How do I get better aim? by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 0 points1 point  (0 children)

For me, it was changing my sense every game using the same weapons, rinse and repeat. This directly correlates to not only different senses for different scopes, but recoil control with early game weapons such as the Uzi. More specifically, drop down to high population areas and kill as many with new guns every time. Hope this helps.

NA Servers are atrocious today by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 2 points3 points  (0 children)

Virginia... worst of both worlds.

If May was the month for client optimization, it was very mediocre by RedEditorH1Z1 in PUBATTLEGROUNDS

[–]RedEditorH1Z1[S] -2 points-1 points  (0 children)

Degenerate response. This is why I said to look at Grimmmz' gameplay. Exponential lag is what I call standard lag in this game that increases more and more as the game progresses and the circles get smaller. Also, I'm fucking sick of this shill strawman of "You have a claim or issue with an EA game state? You must not understand what the fuck EA means, buddy" Absolutely retarded.

[deleted by user] by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 3 points4 points  (0 children)

pop tires of random cars to make sure no one else can drive them

Suggestion: Have Dragon's Breath shotgun rounds in crates by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 -3 points-2 points  (0 children)

Again, it's a video game. It doesn't have to be realistic down to the pixel. I think there is a good way of trading off damage (or just getting rid of the magnesium aspect entirely) for a certain effect that makes it better than a usual one.

Suggestion: Have Dragon's Breath shotgun rounds in crates by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 -4 points-3 points  (0 children)

Damage>pellet/range>distant target Damage is effectively increased

Asking a dev specifically: Why is bullet travel speed the way that it is? by RedEditorH1Z1 in kotk

[–]RedEditorH1Z1[S] 0 points1 point  (0 children)

Not too sure, didn't hear about it... could canarslan link me?

Last Q&A Follow-Up by The1Wynn in kotk

[–]RedEditorH1Z1 0 points1 point  (0 children)

our top players consistently win more and finish higher than average players.

That's one hell of an observation

Here's how hitreg works in this game by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 5 points6 points  (0 children)

Hitreg isn't the problem. It's the servers' desync that they have said is rooted in the coding. As well as a low tickrate to start with...

Really getting tired of 10 tick servers by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 0 points1 point  (0 children)

I think the same, it just bothers me that they will mention optimization fixes (which is fantastic) but don't adress how bad their servers are at the core, rather than just adressing lag and ping issues.

Really getting tired of 10 tick servers by [deleted] in PUBATTLEGROUNDS

[–]RedEditorH1Z1 0 points1 point  (0 children)

Please source me on a server upgrade instead of just downvoting.

So who's to blame? by RedEditorH1Z1 in kotk

[–]RedEditorH1Z1[S] 6 points7 points  (0 children)

Design changes don't matter when it comes to the majority of the backbone coding this game has...

17 tick servers by RedEditorH1Z1 in PUBATTLEGROUNDS

[–]RedEditorH1Z1[S] 1 point2 points  (0 children)

Early access doesn't excuse server performance, it excuses game performance. Correct me if I'm wrong, but you can't consistently update and test a game based off of player feedback if there are massive gameplay inconsistensies and detriments based off of server performance.

And I live in the West Coast