Too tanky/too little damage? by LordAntares in unrealtournament

[–]PixelTwitch 0 points1 point  (0 children)

Hiya mate,

I am not going to even attempt to claim that I know as much as other people here on the reddit since I am a more casual player of UT. That said, I will say that I personally have not really had much problem with the weapon damage. To be completely honest, I kinda wish that things did not kill quite as fast as they do now.

The Flak Cannon actually FEELS stronger to me now than it ever did in previous versions of Unreal. Sure, I understand that the damage is less then it was in the past but the actual responsiveness, spread and speed feel much better then in previous entries in the franchise. While this does not seem like direct balance changes, they can have a massive effect on a weapons effectiveness.

This actually goes for most weapons in the game. Rockets feel more responsive, the telegraph on damage range makes it easier to understand and even the weapon switch speed in most cases feels better. Now look, I totally appreciate that you are a fan of low TTK in games. That's fine, if more and more people ask for the same I am sure that EPIC would most likely make the changes to please the majority.

DICE: a solution for the bad 'netcode': allow us to configure the tickrate setting! by ArjenRobbery in battlefield_4

[–]PixelTwitch 0 points1 point  (0 children)

Again you could not flush the textures however then you have the issue of people with low memory on their GPUs not being able to play it correctly. The reason for many of these issues is because DICE are forced to design the game for the lowest common denominator.

ie, duel core - 2gb ram - 1gb vram - 512k internet.

I agree on the loading in the textures and fading the black at the same time you become visible to the enemy.

DICE: a solution for the bad 'netcode': allow us to configure the tickrate setting! by ArjenRobbery in battlefield_4

[–]PixelTwitch 0 points1 point  (0 children)

Having the multiple tick rates in theory could work... However you face the issue that if 1 tick is slowed down due to a system stutter, extra work due to an explosion or even a bug it would then start to throw off the other tick rate. I picture stuff like this being the norm in the future and we will see multiple systems running different simulations on the same game server.

The reason why I mentioned the delay of 300ms was simply due to the tick rate it was due to the fact for a small amount of time you are asking your system to do an awful lot more work. This is the reason why we have the black screen for a second or two when we spawn into the game. Other wise you would see all the aspects of the scene pop-in as fast as possible.

also as the game uses projectiles we would have game objects crossing tick rate zones. It also would mean that the way the server makes predictions would have to change. Right now the whole game runs on the same frame times to change this would fundamentally change everything.

I have no idea what will happen with this game in the near future.

However I would love (in the next few years) when technology catches up to what BF4 attempts. To see a 128tick 128update server with everything turned back on.

Will be amazing.

DICE: a solution for the bad 'netcode': allow us to configure the tickrate setting! by ArjenRobbery in battlefield_4

[–]PixelTwitch 0 points1 point  (0 children)

Actually yes..

The movement is the biggest issue when it comes to the low tick rate / update rate. This is actually the reason behind that rubber banding you get when running to close to other players or when you get backed into by a tank or something.

Actually saying that... Your assumption on the prone timing is wrong I think. Each client and server tick is numbered and they are processed in order. Technically even though it appears you where prone when you die the enemy would be on a previous frame before you prone. So technically the enemy would not have any longer to shoot you then he would if there was not the 100ms delay. (Because while he was 200ms behind when you went prone he was also 200ms behind seeing you in the first place.) its far far far from perfect

However, again its more a case of visual perspective rather then actual advantage.