I fully disagree. Quake Live or any quake for that matter, is a way more faster than Shootmania: shooting, thinking, moving wise. I never considered Shootmania as a fast paced FPS untill I read about it. It's more like a Counter Strike 1.6 with some wall jumps and a stamina buttonpromasterpl wrote:And that's finally what I've been looking forSephis wrote:Quake Live's gameplay is faster than shootmania, yet its netcode is fine.promasterpl wrote: Shootmania is one of the fastest games out there, so it's quite obvious that keeping up with everything that is happening - every move a player takes, every mouse movement - make it harder and harder for the server to compute. In the end, the animations get broken, as in close range combat you often move faster, than the data are collected and stored. That causes sudden 'teleports' or rockets spawning some distance away from the person that shot it.
I can't play one online game on shootmania without seeing rails not hit when they should or the other way around for rockets (shooting rockets 1m away from the opponent hits ometimes). Want some proof? Here. This issue has been reported since alpha. BF 3's netcode is just as shit as SM's.
That's a good point. Unfortunately, I don't seem to recall any situation like that on the video I've been in, but I see the point now.
Still, I would disagree that Quake Live is faster paced than Shootmania (shooting wise it might be, but IMO not when it comes to movement, and that's what I meant by that honestly) and that BF3's netcode is as bad as SM's (that's actually far from truth, and I can prove that in a hundred ways), but yes, that's a good point to the discussion. Kudos for proving me wrong, man

I don't beleive circling all around the map twice in less than 10 second is possible in Shootmania!

http://www.youtube.com/watch?v=-T6IAHWMd2I