Quote:
Originally Posted by Codehead GoW1 used server side hit detection.
When you fired, your console told the host that you'd fired, then the host decided whether you'd hit anything based on the position information from you and all the other clients and sent the results back to you. Hence the delay between firing and hiting things.
With client side hit detection, when you fire, your 360 decides if you've hit, and informs the host. This should be a much better system, (but it is open to cheating). However, for some reason it just doen't work very well in GoW2.
Most of Epic's games have been server side, but client side was high on the wish list for improvements to GoW1. Careful what you wish for eh? |
I've been playing the multiplayer for just over a week now, and I've also been working late nights, so I've not been getting online until near midnight. As a result, all I have played is matches with and against Americans. I could not believe how difficult it would be to take someone down. Using the hammerburst rifle, I put an entire clip into an enemy, and they weren't even moving, and it didn't take them down! Just when I was about to throw in the towel, I had a game the other night, and it was with and against all UK players, and it was excellent! I could put people down SO much easier, it was like my bullets were more than twice as powerful. I could also take someone down with 2 shotguns bursts, whereas playing against Americans it takes 3 perfect hits when you are only a couple of feet away... I hope this gets sorted, as I cannot understand why it makes the users with the better ping rates so much more powerful.