Yet another reasont to throw out the Crafting System

I actually employ that as a tool to troll annoying players, but don’t tell anyone.

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Too bad some of us don’t have Swedish fiber, maybe I’d agree if FS dedicated a couple of patch cycles to unf@cking the netcode. Otherwise no, I’d rather they adjust the damage rate so those of us that frequently get screwed by latency issues stopped getting the sudden death treatment whenever more than 1 grenadier spawns. Wish I didn’t live in the US, would’ve tried my luck with a different ISP by now. Not that it matters though as this is the only MP game in my library that seems to have any issues.

Funny enough my regular premade is made up of US players, whilst I’m in germany (renown for its horrible internet infrastructure). I’ve never had any issue with lag. You get the occasional ghost hit or ranged shot not registering but I don’t notice too much of a difference compared to EU servers.

Personally I never had much issues with bomber because I always consider it an absolute priority target and even sacrifice health to kill it. Most people that struggle with the new fire changes treat him like ā€˜sure someone will get him’ or ā€˜I’ll kill him after I deal with x’.
It has always been the most dangerous enemy, especially on higher difficulties when you get swarmed. The recent changes just hammer the point home much harder.

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I’m just meming here when it comes to the ISP and Swedish fiber stuff. It’s only conjecture but given the bug report patterns and frequent posts that describe these kinds of things it’s pretty obvious there’s some jacked sh@t going on when it comes to the netcode or their servers.

Anyone with more than 100hrs of game time does. Problem with them and latency is that when it gets bad enough and hits more than one player the game feels like the director is dropping everything on top of the group. In reality everything is happening at normal rates but the servers just ā€œseeā€ us standing there for a few seconds before reacting to spawns and attacks. Therefore getting caught by a grenadier being essentially a guaranteed down or death for anyone having the issue at the moment. That’s why ghost hits happen, dunno the mechanics behind ghost inputs though *shrug *.

It’s also why you get games with that one or multiple guy(s) that seem physiologically incapable of blocking and dodging or surviving hordes even in Auric T5 Maelstroms. Their kit often is ok if you check it out so they’re likely not that bad, so either their lagging or having a really bad run.

If their netcode is as clean as their gameplay code and version control it never had any chance to begin with. Let’s be real: This is as good as it’ll get.

I feel like the change that he won’t always drop a primed nade when you kill him was more than enough. On ghost hits and latency/tickrate issues I feel that inputs getting eaten is far far worse than any other issue people bring up.
Nothing destroys a run faster than pressing q and the game either not taking the input or applying it twice so you stand there with your ranged weapon and eat several melee strikes, making you go down. We lovingly call it ā€˜getting fatsharked’.
Zealot and Ogryn can shrug off the occasional input getting eaten but as Psyker or Vet you definitely get fked more often when it happens. My main gripe on the technical side of the game honestly.

That too, but again with the amount of dmg it does now, a 1 or 2 seconds of reaction time lost due to latency issues is all that is needed to either burst you down or take you from 100-100 to a sliver of HP. I’ve even seen some ogryns get instawrecked (100 to 0) in some of the worst runs I’ve had.

We might differ here. I honestly don’t mind that. Bomber has been the only special with almost 100% reliable sound cues day one. If I hear I’LL MAKE IT RAIN and don’t scan the environment or reposition immediately, I consider it my personal fkup. Some specials you can literally ignore until they’re right in your face (hello mutants) and others you have to instantly react to like flamers/bombers.

Personally I don’t enjoy it when every special is exactly the same in how you deal with them. I like the fact that some are more urgent than others. Even if it means that a single second can ruin your game. At the end it’s overcoming these odds that give you the most satisfaction. At least in my case.

Last I’ll say since we’re way offtopic.

You’re really missing my point here, cues or anything is irrelevant if the server just registers you as having waited for the grenadier to spawn and throw, and waited for the nade to go off. This is even if you’re, skillwise, at John Wick with Neo’s reflexes tier (some nolife premade buds of mine).

This is why the amount of DMG feels so ass, regardless of your situational awareness, position, and mechanical skill it can be nearly if not outright impossible to avoid getting cooked if your latency if off that run.

Fair enough. Same.

As I said, I have yet to experience the extreme discrepancy you’re describing. The only thing remotely similar I have seen so far is within the new map, when you enter the circular first event room. I sometimes get teleportet a few feet just once upon entering, but that doesn’t seem to be connection related as it i always the same spot. I might agree with you if I’d experience the same issue, but I’ve yet to see it once, as I said. Guess we’ll have to agree to disagree here.

Back to the topic: The crafting system is trash and I’m tired of repeating it.

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