are doing its just gonna take awhile to resolve.
Did some testing yesterday and noticed that in Single player/local play against bots, Hit-reg was drastically better, Requiring 3 shoots on average to kill and was also very reliable an consistent. Online Co-op/PVP on the other hand was the complete opposite, 5/6 shots sometimes more to kill. Definitely need to make that #1 priority i feel. Seems like the more players in the server compounds this problem also, Whether its a de-sync issue or just tick-rate related problem, It needs to be addressed ASAP.
@mefirst Happens reguardless if your playin online Co-Op or PVP, What im saying is that in single player I.E. local play, You can see that hit-reg works fine.... So obviously its a network related issue. Do some testing yourself and see. i was more than happy with the hit-reg in single player.
Makes no difference to performance, This games performance is limited by GPU optimisation more than CPU. Turning of hyper threading is just putting you at a greater chance of pegging out your CPU usage to 100% which causes more stuttering. And this does not increase your GPU usage at all when doing this..... U4Engine is GPU hungry, Not CPU hungry so this trick should not be advised!
The memory pool size option doesn't do shit atm you can set it to 400mb and it will still use most if not all available Vram