Copy/Paste from my youtube comment:
I think i understand your thoughts on the netcode, but to me it seems “normal”.
Me and my opponents connects to a server.
This server receives our inputs , computes and returns the real output to apply to each one : did my shoot passed ? did my move was registered ?
Lag is indeed a big factor in registering theses inputs. However there must be a mechanism to decide which input to keep.
What type of input ? Not only my shoot, but also my position, the enemy position, and the damage i received.
Same on the opponent screen.
That means the first thing : we are not playing the same “game” at the same moments.
The damage i’m doing are calculated and based on what I see on my screen. Doens’t matter if you evade on yours.
That’s what we saw clearly in Gears 1 and even in your video, when the character got back to cover and 1s later got headshotted by the longshot.
That’s why you had those “ghost bullets”. the moment you shot it, the enemy already shotted you before but you didn’t see it (however i think you can see you didn’t shoot on the killcam)
That means people need to anticipate every movement the enemy is going to do. A little bit.
That means most of your clips are legit if you put theses arguments in perspective.
Taking in account my position 50ms ago , with the shot the opponent is actually doing, is the real “truth” the servers outputs.
Concerning the aim and the magnetism, we should not forget that the system choose between two position when shooting.
- from the weapon to the opponent
- from the camera to the opponent.
Ryan Cleven made a Gear in The Machine about this that explained it clearly.
Added to magnetism, it gives some strange angles from the enemy shot or mine, but those are the real ones used by the game.
And one thing I saw (gonna make a video about it) about “Back A movement”, is that it goes from the tip of the weapon, in a perpendicular line to the camera.
That gives also weird angles that are not expected, because it do not stick to the “reality” and “logic” we expect - a straight line from the shot
@8:56, you backed A when the cover was between the shotgun tip and the enemy, so it hits the wall from a perpendicular perspective.
The killcam don’t reflect all thoses things, because it takes your point of view concerning the opponent inputs, not his point of view.
We can’t “download” what he exactly saw, not on limited console like the xbox one, so it has been kept simple, but still illogic if we don’t apply these rules i mentioned before.
Also, be careful when looking at the damage percentage. We can’t see but only imagine the regen effect on this percentage.
It is very important to take it in account, because you may shoot 4-5 time-distanced bullets and he had the time to regen.
Same on far distanced shots, regeneration is easier, and the percentage will drop quickly.
On Marcus @5:00, he didn’t kill you directly. This added time is enough for him to regen a little bit, and remove your old first shots from the percentage.
- you were so far , I do this very often with my lancer, I know i can’t die much like this.
@5:50 , same thing, he could have regen, and you missed precision.
@6:10 , he regened (like you).
@8:47, to me there is no problem to do a back a, especially when i maintain my stick to the direction i want.
- I’m ok with some other things you mentioned, like the reaction shot @9:39 : maybe due to lag, but also using the camera aiming instead of the tip.
@10:23 you’re on 2V2 gnashers, and here i need to practice more to understand the regen.
What i would sum up with this video :
Thoses clips seems mostly legits. Just Lag, as in Gears 1.
Always anticipate.
If you want to engage, don’t try to shoot at the same time with the opponent, always a little bit before.
Same for movevement, we always need to begin to evade a little before he is going to cover and shoot.
That means less time “just in front” of your opponent, too risky for little reward.
Pre shoot people, but not with the gnasher at a very long distance, it does nothing,as intended.
Back A shots need to be practice, but once you know how it works from the tip of the weapon, it’s easy to use this, with very sad angles…
No packet loss. Magnetism only, no aim assist, server outputs = the truth.
Always imagine your current position with some delay for your opponent. Same for him.