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This is an interesting issue. I wondered at times if we see things differently because of the netcode. For example, you see the slow down because your local character is being hit locally and it immediately impacts you. The character you hit is still moving fast because they covered the normal amount of distance before they were told they were hit (net lag) and therefore you can't see them "back up" to where they actually should go???
Just wondering out loud.
(Netcode is of great interest to me at this time, and is the reason I stumbled upon Apex. I wanted to see how it handles client prediction in certain cases.)
It's game level master engineering. Bullet slow down is based on rubber banding. That's why people with higher ping seems not affected by this.
- MrGreenWithAGun2 years agoNew Ace@AreYouShivering So if I understand you correctly, it isn't that the other guy learns later that he was hit, but that your guy had to smooth out its "backup" to where the other guy hit you?
If so, that is interesting.
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