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Stacking teams is just getting lame not to mention longtime bugs.


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Posted
K well the original poster is referring to TW, more specifically, warbird bullets which are one-hit kill. And as surprising as it may sound, TW has used random damage (Bullet:ExactDamage) in the past, but it annoyed people and they switched, but they've been going back and forth everytime they tamper with the settings. Everytime they would attempt to reuse random damage I would notice immediately, since you can see yourself eating the bullet. But otherwise, it's as its been stated before, even if you fire at someone, on their screen it may not appear as if they were hit at all due to lag factors between the two clients.
Posted

Bomb damage isn't random, but it is highly unpredictable. Actually, what's more unpredictable is where the bomb will actually trigger. Where you see the bomb explode on your screen has absolutely nothing to do with where the bomb actually hit your opponent (or if it even hit him).

 

Packet loss was mentioned... I'll add that even if you have 0.0% ploss, you can still have 1 out of 1001 packets that are lost, so some bullets or bombs can very easily be lost in the process. This does not affect most zones much, but it's more apparent in TW because of the one hit kill settings.

 

Also, the whole protocol was developed in the early 90's... It is obvious that recent games have less problems. But we can't do anything to that, really. Even with a brand new client, there would still be some flaws in the protocol. It was made to be efficient with 28.8k modems, so a lot of data was kept client-side, and that's one the reasons why explosions and weapon hits are not monitored by the server.

Posted (edited)
Subspace uses method "(A) Tell the server you took out that other alien."

no

There is random bomb damage

no

Bomb damage isn't random, but it is highly unpredictable.

yes

 

See, that's simple enough for anyone who doesn't want to read.

 

 

bullets either do 2/3 at random, with an option of maximum, or are exact.

I don't know what you're trying to say, but random damage bullets do 0-maxdamage, with 2/3 maxdamage average, where maxdamage is what the bullets would do if ExactDamage was on (bulletdamagelevel and bulletdamageupgrade settings.)

Edited by Kilo
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