Anyone experience the same thing?
http://www.youtube.com/watch?v=nNhlnMGTdsk&feature=youtu.be
Warning: Video contains fails and lots of slow motion.
Anyone experience the same thing?
http://www.youtube.com/watch?v=nNhlnMGTdsk&feature=youtu.be
Warning: Video contains fails and lots of slow motion.
I know, and I hate it >.>
I wish OOO fixed it because it would be 100000000000000000000000000000000 easier gunning.
As much as I wish you were right, there are 2 moments there when they were headed in a straight line towards me and yet nothing happened. In the scene where I shot the gunner I shot where he used to be, and it hit him.
My point is, something is awfully wrong here.
My theory is that the hitbox for knights is located in the center of the image so even if you appear to hit them it might miss it and that bullets are actually smaller than they appear(such as the difference in bullet size for alchemers between low quality and high quality).
For the alchemers at least, the hit box is where the guy was ~.01 seconds ago, but if the shot hits where the guy is currently, it fizzles out.
That's something that will more likely never be fixed because of the nature of alchemers. Here's some insight as to why for example projectiles aren't lag compensated in their games from Valve's Yahn W. Bernier
Only way to make it lag-proof would be having the projectiles turn into a instant-hit (i.e. hit on click without delay) and then calculating the ricochet off the target and that would dumb down the drivers massively.
Lol @ the last clip of Thrillhaus running up to you and you dying, then the swing occurring.
Ring of teleportation is one use only. It was worth it.
Haha in all seriousness though, I think he just skipped a bunch of frames since it showed me swinging a gran faust but the report says he died from final flourish.
Inb4bluefloodyawns.
I think I've actually seen that kind of thing happen before (the different weapon in the death notice, not the died-before-attack-animation - I know that one happens). Not too sure how or why, though, and it's been a while so I may be misremembering things.
The strangest thing I experienced with this so called server lag was a sentenza bullet being stopped by a cloaked reckon (it disappeared half-ways) but the reckon kept being clocked and tock no damage.
thats why I aim where they are going to go and then charge the heck out of them with my BTB charge... just wait for my Triglav... just wait...
BUT HELL THAT CTR HIGH IS JUST AWSUM
I know why it happens! I don't know the exact term but I think it's called server lag. Because of it, most times when using guns, you'll have to aim where your target is going. You did it successfully in the last scene of the video, 1:15.