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2011-07-14, 05:50 PM | [Ignore Me] #31 | ||
First Lieutenant
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Here's how you fix warping. Planetside uses a form of clientside called extrapolation. Basically, walk forward for 5 seconds and stop. Bam, you just warped a little. You may not see it, and it may not be a lot. As your PC sends packets to the server, the server predicts where you're going to move to next. If you suddenly stop, the last packet before that received by the server will still have you moving forward, when the server receives the packet after you stopped, you'll warp back to that position. warping is just the server's inability to predict where your avatar should be at.
The solution? don't use extrapolation in PS2. http://en.wikipedia.org/wiki/Lag_%28...29#Client-side |
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2011-07-14, 05:56 PM | [Ignore Me] #32 | ||
I don't really get what this question is referring to. Are you saying there's no reason to use a shotgun if you can't circle strafe, or if the game is more cover based?
Heavier guns and shotguns have plenty of usage in the faster TTK, more cover based games. Part of the point of shotguns is the spread makes it easier to put damage on target with an off-the-hip shot. Not to mention the typical massive close range damage capability. It is a charge in and fuck shit up gun...even in games like CS:S and BC2. Heavy weapons are more powerful but more situational.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2011-07-14, 05:58 PM | [Ignore Me] #33 | |||
Lieutenant General
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2011-07-14, 06:25 PM | [Ignore Me] #34 | ||
Major General
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I think hes about one of about 10 people who play planetside that understands why people warp.
Planetside also sends ticks at about 5-7 per second, this is extreamly low, coupled with extra polation...yea, the corrections(or warp) you see onscreen are huge. Planetside 2 i highly doubt will use this code, it will use interpolation where your client renders peoples movment between the last 2 packet received. you see everything 1 packet behind the data you have recived, but everything moves smoothly...most of the time. depending on the tickrate though, you may still see some whacky shit...like people walk through colloums...and im sure the new thing will be OMG CLIP HACKS!!! |
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2011-07-14, 06:32 PM | [Ignore Me] #37 | |||
Corporal
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Planetside's TTK is fairly long, and you'll really only see ADAD spamming in 1 on 1 skrimishes. It's not like you're both going to sit still and see who can get the most shots off first. With the TTK lowered it shouldn't be as effective as it is now, but regardless - you'll still see it, it's been part of nearly every FPS game i've played since quake and imho if it gives you the edge against another player i don't see why people shouldn't be doing it. |
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2011-07-14, 06:36 PM | [Ignore Me] #38 | |||
First Sergeant
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that's about the same as someone playing a super overpowered char in a RPG type game and needing to stunlock him with your team for 10+ seconds because that char was coded badly.
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Support Human's Intelligence over Monkey's Movement. say NO to twitch and YES to the Art of War. |
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2011-07-14, 06:51 PM | [Ignore Me] #39 | |||
Master Sergeant
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Adjusting to potential change or being opposed to that change isn't bad but you've been hostile about little known gameplay mechanics in PS2. What I'm saying is your not being constructive or helpful in any way. Being able to use cover in a meaningful way provides a great sense of real armed combat. Planetsides unique gunplay may be novel to some and I'm not knocking that, but more people appear to prefer more modern gunplay than that of games akin to PS1. Planetside 2 needs a healthy population, we've seen the effects of low pop in PS1 and the harm it causes. Monkeys need to evolve at some point or they'll have a much harder time surviving when the enviorment around them changes. |
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