I actually employ that as a tool to troll annoying players, but donāt tell anyone.
Too bad some of us donāt have Swedish fiber, maybe Iād agree if FS dedicated a couple of patch cycles to unf@cking the netcode. Otherwise no, Iād 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 didnāt live in the US, wouldāve 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 Iām in germany (renown for its horrible internet infrastructure). Iāve never had any issue with lag. You get the occasional ghost hit or ranged shot not registering but I donāt 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 āsure someone will get himā or āIāll kill him after I deal with xā.
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.
Iām just meming here when it comes to the ISP and Swedish fiber stuff. Itās only conjecture but given the bug report patterns and frequent posts that describe these kinds of things itās pretty obvious thereās 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 āseeā 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. Thatās why ghost hits happen, dunno the mechanics behind ghost inputs though *shrug *.
Itās 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 theyāre 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. Letās be real: This is as good as itāll get.
I feel like the change that he wonāt 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 āgetting fatsharkedā.
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. Iāve even seen some ogryns get instawrecked (100 to 0) in some of the worst runs Iāve had.
We might differ here. I honestly donāt mind that. Bomber has been the only special with almost 100% reliable sound cues day one. If I hear IāLL MAKE IT RAIN and donāt scan the environment or reposition immediately, I consider it my personal fkup. Some specials you can literally ignore until theyāre right in your face (hello mutants) and others you have to instantly react to like flamers/bombers.
Personally I donāt 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 itās overcoming these odds that give you the most satisfaction. At least in my case.
Last Iāll say since weāre way offtopic.
Youāre 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 youāre, skillwise, at John Wick with Neoās 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 youāre 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 doesnāt seem to be connection related as it i always the same spot. I might agree with you if Iād experience the same issue, but Iāve yet to see it once, as I said. Guess weāll have to agree to disagree here.
Back to the topic: The crafting system is trash and Iām tired of repeating it.
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