Pate8 Posted March 22, 2015 Share Posted March 22, 2015 (edited) I've noticed that whoever hosts the game (and by extension, whoever is on their team) generally wins the match. It might be due to latency issues between the clients to the host, such that the host has action/movement/hit priority. Edited March 22, 2015 by Pate8 Link to comment Share on other sites More sharing options...
ClockworkSpectre Posted March 22, 2015 Share Posted March 22, 2015 I've noticed that whoever hosts the game (and by extension, whoever is on their team) generally wins the match. It might be due to latency issues between the clients to the host, such that the host has action/movement/hit priority. I have noticed getting hit by melee attack from some one that is ~10 meters away from me. Hell one time I got slashed by a gram slide attack when I was in the air several meters above the other player. Link to comment Share on other sites More sharing options...
Intalus Posted March 22, 2015 Share Posted March 22, 2015 I have noticed getting hit by melee attack from some one that is ~10 meters away from me. Hell one time I got slashed by a gram slide attack when I was in the air several meters above the other player. That's the result of client-side hit detection and lag. Link to comment Share on other sites More sharing options...
Pate8 Posted March 22, 2015 Author Share Posted March 22, 2015 (edited) That's the result of client-side hit detection and lag. And it's noticeably detrimental for the PvP mode, and advantageous for the host. Edited March 22, 2015 by Pate8 Link to comment Share on other sites More sharing options...
ClockworkSpectre Posted March 22, 2015 Share Posted March 22, 2015 That's the result of client-side hit detection and lag. Which is why I mentioned it, because it is relevant to the OPs post. Link to comment Share on other sites More sharing options...
Pate8 Posted April 16, 2015 Author Share Posted April 16, 2015 Update. I don't know what's going on anymore, I played a few games where I was very laggy and was able to unload shots into stationary targets (due to high latency) and lag compensation registered all shots, allowing me to kill with impunity and a low chance for retaliation. Link to comment Share on other sites More sharing options...
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