Yeah, I'm not sure if the improved netcode is such an improvement. At first I dismissed a lot of what was going on to smaller hitboxes, but it really seems as if many shots are just not hitting as they did before and that you have to hit where they'll eventually be, not where the model IS. And that is going back to the old days of modems and FPS games indeed. Really shouldn't work like this in this day and age.Kindress wrote:I'd like to point out that before the netcode "optimizations" were made, the laser was a hitscan weapon. If you shot the body of anyone with overseas ping, they would be eliminated after a short delay, but the laser hit itself registered in hitscan fashion.
I've been testing laser and rocket shots since the patch, and more in depth in the past few days. The laser no longer functions as hitscan. I have to shoot where a player will be, NOT where the player is, for my lasers to register. This is the same crap I had to deal with in Counter Strike 0.X beta on my 56k modem.
Also, if laser is still claimed to be hitscan, then I will mention that all weapons are suffering from whatever change was made, forcing one to compensate for lag instead of shooting people's models. That would mean... that the hitboxes are calculated after your shot is made, and doesn't show up on the other player's screen until that calculation is made. Every game I play, every map I play, I end up repeatedly shooting people with rockets, and they disappear inside their bodies, or they disappear AND a hit spark flares up, but the game registers no actual hit. I have similar complaints from some serious players I play with.
Shootmania is a game of strong shooting skills, dodging skills, and twitch reflexes. Before, true laser hitscan made the game playable between continents. Now, weapon shots, especially laser shots, are even harder to make and predict. I live in Arizona, USA, and the only way to compete in this game is to be able to compete at a global level via the internet. I ask that you please roll back or at least continue testing whatever change to made to cause this to happen. Thank you!
As for the other changes... welp, I really like a lot of them in their current form! Progressive jumping, wall jumping, laser jumping, speed increase, toss: all these are welcome.
Defense with 3 rockets is very hard compared to having a stock of 4. Not having that extra rocket pocket for 1v1 pole battles in elite is crippling. I like 3 rockets, but perhaps speed up recharge a little to balance it out?
About the 3 rockets thing. Maybe reload-time should decrease as defenders go down. So you have reload time of X-(Z/Y) where Z is whatever variable that is set & Y is number of defenders left? That would be one way to compensate for 1 defender vs 3hp attacker with 3 rockets implemented.
Personally I like most of the changes, but am still gonna ask for a reduced reload-time of railgun when doing railjumps. Otherwise railjumps is simply gonna end up being something that is done to reach places, not something that can be used as a surprise attack (for instance, getting high in the air to spot a defender that thinks he's hiding well) or in general for moving around the map while attacking.