Itā€™s always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.

Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.

4 points
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It just adds to player frustration with no benefit to 99% of the player base who wouldnā€™t do anything with that information anyway

The other 1% would do a trace route anyway

Though I do appreciate knowing which server to join

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1 point

Has been a while since the last time I played a modern multiplayer game due my low spec laptop, Itā€™s always a new world to me every time that Iā€™m able to play something new, because I can see how nowdays games have tamed the gamer with almost everything

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2 points
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This drives me nuts in The Finals as well. I also really want to know what my opponentsā€™ pings are, because sometimes it feels like theyā€™re exploiting the unlagged netcode with high ping. Edit: And donā€™t give me a little 3 bar signal strength graph - I need numbers.

FYI also in case you didnā€™t know, the sniper rifle for light in The Finals is hitscan up to 40m away, then after that it has travel + bullet drop. This was introduced in a patch about 6 months ago. (I donā€™t think the Pike for medium is hitscan at any rangeā€¦ someone correct me though)

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1 point

Pike is hitscan, as is any actual gun except the ks and sniper.

But i donā€™t think just showing ping will fix anything within the finals with how shit the servers have become over the last updates.

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2 points

Di you know that on windows, the resource monitor will show latency for all tcp connections?

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1 point
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wouldnā€™t be able to see only yours?

edit: sorry, i was thinking on an client-server arch where the server is not your pc

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1 point

It just lists active tcp connections and their stats including latency. But as someone said most games need in-server support for timing as they use udp

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1 point

TCP isnā€™t used for low latency games

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2 points

Well - as udp is is stateless theres really no way to measure outside of special handling in the server code.

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