• High-bandwidth support is being rolled out to Overwatch at this very moment
    8 replies, posted
[url]http://www.pcgamer.com/high-bandwidth-support-is-being-rolled-out-to-overwatch-at-this-very-moment[/url]
Yay for dying less to shit that hits me well behind cover.
[QUOTE=Raidyr;50874248]Yay for dying less to shit that hits me well behind cover.[/QUOTE] except... that wasn't why. that will still occur, it's just how the game works.
[QUOTE=xbon;50874450]except... that wasn't why. that will still occur, it's just how the game works.[/QUOTE] It's a relationship between tick rate and latency, a higher tick rate allows clients to receive more information from the server, including information that other clients are sending like updates on character position. It will still occur but not as often. Hence why I said "less".
Given what we know, it should be increasing the amount of information you receive from the server. So while you might know when you're in danger a fraction of a second sooner (HighNoons, D.Va Ult), I would not expect any differences in dying behind corners.
[QUOTE=Raidyr;50874938]It's a relationship between tick rate and latency, a higher tick rate allows clients to receive more information from the server, including information that other clients are sending like updates on character position. It will still occur but not as often. Hence why I said "less".[/QUOTE] I think he's referencing how the hit-boxes are so large, even on the "small" characters, that it's possible for a projectile to hit you even if the target is literally out of line-of-sight(?) In any case, there was no reason to launch this game at such a low tickrate.. Glad it's getting improved to a baser standard.
[QUOTE=ghosevil;50878147]I think he's referencing how the hit-boxes are so large, even on the "small" characters, that it's possible for a projectile to hit you even if the target is literally out of line-of-sight(?) In any case, there was no reason to launch this game at such a low tickrate.. Glad it's getting improved to a baser standard.[/QUOTE] They shrunk the hitboxes significantly.
What I don't get is that why is latency such an issue with Overwatch as opposed to any other high mobility twitchy shooter. Not sure if it's just the way the game plays that makes you notice it more, but out of all the shooters I play it feels as bad as R6 Siege was on launch (and potentially still is) for frustrating deaths. It can be infuriating to play if you notice these kinds of things because it feels like so many game changing moments or just what otherwise should have been sound plays are robbed from you, and they often happen multiple times per match. Especially if you play Tracer or Genji and get to experience dying after you have clearly dashed then the killcam telling you that you didn't. One of the next most annoying this is that projectiles that are clearly way off to the side of your screen still seem to hit randomly, for example this is the single frame the rocket killed me, before the explosion effect. [img]http://i.imgur.com/AEdhcVq.png[/img]
thank fuck, 20tick is dire; hopefully hanzo will be much less RNG now
Sorry, you need to Log In to post a reply to this thread.