6 years ago
About netcode
For those that don't know already, Battle(non)sense gives pretty good explanations regarding netcode: an older but well detailed article: https://www.pcgamer.com/netcode-explained/ video channel: ...
Servers getting killed in solos when the matches were filled with Wattsons, Gibraltars or Bangalores are a good indication that there is a huge amount of data to be chewed. Considering this, I can understand why the code net and leaf errors occurrence increased after they announced the increase in tickrate. The amount of data transferred between the client and the server needs to be optimized as much as possible, and we can see some signs that they are trying to find the best compromise. For example, if we look at the death recap, the values probably come from the client, in order to take some strain off the server, sometimes resulting in inconistency with the actual situation (losing a fight although you apparently did more damage and should've won) .This might also explain why grenades and damage are not tracked properly, why sounds are not heard at times.