Itās 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.
It just adds to player frustration with no benefit to 99% of the player base who wouldnāt do anything with that information anyway
The other 1% would do a trace route anyway
Though I do appreciate knowing which server to join
Has been a while since the last time I played a modern multiplayer game due my low spec laptop, Itās always a new world to me every time that Iām able to play something new, because I can see how nowdays games have tamed the gamer with almost everything
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 theyāre exploiting the unlagged netcode with high ping. Edit: And donāt give me a little 3 bar signal strength graph - I need numbers.
FYI also in case you didnāt 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 donāt think the Pike for medium is hitscan at any rangeā¦ someone correct me though)
Di you know that on windows, the resource monitor will show latency for all tcp connections?
wouldnāt be able to see only yours?
edit: sorry, i was thinking on an client-server arch where the server is not your pc