I like all of the people defending SE in this thread and saying that it is the players fault that the way this game updates your position with the server has been broken since 1.0 even after that video was posted. It is noticeably better in 2.0, but there are still plenty of instances where you will get hit by shit you shouldn't have. There is honestly no excuse for it, but it is pretty damn clear they don't intend to fix it since the entire point of 2.0 was to overhaul the game engine and server structure, and that only worked to minimal success. If you are having trouble with dodging things then my suggestion is to cast an ability once you get out of the red zone. It has helped members of my free company on things like this, but I don't have any substantial proof that it actually helps update your position with the server.
I would also like to point out that in this particular instance there is virtually no room to run to preemptively dodge lasers. For those of you not familiar with it, there is a debuff that you have to pass around by touching a person and after you do so you are granted immunity and cant get it back. If the debuff tics down to 0 your entire party will wipe, so you basically have to cram everyone into the little room a certain distance from one another and you cant go near people unless it is your turn to either pass or get the debuff. If a person is preemptively running you are more than likely going to throw a laser on top of one or multiple people that are trying to move as little as possible so as to not screw up the debuff rotation. To make matters worse, at around 30%, it will typically use a move called ballast if you go a certain route which is an AoE that will basically destroy your entire party with high damage and a knock back if you get caught in it and it covers about 70% of the room. If you are not already out of it, or incredibly close to ADS then there is virtually no way to get out of it, so your ranged fighters are all basically sardined to a very small space on the back wall with limited movement space.


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