Why are some players far more slippery than others? I know its not the freedom perk because I have those too. Its like their character models are just slightly off from where they show up on my screen, because projectives (doesnt matter if IG, FS, musket, bow) rarely connect and I can see them pass through the enemy character, and I know they are not dodging because their character is strafing back and forth. I try the same technique and all enemy projectiles connect with me, in fact it seems like the pause when changing direction helps to give away my next location. I cannot time where the enemy will be, and I know it is not on my end.
I see other players attacking the air and stuck in attack animations that last an extra 500ms or whatever. And the player is able to slip away.
Im not singling any particular person out because I notice it with a few players, and it seems as if they do not deal with the weird animation weapon swap lag and get a few extra attacks than my client is able to input. If I try to use an ability within about 300-400 ms after swapping, I will recieve a cooldown on both weapon abilities and I will swap back to the previous weapon. I cannot imagine this is how weapon swap is supposed to work. I have an incredibly fast gaming computer (5.2ghz, 32gb quad channel cl14, 980pro, 6800xt) and I live in one of the largest cities in Texas and have a 1.5gb down 200 up fiber connection, transmission and receive buffers set to 32… So I doubt its anything to do with me.
There is an oddity issue with OPR. On Bow if you have the skill # Arrow Range Increases the distance that arrows travel before being affected by gravity by 100%. Weapon Tree: Hunter Type: passive
In OPR it wont often work. At all, you can spec into & out of it while in OPR & same result. I’m unsure if its intended or related to the Desync issue. Note yes sometimes it does work after X amount of OPR’s, Which this bit of into alone is interesting if you are dev - As it suggest where the issue is (failing that cough Star Citizen issues too - there code into lumberyard HMM).
I know Arrows have a latency (“desync”) issue (As does US west server) & they get like a mid way line split dfirection from where they are fired to where they land ON TOP OF the broken ADS Aim where they often fire to the left of the marker (2K res - 1080P its a different story) But that aiming issue isn’t limited to OPR so the first part of the problem isn’t desync, the second part where it lands & fall off randomly & different to open world normal map likely is.