GunZ 2: The Second Duel

GunZ 2: The Second Duel

Statistiche:
Does anti-lead makes the game better or worse?
Something the crosses my mind here... When we play with 200+ ping, the anti-lead or the lack of it really makes the difference... So I was testing and trying to understand the pros and cons of that.

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Using Ivan here as reference since its a very popular character:

Melee:
With lead, melee is possible at high ping. Difficult cause you have to predict where the person is, but possible cause of the "real " position of the oponent in your and his screen are the same.
With anti-lead, its not, because most of the hits you do can be broken in mid-combo because of some lag differente. and that can also provoke that "pulling" from lag compensation

Spraying:
With lead you can use a weapon like coffin and do a spray from left to right leading thru the oponents movement
With anti-lead, its better you use a weapon like striker, because your hits only land when they are over the animation, that keeps "teleporting", so isnt effective to hold longer bursts of fire, cause even if the player pass thru the place you shot, if he blink from point A to B, and youre shooting in the middle, the bullet doesnt hit him

Sniping:
With lead you have to predict your enemies position by the ping, so it may be hard
With anti-lead, if you hit the animation you hit the target, so its easier, but for example if someone is running straight and you see him teleport, its harder to hit and with leading

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In my opinion, with lead the game was fair cause technically everyone was in the same position in map coordinates, but right now its like everyone has their own particular universe lol

What do you think?
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In comparison to the old gunz I assume?

As in everyone's position and action was relevant to the server's interpretation??
I think you shouldn't design an online pvp game to emphasizes both active aiming and active dodging because lag compensation can only work for one of them, so it's going to feel bad at one end no matter what. I think lag compensation is the lesser of two evils in this game while shooting, but god do I hate how the stuns screw with melee because of it.
Messaggio originale di Godzilla.exe:
In comparison to the old gunz I assume?

As in everyone's position and action was relevant to the server's interpretation??

Nope, comparing to the previous Gunz2, that was a change in the netcode that made the anti-lead into the game.

Messaggio originale di frzn:
I think you shouldn't design an online pvp game to emphasizes both active aiming and active dodging because lag compensation can only work for one of them, so it's going to feel bad at one end no matter what. I think lag compensation is the lesser of two evils in this game while shooting, but god do I hate how the stuns screw with melee because of it.

I think that the melee and spraying was better before, suprisingly just today I had the idea of making this thread, cause I was used to play 1x1 and the ping was lower.. But now that I play normal matches 99% of the time, I can see it clearly...

The spray dynamic has changed. I am used to spray with coffin and follow the player with that, but now, I feel obligated to do tiny bursts of shots when the cross gets red.
Does anti-lead makes the game better or worse?

A ka-jillion times better.
While it's easier to hit people, I will say GunZ 2 feels like, a million times squishier than GunZ 1 sometimes, which isn't really a good thing.
I'd say if possible, keep the lead for gunplay, but definitely take it out for melee.
Getting hit from 10 feet away by melee is one of the most annoying things about the new anti-lead.
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Data di pubblicazione: 18 mag 2014, ore 20:20
Messaggi: 6