In a system where you can't choose the server (or the architecture is peer-to-peer) there's a greater chance that the latency of the various clients will be uneven. This generally means that you and everyone else on the server are experiencing similar latency. With a dedicated server architecture (like many PC games have, but few console games have), it's generally possible for you to select a server and know ahead of time what your average ping/latency are before you start playing. In Modern Warfare 3, there are some guns that kill in less than 150 milliseconds. If your health is at 100, that means it kills in 4 shots. It can fire at 750 RPM, and does 25 damage per shot at short range. However, in a "realistic" shooter, the time to score a kill can be measured in milliseconds. A difference of 50 milliseconds or so generally makes very little difference. The heavy's minigun spins up, and fires on another heavy, and a couple of seconds later (assuming he has no medic) the enemy heavy will be dead. In a "non-realistic" FPS such as TF2 or Halo, the amount of time it takes to kill another player can be generally measured in seconds. The reason why it tends to be so much worse in games like BF3 and MW3 comes down to the amount of time it takes to score a kill. People complain about it, especially in the more "realistic" shooters, but we really generally have no idea how it was implemented or how good or bad it is in a given game. I recommend to read this guide which contains all you need to know about importing, creating and using custom equipment items: Other improvements This update also contains some other minor improvements.Every multiplayer FPS game has lag compensation and client prediction, although whether you'd consider it to be "heavy" in Battlefield 3 is somewhat subjective. The game contains descriptiong for all item settings and will show what's wrong if your item settings are invalid. ![]() A lot of work has been put into this feature to make sure everything is as easy to use as possible. That means that only you can modify and upload your item to the workshop, but everyone else can use it in their creations. Unlike other content, custom items are also protected. ![]() ) with custom items, because everything will be included in the battle/prefab/unit file. And the best part is that you never have to subscribe to or download additional files when you try to use content (battles, units, prefabs. In most parts of the game there is no real difference between vanilla and custom equipment. This means custom units, placed items, prefabs, battles, traders, scripting. Custom Objects Update Community Announcements Custom object creators Based on the first custom creator update for custom weapon and equipment items from the beginning of June, the custom object creators are now available! /31345775/3d04febbbe47b5a297f0338cda827f262c980cc5.png The type of items you can create are: Melee weapons Ranged weapons Shields Grenades Helmets Chest Plates Arm/Leg Plates Face Equipment Middle Equipment (new slot for static equipment which is attached to the body of a unit) Backpacks Attachments (Sights, barrels, grips, laser/lamps, bayonets) The custom equipment items can be used pretty much anywhere, where you can also use vanilla equipment.
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