It’s always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.
Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.
This drives me nuts in The Finals as well. I also really want to know what my opponents’ pings are, because sometimes it feels like they’re exploiting the unlagged netcode with high ping. Edit: And don’t give me a little 3 bar signal strength graph - I need numbers.
FYI also in case you didn’t know, the sniper rifle for light in The Finals is hitscan up to 40m away, then after that it has travel + bullet drop. This was introduced in a patch about 6 months ago. (I don’t think the Pike for medium is hitscan at any range… someone correct me though)
Pike is hitscan, as is any actual gun except the ks and sniper.
But i don’t think just showing ping will fix anything within the finals with how shit the servers have become over the last updates.
It just adds to player frustration with no benefit to 99% of the player base who wouldn’t do anything with that information anyway
The other 1% would do a trace route anyway
Though I do appreciate knowing which server to join
Probably for the same reason modern cars don’t have an oil pressure sensor these days. Too many users don’t know how to parse the information.
I don’t really believe that. For either of them. You don’t have to be a computer expert to know that high ping is bad, and you don’t have to be a mechanic to know that the oil pressure gauge moving away from the middle of its range means something serious is going wrong. I think it’s because corporations don’t want us to understand what’s going on when things go wrong, not because people would be incapable of understanding if given the information.
Pretty much all cars have an oil pressure switch these days. Meaning once the oil pressure goes above a certain threshold the oil pressure gauge goes to the good range. It doesn’t move until the oil pressure drops below that threshold. Essentially it hides the actual oil pressure, which can fluctuate based on RPM, temperature, wear, and oil used. I don’t know how many times I’ve had friends, family, or coworkers think they have a problem because their oil pressure is moving while driving, or it’s at a different but perfectly fine part of the gauge.
I don’t think people are incapable of understanding. I think they don’t bother to try or have the time to.
Yes, the game should account for latency as much as it can, so a conscious decision to lead or trail probably won’t help. It’s more useful for debugging sort of purposes imo, like figuring out if your network is slow or if it’s just the person you’re playing against.
How it helps in knowing to lead or trail comes from knowing how much time delay to add or remove from the target so it actually counts as a hit. If I am low ping and my target is high ping, I’m gonna want to trail the target as they will be slightly behind where I am actually seeing them. If they have low ping and I have high ping, I need to aim a bit ahead of them because they are further along than what I see (though because it uses projectiles, I’d still have to lead a moving target).
It really depends on the kind of hit detection used. In totally client side hit detection, like Battlefield, as long as I can see them I can hit them by having my bullets hit what I see. But if the game is server side detection, like Counter-Strike, knowing everyone’s latency is a huge help.
Counter Strike has pretty cool networking code where the server will rollback the simulation based on your latency, to see if you would’ve hit based on your own interpretation of the world as at your time, so no, even in Counter Strike, you shouldn’t need to lead. That being said, there are limits. It’s not going to work properly if your latency is 1000ms. Also in CS 2 they improved this even more because they do sub tick simulation to be even more precise.
Have you ever actually played the game? Or any online game for that matter? If you have 30 ping and the dude you’re shooting has 150, you’re gonna have to shoot slightly behind what you see. As good as the net code is, there is still a slight difference between what the client sees and what the server sees. The interpolation they use is one of the reasons why you don’t see the other player where they actually are. It tries to guess where they will be to smooth out their motion instead of coming in bursts like an older game such as Quake would be, and it’s never quite perfect because there is literally a delay between what they do and when that information gets to the server, and then back to you. Knowing how much of a delay there is (IE the latency) actually is useful.
Pretty much any game newer than Quake 3 uses what I referred to as unlagged, which is now known as backwards reconciliation or lag compensation. You only need to shoot where you actually see the player to be.
I probably didn’t do a good job of explaining it, but this is exactly what I meant. Cheers.