
BlatMan
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Everything posted by BlatMan
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Not sure if this is a bug. Climbing a ladder produces significantly more udp packets than normal gameplay. Below is a packet capture of APB. At about 20s, I was tap firing a shaw while spamming aim down sight, crouch, and shoulder switch. Average packets per second is about 50 to 70. At 32s, I climbed down a ladder. At 35s, I climbed up the same ladder. I climbed down 5 times, and up 3 times. The wider spikes are the times I climbed up. Highest average packets per second was 190.
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Did you have a custom shader that was disabling the bloom?
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Just needs instant stone wall placement, oh wait.
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And NA East is having issues. My shotgun missed a van at 15M. It's like the server randomly does not process the hit. Are the servers getting DDoS'd?
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Thank you for confirming.
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Your routing is screwed up on Financial US East again. Server IP 205.220.227.71:10547 Every single time this happens, /latencytest shows 66ms average to the district if it's US East. It suppose to be 33ms or lower. In game latency fluctuates between 0ms and 30ms. Other games work fine. Team Fortress 2, Rust, and PUBG do not have issues.
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Cross Faction Matchmaking
BlatMan replied to RealSlimShady's topic in Social District (General Discussion)
This could work if we also get the option to load two characters, one of each faction. It might even help improve the atmosphere for new players since they'll get to see lore mail and contact from both factions at the same time. -
Remove the blue filter on the shaders. It makes the game look washed out. Also add an option to turn off the halo, glowing effect when bloom is enabled. Currently, red looks orange. Black looks blue. The previous devs must have been colorblind.
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Opposition called in as backup have bugged name tags when not in line of sight. The name tag behaves as if it's 100+ meters away. The name tag is suppose to smoothly follow the player when closer than 100 meters. Posting it here since you seem to pay attention to the patch note threads rather than the bug report section. I think you meant to link to this page: https://dev.epicgames.com/docs/game-services/reports-interface The functionality exists in Easy Anti-Cheat, but we have no confirmation from the developers that they integrated the APB /report UI with the EAC reports feature. It's borderline useless for the developers to log such reports when 99% of them are from low skilled players, and 100% of them contain no evidence of cheating, just hearsay from the player submitting the report. We've been told that we need video evidence of cheating, so /report is useless regardless of functionality.
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Same, but the opposite viewpoint. It's too easy to reach gold threat, so the matchmaking system can't make a balanced match. High silver / low gold should be roughly the same, but in reality there's a bigger skill gap than from low green to low silver.
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There is a health hack, or the scoreboard is not updating when a player switches their character mods. 4+ shots from a DMR-AV should kill regardless of character mods, but maybe they used med spray and it didn't show the effect. The opposing player had Clotting Agent 3 and Epinephrine equipped on the scoreboard.
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No. Revert latest Obeya CR762 changes.
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Oh god no. I hated the autoaim on console games. I couldn't chose who to lock onto. You'd be fighting one person, then another runs in front of you and drags you aim towards them.
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I bet most cheaters using that method had it configured correctly to cheat in other games. It didn't matter what anti-cheat was used. I think Vangaurd is the only one that is difficult to get around. Besides, the main problem isn't cheat detection, it's lack of investigation. There's Youtube channels posting clips of themselves using aimbots, but those players don't get banned. It feels like a waste of time reporting.
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As far as stopping cheating, EAC is useless. The virtual machine check is easy to get around. Only time will tell if LO can utilize it, along with FairFight.
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I can't tell if it's an improvement, but at least my xbox audio codecs don't get blocked anymore. EDIT: One improvement is EAC at least checks for a virtual environment. BE didn't.
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My shots will still miss on west coast servers.
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Out of curiosity, what does "realtime GC" show in the logs for you? Mine shows about 160ms on average, regardless of player population. Line 30296: 18:05:40 - DevGarbage: 160.517497 ms for realtime GC Line 30904: 18:06:40 - DevGarbage: 160.491766 ms for realtime GC Line 31393: 18:07:40 - DevGarbage: 162.730075 ms for realtime GC Line 31934: 18:08:40 - DevGarbage: 160.198051 ms for realtime GC Line 32434: 18:09:40 - DevGarbage: 160.437293 ms for realtime GC Line 32927: 18:10:40 - DevGarbage: 160.267305 ms for realtime GC Line 33295: 18:11:40 - DevGarbage: 160.398697 ms for realtime GC Line 33616: 18:12:01 - DevGarbage: 159.532607 ms for realtime GC
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People have been using custom settings since the start. Back in 2011 I would enable 'debug hitmarkers' to be able to see if my shot actually hit or not. It also turned off blood splatter, which was necessary back then since the best GPU at the time was the GTX 580. The 580 stutters from close up blood splatter, graffiti, explosions, basically anything using too many particle effects. A weaker GPU will freeze at times.
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Seems easy enough to add it to the in game options, seeing that they added a few other settings in the past.
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And no one it going to use the star when it has worse ttk, marksmans mode accuracy, and bloom recovery, compared to the N-TEC variants, including the Ursus.
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EasyAC vs BattlEye vs FairFight
BlatMan replied to MrLek's topic in Social District (General Discussion)
Content Moderation Service. -
I can consistently car glitch. Not sure if you fixed it to begin with.
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Jericho's dying atm - 19 April 2023
BlatMan replied to Hexerin's topic in Social District (General Discussion)
It was fine for me till about 23:30 Eastern time. Then hitreg went down the pooper. Other players were micro teleporting. I was missing shots that should hit, but occasionally hit shots that should have missed.