Quote Originally Posted by Myon88 View Post
There's two factors at play when you get hit by mechanics like that.
  • Mechanic snapshots and animations are often disjointed. Your ping doesn't affect this, it's the same for everyone.

    For things like the sliding bumpers or punching gloves, ~0.5s before they actually move they have already checked for collision, the animation you see later is just cosmetic. It's quite obvious on the Typhon donut map because the bumpers show their line aoe before they move, you can see how separated it is from their actual movement.

    If you want to cross an obstacle like that as early as possible, you need to be 'pre-running' into it before it has actually moved on your screen. If you only react to the animation happening, you are already late and very close to the snapshot of the next cycle. Of course, you can run too early as well, so there's an element of difficulty because you need to rely on your sense of timing.
  • However much ping you're playing on, will further offset the timings above by an equivalent amount. No matter how high your latency, you have the same window of safety for mechanics as someone on low ping - it's just shifted backwards in time.

    Suppose a mechanic plays its animation at t = 0s, hits once every 2 seconds, and the snapshot is 0.5s earlier than the animation.

    Someone playing at 0ms ping needs to start running into it on their screen at -0.5s, and they have 2 seconds of safety before the next snapshot at +1.5s
    Someone playing at 200ms ping needs to start running even earlier at -0.7s, and they are safe until +1.3s.
Just imagine you have a clone of your character putting you on /follow and you're constantly dragging it behind you. That's your real hitbox as far as the server is concerned.
This and the servers do an abysmal job at updating player position, citizen.




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