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BlatMan

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  1. I watch my ammo count. If it goes down it means the server processed the shot. If it doesn't change, it means the server didn't process the shot. I'm not going by hit registration, just the ammo count. I can't tell what caused the shot to not count. There's no way to monitor what happens to your upload data. I think the main issue is lack of action queuing, as in the server should hold the shot until it's ready to shoot, instead of dropping it if it arrives a little too early. As Frosi pointed out, it's probably the DDoS mitigations affecting hitreg, and it's most likely contributing to the ghost shot issue. I also wonder if the server tickrate itself is causing issues. I remember when we couldn't have the server run faster than 25tps, because it would cause odd physic behavior, like the ambulance doing a front flip when going in reverse.
  2. Ghost shots have always been a problem. The netcode is a mess. With semi-automatics, the weapon shoots client sided but not server sided. You can sometimes immediately shoot after the ghost shot. It will look like a full auto burst, but other players will only see 1 shot. This affects wind up timer weapons. Many times I've had the perfect OSMAW shot lined up, only to have the rocket not fire. With automatics, there's multiple things that can happen. - If you try tap firing faster than the rate of fire, you will appear to shoot faster client sided, but every other shot doesn't happen server sided. - If you double press then hold the fire button, sometimes your weapon will fire full auto client sided until it should be empty, but your ammo doesn't go down. - If you tap fire and stop pressing the fire button at just the right moment, your weapon will shoot server sided, but not client sided. There's also a server sided ghost shot that happens when you fire and switch weapons at the same time. If you fire an RFP-9 and immediately switch to your primary, it will look like your primary fired a burst shot to other players, but no projectile comes out. It fun to do with an OSMAW and Volcano.
  3. The 45 has been 0.8s TTK since it's release. The hell you smoking?
  4. - The .45 is dead to me. Restore it to it's release stats. I think I'm the only person who doesn't have hatred towards others using the .45. - I like the Nano change. It's slow draw time made it useless in most situations. - I like the RFP-9 changes. Maybe it will be usable again. - I don't know how I feel about the FBW change. It's the starting weapon. It's suppose to be not quite good enough at everything. This might make it too accurate, indirectly decreasing it's ttk. - The UL-3 changes don't make sense. The problem with the UL-3 is the slow draw time. It's a secondary designed to be used in close range, but only 1 variant is capable of that. It should be changed to 0.35s, like the FR0G and RFP-9. It doesn't matter though. There's no point in signing in when there's still server sided network problems. This is a shooter, the bullets need to hit where the game says they will hit. You seem to have forgotten that.
  5. And they can't even make this forum functional. I DID NOT PRESS THE POST BUTTON. I'm not even going to say what I was going to say at this point.
  6. Then why did they have to unban cheaters each time they switched anti-cheats?
  7. This game as is will always be DOA on console. It's too resource intensive, and patches can't be pushed immediately due to console policy restrictions. Why does your POS forum submit my posts while I'm mid typing?
  8. What about the DMR-AV? It does the same thing. It also kills faster than the CR762 at +88M. If they want people to use the CR762, how about fixing the corrupt audio on the SLR series. I stopped using it after the 64 bit update because it clips the audio every shot. I then stopped using the CR variants on other characters because they nerfed the damage, making it pointless to use at range. Maybe they're trying to get people to mass purchase joker tickets to get the Anubis, since it's good enough at all ranges.
  9. They don't ban cheaters and want to add bots. Does KRAFTON now own APB Reloaded?
  10. I"m surprised you had enough time to kick them 3 times. Creme De La Crime? It's probably the same bug that lets you call in disconnected teammates by using /dnd, except that step isn't required because they're not in your group.
  11. The issue is you can't just leave the match. If I'm on the opposing team, I rather have the match end early than sit there for a few minutes. I can think of a dozen other solutions, but the core issue is everyone in the mission is locked in the mission until the time runs out.
  12. Some of them were banned during EAC era, but LO lifted their bans. I remember one wiping their twitch and youtube channel to try to hide it after the ban. Another posted about it on the forums but left their past broadcasts available, which shown them auto-aim. I saw the same names multiple times on the in-game FairFight announcement, but the tracking site only shows the first ban. It also didn't tell you all their characters, which meant people hiding could first login to their no name character, and if not banned, then switch to their known characters. Tiggs would manually ban players for arbitrary reasons, which I've seen while I was in-game. I don't remember that. Was it a "hack" or was it the phone acting as a gateway and interacting with the network packets for APB? I remember there being something about hijacking user sessions, but I can't remember if that was APB or the Unreal 3 engine in general.
  13. It runs in a Windows virtual machine. Not ideal, but at least they're not actively breaking compatibility.
  14. Getting strait to the point, by giving players the banned error code, would at least generate less support tickets. Does a banned player use up a server slot for other players if they're in a district?
  15. I thought getting banned meant you also couldn't join Asylum. There was a matchmaking bug that caused groups to not get matches. I forget if it was the leader or any player that went afk would cause the matchmaking to not start. It might also be that there's no one else ready that meets the matchmaking requirements. 200 players online doesn't mean 200 players are ready. The matchmaking often refuses to match unequal threat groups, who are readied up, if there's equal threat groups who are not ready. You can't get unopposed missions. Add cross district matchmaking, and now you have a larger pool of players who are not ready, that matchmaking is waiting to match you against, but it never happens because they're not playing missions.
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