this latency drop wasn't (really) due to improvements... they changed the formular of how your ping is calculated. before it was a full service ping: you -> server -> backend -> server -> you Now it's the normal way to calculate a ping: you -> server (maybe backend as well) they did some optimisation regarding network stability and stuff though...
I can tell a big difference. Now when I shoot someone I'm actually shooting them. I don't have to lead near as much as before.
When ping is over 180 melee is a joke. Doesn´t make sense at all. Slow melee or improve ping, but those 2 things together are breaking the game. Cause if a strong attack cost 0,5 sec to charge, and we have 180 ms, i have only 0,3 sec to react against it. Reaction human time abut 0,3 sec... so no time to react.-.. Action Strong Attack--- to server--- 180 ms Server to me-----180 ms Time to react----- 300 ms Me to server---- 180 ms Time to proper counter --- 0, 76 secs. Strong attack Charge time: 0,5 secs My kick doesnt come in time.. EDIT: This is an explanation about how i see the melee, numbers are not exact. Just a way to express.
Here an example: Enemy is attacking by fast attack followed by strong attack. I see the fast attack, i call the kick, as the fast attack that i see is coming with lag, my kick is being triggered when his attack have been done, so i receive the fast attack, but while im kicking he land his strong attack. So 0,3 sec of lag can cause a chain of deadly fails in the RPS melee system...making all the system useless and rage-inducer
You can vote for latency fix here http://forum.eternalcrusade.com/thr...to-affect-prioritization-in-my-roadmap.63112/ Maybe it will help that time and FPS w Latency fixes will not be #8 and #10 in the wish list, way behind new cosmetics and plasma cannon nerfs like it was last time.