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  1. #1
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    Default The unanswered question

    To my knowledge Epic still hasn't shed any light on the subject...

    Are they going to go with Client Side Hit Detection for the sequel? Will my bullets actually fire when I pull the trigger? Or are they going to use the same primitive system that made the GoW's multiplayer unplayable for so many people?

    I know that they have stated that they are going to improve coding by roughly 30% (correct me if I'm wrong), but that's just not enough for me. Then again I also remember them saying that you won't even be able to tell who is host... So I dunno...

    I guess my question is have they stated anything further about the topic at hand?

  2. #2
    MSgt. Shooter Person
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    No they aren't switching, they are keeping the same system as gow 1, but should be better this time around, since gow 1 multiplayer was a last minute moment thing.

  3. #3
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    I could have sworn hearing in an interview there would be client side hit detection. And what lag will do is affect when the bullet will HIT not when it comes out.
    Then again, I have no link since there are many interviews.

  4. #4
    Redeemer
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    Default

    i would love to see an official response on this subject

  5. #5
    Boomshot
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    Default

    I'm pretty sure they're staying with the system from Gears 1. It's a shame, but I can live with it as long as what they've said about improving the netcode is completely true.

  6. #6
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    Default

    Quote Originally Posted by Steveox152 View Post
    i would love to see an official response on this subject
    I too. It's almost as if they are avoiding the subject...

  7. #7
    MSgt. Shooter Person
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    I remember him saying it in an interview. Sorry i cant remember which one but i promise you they are not switching from gears 1.

  8. #8
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    Default

    This is what has been said on the matter so far.

    First off, they are improving the netcode for a better experience.

    Secondly, they are spreading the data load across all players as much as possible, to try and keep things even. Voice chat is going to run off seperate servers instead of going through the host.

    We'll soon see how it turns out. I think it will be far improved.

  9. #9
    MSgt. Shooter Person
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    I agree with hooligun, it should be mutch better this time, Thoe i wish epic would inform us on how it is doing right now. For me multiplayer is the biggest concern. I mean, im looking forward to singleplayer (who isnt?) but after singleplayer ill be playing ranked with friends till the earth ends. I just wish they would actually test it. As in, take 10 boxes with gears 2, go all across the us with them. Spred them out, then try online matches to see how the lag is, If they are just assuming the code "improvements" will work and havent actually tried them out then i will be pissed.
    http://www.speedtest.net/rank/1136201902.png
    Why don't I usually pull host with that connection? Epic, please let me know.

  10. #10
    MSgt. Shooter Person
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    I don't have a quote or a link but they siad for sure 100% they'd fix the lag. They're not just going to use the Host's connection but your connection will contribute to it too. Halo 3 did the same thing and Call Of Duty for Online Play.
    "Out numbered, out gunned, and coming up swinging everytime."

  11. #11
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    Leading isn't a big problem so long as the ping is reasonable, which if your not connecting halfway round the world, it is.

    It's consistency I care more about as it's far too common for shots to ghost through people, or not fire period. Can't lead a shot that doesn't happen, and that's a problem that occurs on both SSHD and CSHD so as far as I'm concerned they've picked the better system.

    Though quite honestly I have little to no doubt we'll be lagging every bit as much as we did on Gears1 because it was the host connection that was always the problem.

  12. #12
    Iron Guard
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    All I'm asking for Gears 2 that there won't be as much bullet lag BS us Aussies experience from Gears 1. We Aussies have to deal with 1 second bullet lag
    signature removed by admin- over allowed size

  13. #13
    Redeemer
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    two good articles i found on this subject..and the one with cliff he state shotgun inconsistancies is fixed.

    http://360.kombo.com/article.php?artid=13201

    old article explaining netcode and how high and low ping can effect bullet lag etc.

    http://www.gamesurge.com/pc/interviews/netcode.shtml

    hope these help ease your mind...it will be better than what we have with gears 1
    Last edited by BattleTATT; 09-12-2008 at 12:20 AM.
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